Scene data transmission method, device, system, equipment, medium and product
By dynamically switching network devices during scene transitions in the virtual reality terminal, the problem of limited mobility of the virtual reality terminal is solved, the stability of wireless streaming is achieved, and the switching of network devices is seamless for the user, thus improving the virtual reality experience.
Patent Information
- Authority / Receiving Office
- CN · China
- Patent Type
- Applications(China)
- Current Assignee / Owner
- BEIJING ZITIAO NETWORK TECH CO LTD
- Filing Date
- 2026-02-10
- Publication Date
- 2026-05-12
AI Technical Summary
In existing technologies, the fixed binding connection between virtual reality terminals and network devices restricts their range of movement, resulting in limited freedom of movement in large spaces and poor stability of wireless streaming.
The virtual reality terminal sends a scene switching message to the first server, sends its current location to the second server, and the second server performs scheduling optimization based on the network device location and the terminal location, determines and returns network device identification information, and the virtual reality terminal switches to connect to the appropriate network device based on the identification information, receives scene data, and realizes dynamic network device switching.
It enables virtual reality terminals to move more freely in virtual reality venues, ensures the stability of wireless streaming, avoids experience interruption, and provides a smoother interactive experience.
Smart Images

Figure CN122028124A_ABST
Abstract
Description
Technical Field
[0001] This invention relates to the field of computer technology, and in particular to a method, apparatus, system, device, medium, and product for transmitting data in a scene. Background Technology
[0002] With the rapid development of computer technology, users can move freely in large spaces and engage in immersive, deep interaction with the virtual environment using virtual reality (VR) terminals. However, current methods for transmitting VR scene data to VR terminals involve a fixed connection between the VR terminal and network equipment, limiting the VR terminal's range of movement. Summary of the Invention
[0003] This paper provides a method, device, system, equipment, medium, and product for scene data transmission to enable dynamic switching of network devices, thereby increasing the mobility of virtual reality terminals and ensuring the stability of wireless streaming.
[0004] In the first scenario, this paper provides a scene data transmission method applied to a virtual reality terminal, the method comprising: Receive a scene switching message, wherein the scene switching message is sent by the first server in response to the switching of the first virtual reality scene; In response to the scene switching message, the current terminal location of the virtual reality terminal is sent to the second server, so that the second server can optimize the scheduling of network devices based on the network device location and the current terminal location, obtain and return the first network device identification information, which corresponds to the virtual reality terminal; Based on the first network device identification information, the system switches to connect to the first network device and receives scene data based on the first network device. The scene data is scene data sent by the first server and is data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after the first virtual reality scene has been switched.
[0005] In the second scenario, this paper also provides a scenario data transmission method applied to a second server, the method comprising: The current terminal location of the virtual reality terminal is received, wherein the current terminal location is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to the switching of the first virtual reality scene; The scheduling optimization of network devices is performed based on the location of network devices and the current location of the terminal to obtain first network device identification information, which corresponds to the virtual reality terminal. The first network device identification information is returned to the virtual reality terminal so that the virtual reality terminal switches to the first network device based on the first network device identification information and receives scene data based on the first network device. The scene data is the scene data sent by the first server and the scene data is the data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
[0006] In a third scenario, this paper also provides a scene data transmission device integrated into a virtual reality terminal, the device comprising: A scene switching message receiving module is used to receive scene switching messages, which are sent by the first server in response to the switching of the first virtual reality scene; The current terminal location sending module is used to send the current terminal location of the virtual reality terminal to the second server in response to the scene switching message, so that the second server can perform network device scheduling optimization based on the network device location and the current terminal location, obtain and return the first network device identification information, which corresponds to the virtual reality terminal. The network device switching module is used to switch to the first network device based on the first network device identification information, and to receive scene data based on the first network device. The scene data is scene data sent by the first server, and the scene data is data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after the first virtual reality scene has been switched.
[0007] In a fourth scenario, this paper also provides a scene data transmission device integrated into a second server, the device comprising: The current terminal location receiving module is used to receive the current terminal location of the virtual reality terminal, wherein the current terminal location is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to the switching of the first virtual reality scene; The network device scheduling optimization module is used to optimize the scheduling of network devices based on the location of network devices and the current terminal location, so as to obtain first network device identification information, which corresponds to the virtual reality terminal. The device identification information sending module is used to return the first network device identification information to the virtual reality terminal, so that the virtual reality terminal switches to the first network device based on the first network device identification information, and receives scene data based on the first network device. The scene data is scene data sent by the first server, and the scene data is data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
[0008] In the fifth scenario, this paper also provides a scene data transmission system, which includes: multiple virtual reality terminals, multiple network devices, a first server, and a second server; Each of the plurality of virtual reality terminals is used to implement the scene data transmission method provided in the first scenario; The second server is used to implement the scenario data transmission method provided in the second scenario.
[0009] In a sixth scenario, this document also provides an electronic device, the electronic device comprising: One or more processors; Storage device for storing one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the scene data transmission method as described herein.
[0010] In a seventh scenario, this document also provides a storage medium containing computer-executable instructions that, when executed by a computer processor, are used to perform the scenario data transmission method as described herein.
[0011] In the eighth scenario, this document also provides a computer program product, including a computer program that, when executed by a processor, implements the scenario data transmission method as described in any of the present documents.
[0012] In response to the switching of the first virtual reality scene, the first server sends a scene switching message to the virtual reality terminal. The virtual reality terminal receives and responds to the scene switching message, sending its current location to the second server. This allows the second server to optimize network device scheduling based on the network device location and the current terminal location, and to determine and return the first network device identification information. Based on the first network device identification information, the virtual reality terminal switches to connect to the first network device and receives scene data after the virtual reality scene switch based on the matching first network device. This allows for switching of the network device connected to the virtual reality terminal during the virtual reality scene switching process, avoiding any interruption to the experience. This achieves dynamic switching of network devices without the user's awareness, enabling the virtual reality terminal to move more freely in the virtual reality environment and ensuring the stability of the wireless streaming. Attached Figure Description
[0013] The above and other features, advantages, and aspects of the embodiments described herein will become more apparent when taken in conjunction with the accompanying drawings and the following detailed description. Throughout the drawings, the same or similar reference numerals denote the same or similar elements. It should be understood that the drawings are schematic, and the originals and elements are not necessarily drawn to scale.
[0014] Figure 1 This is an example diagram illustrating the application scenario of the scene data transmission method provided in one particular situation. Figure 2 This is a flowchart illustrating a scenario-based data transmission method provided in one specific situation. Figure 3 This is a flowchart illustrating a data transmission process in a specific scenario. Figure 4 This is a flowchart illustrating a scenario-based data transmission method provided in one specific situation. Figure 5 This is a flowchart illustrating another scenario data transmission method provided under one specific condition; Figure 6 This is an example diagram illustrating the distribution of signal strength of a network device in a scenario where there are no obstacles. Figure 7 This is an example diagram illustrating the signal strength distribution of a network device in the presence of pillars in one specific scenario. Figure 8 This is an example diagram illustrating the signal strength distribution of a network device in a situation involving a wall corner. Figure 9 This is a schematic diagram of a scenario data transmission device provided in one particular situation; Figure 10 This is a schematic diagram of a scenario data transmission device provided in one particular situation; Figure 11 This is a schematic diagram of the structure of a scenario data transmission system provided under one specific condition; Figure 12 This is a schematic diagram of the structure of an electronic device provided in one scenario. Detailed Implementation
[0015] The embodiments will now be described in more detail with reference to the accompanying drawings. While some embodiments are shown in the drawings, it should be understood that this document can be implemented in various forms and should not be construed as limited to the embodiments set forth herein. Rather, these embodiments are provided to provide a more thorough and complete understanding of the technical solutions. It should be understood that the accompanying drawings and embodiments are for illustrative purposes only and are not intended to limit the scope of protection of the technical solutions.
[0016] It should be understood that the steps described in the method implementation may be performed in different orders and / or in parallel. Furthermore, the method implementation may include additional steps and / or omit the steps shown. The scope of this document is not limited in this respect.
[0017] The term "comprising" and its variations as used herein are open-ended inclusions, meaning "including but not limited to". The term "based on" means "at least partially based on". The term "one situation" means "at least one situation"; the term "another situation" means "at least one additional situation"; the term "some situations" means "at least some situations". Definitions of other terms will be given in the following description.
[0018] It should be noted that the concepts of "first" and "second" mentioned are only used to distinguish different devices, modules or units, and are not used to limit the order of the functions performed by these devices, modules or units or their interdependencies.
[0019] It should be noted that the use of the terms "one" and "more" is illustrative rather than restrictive, and those skilled in the art should understand that, unless otherwise expressly indicated in the context, they should be understood as "one or more".
[0020] The names of messages or information exchanged between the various devices in this document are for illustrative purposes only and are not intended to limit the scope of these messages or information.
[0021] It is understandable that the data involved in the technical solution (including but not limited to the data itself, the acquisition or use of the data) should comply with the requirements of relevant laws, regulations and related provisions.
[0022] The technical solution in this article can be applied to... Figure 1In the application scenario shown, the system architecture can include a virtual reality terminal 101, a network, and a server 102. The virtual reality terminal 101 can be a terminal device used to interact with a virtual reality (VR) environment. For example, the virtual reality terminal 101 can be, but is not limited to, a VR headset. Various applications are deployed on the virtual reality terminal 101, such as media content publishing applications and conversational applications. The network is used as a medium to provide a communication link between the virtual reality terminal 110 and the server 120. The network can include various connection types, such as wired, wireless communication links, or fiber optic cables. The server 102 can be one or more servers providing various interfaces. That is, it can be implemented as a distributed server cluster composed of multiple servers, or as a single server; furthermore, it can be a server in a distributed system, a server integrating blockchain technology, a cloud server, or an intelligent cloud computing server or intelligent cloud host deployed with machine learning models, etc. It should be understood that... Figure 1 The number of virtual reality terminals 101 and servers 102 shown is for illustrative purposes only. Any number of virtual reality terminals 101 and servers 102 can be configured according to implementation requirements.
[0023] In the technical solution described herein, the virtual reality terminal 101 can interact with the server 102, such as receiving or sending data. For example, in this paper, the server 102 sends virtual reality scene data to the virtual reality terminal 101 via the network. The virtual reality terminal 101 receives the scene data via the network and displays it. The virtual reality terminal 101 can also send its current location to the server 102. Based on the received current location, the server 102 optimizes the scheduling of network devices and sends the network device identification information corresponding to the virtual reality terminal 101 to the virtual reality terminal 101. The virtual reality terminal 101 switches network devices based on the received network device identification information. The virtual reality terminal 101 and the server 102 achieve data interaction and functional collaboration through network communication.
[0024] In one scenario, server 102 may include a first server and a second server. The first server is used to create virtual reality scene data, and the second server is used to schedule and optimize the network devices connected to the virtual reality terminal 101. The virtual reality terminal 101 can interact with the first and second servers to achieve scene data transmission and network device scheduling optimization.
[0025] The virtual reality terminal 101 can be a terminal device located in a dotted-line real-world space. The dotted-line real-world space can be a real spatial location used to enable user interaction with the virtual environment. LBE (Location-Based Entertainment) is a type of entertainment that combines Virtual Reality (VR) technology with a physical location. The dotted-line real-world space can be a spatial location within an LBE. Multiple virtual reality terminals can interact simultaneously within the dotted-line real-world space, allowing for the installation and deployment of multiple network devices to support a higher concurrency level. Wireless streaming refers to running the virtual reality scene (such as a game) on a high-performance primary server. This primary server transmits the virtual reality scene data to the virtual reality terminal 101 for rendering and display via a wireless network provided by the network devices.
[0026] It should be understood that, Figure 1 The application scenario shown is merely one example in which the data transmission method described in this paper can be implemented. The scope of application of the implementation methods described in this paper is not limited to any aspect of this application scenario.
[0027] Figure 2 This is a flowchart illustrating a scene data transmission method for one scenario, applicable to transmitting virtual reality scene data from a first server to each virtual reality terminal in a virtual reality venue via network equipment. This method can be executed by a scene data transmission device, which can be implemented in software and / or hardware and integrated into the virtual reality terminal. The virtual reality terminal can refer to each virtual reality terminal in the virtual reality venue. Figure 2 As shown, the scene data transmission method may specifically include the following steps: S210. Receive scene switching message. The scene switching message is sent by the first server in response to the switching of the first virtual reality scene.
[0028] The first server can be a server used to create and run virtual reality scene data (i.e., VR content), such as a cloud server. Because virtual reality venues are large, VR content is divided into multiple different scenes during actual creation and execution. Before entering the next scene, the first server needs to preload the data resources required for that scene. Depending on the content, the resource loading process takes a few seconds, such as 3 to 10 seconds. This scene switching window allows for dynamic switching of network devices, rather than constant switching, thus avoiding unexpected stuttering during the user's immersive experience and achieving seamless network device switching for the user.
[0029] The virtual reality (VR) content can include multiple different VR scenes. For example, the VR content could be game content, with each level in the game considered a VR scene. Since the VR scenes are loaded and run on a first server, the first server can recognize the end and switching of VR scenes. The first VR scene can refer to the currently running VR scene on the first server. When the first VR scene ends and the first server begins switching to the next VR scene, it can send a scene switching message to each VR terminal in the VR arena to notify each terminal that a scene switch has begun on the first server, at which point network device scheduling can be performed.
[0030] S220. In response to the scene switching message, the current terminal location of the virtual reality terminal is sent to the second server so that the second server can optimize the scheduling of network devices based on the network device location and the current terminal location, obtain and return the first network device identification information, which corresponds to the virtual reality terminal.
[0031] The second server can be a server used for scheduling network devices. For example, the second server can be a scheduling server. It should be noted that the second server can be the same as or different from the first server. For example, the second server and the first server can be the same server, such as integrating the virtual reality scene data creation and execution process with the network device scheduling and optimization process into the same server. Alternatively, the second server and the first server can be two different servers, one server for scene data creation and execution, and the other server for network device scheduling and optimization.
[0032] The current terminal location refers to the coordinates of the virtual reality terminal's current position within the virtual reality venue. The network device location is the installation location of the network device within the virtual reality venue, which can be pre-stored on a second server. The network device can be a device used to generate a wireless network for data transmission, such as a router. Multiple network devices can be installed above the virtual reality venue. Different network devices generate different wireless networks. Each network device is a wireless access point. The first network device identification information refers to the identification information of the first network device matched with the virtual reality terminal. For example, the first network device identification information can be characterized using an SSID (Service Set Identifier). The SSID is a unique name identifier for a wireless network, used to distinguish different wireless networks (i.e., WiFi networks), thereby distinguishing different network devices.
[0033] It should be understood that each virtual reality (VR) terminal can move freely within the VR environment. When each VR terminal receives a scene switching message, it can send its current location to the second server, thereby proactively initiating a network device scheduling request. After receiving the current location from each VR terminal, the second server can optimize network device scheduling based on the locations of all network devices installed in the VR scene and the current location of each VR terminal. This involves matching each VR terminal with a suitable first network device, such as the network device closest to the VR terminal's current location that is not overloaded (i.e., the number of connections has not exceeded the maximum number of connections). The server then returns the identification information of the first network device corresponding to each VR terminal to the respective VR terminal.
[0034] It should be noted that the 5G / 6G frequency bands are divided into channels, with each network device assigned a fixed channel to ensure that there is no co-channel or adjacent-channel interference between them. For example, the channels corresponding to each network device are non-overlapping and far apart. Due to the limited channel range, the maximum number of terminals that each network device can support is also limited.
[0035] S230. Based on the first network device identification information, switch to connect to the first network device and receive scene data based on the first network device. The scene data is the scene data sent by the first server. The scene data is the data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
[0036] The first network device can be a network device switched from the second network device. The second network device is the network device currently connected to by the virtual reality terminal. The first network device can be the same as or different from the second network device.
[0037] It should be understood that, for each virtual reality (VR) terminal, upon receiving the first network device identification information corresponding to that VR terminal from the second server, it can detect whether the currently connected second network device is the same as the first network device corresponding to the first network device identification information. If so, the connection remains unchanged without switching; otherwise, the currently connected second network device is switched to the first network device, allowing the VR terminal to connect to the first network device. This achieves dynamic switching of network devices, solving the problem of limited movement range in the venue caused by the fixed binding of the VR terminal to the network device, and allowing the VR terminal to move more freely in the venue. After the first server finishes switching scenes, i.e., after switching from the first VR scene to the second VR scene, the first server sends the scene data of the second VR scene (such as VR video stream) to the VR terminal through the more suitable first network device, allowing the VR terminal to receive the scene data of the second VR scene more quickly. The VR terminal renders the received scene data in real time, thereby displaying VR content to the user and realizing an immersive interactive experience. By dynamically switching to a more suitable network device, the stability of the wireless streaming is ensured, avoiding streaming stuttering and providing a smoother streaming experience.
[0038] Figure 3 An example diagram illustrating a scene data transmission process is provided. For example... Figure 3 As shown, when the first server is not switching virtual reality scenes (i.e., running the same virtual reality scene), if a user moves within the virtual reality arena, the user's virtual reality terminal sends its posture information to the first server. The first server processes the content based on the received posture information and sends the processed video frames to the virtual reality terminal. The virtual reality terminal renders the received video frames, allowing the user to view the corresponding images and thus interact with the virtual environment. When the first server detects a virtual reality scene switch, it sends a scene switch message to the virtual reality terminal. Upon receiving the scene switch message, the virtual reality terminal sends its current location to the second server. The second server optimizes network device scheduling based on the network device location and the current terminal location, determines and returns the first network device identifier information matching the virtual reality terminal. The virtual reality terminal then switches network devices based on the returned first network device identifier information, thus achieving dynamic switching of network devices.
[0039] In some optional implementations, after step S230, the method may further include: sending a connection status to a second server so that the second server updates the connection information of the first network device based on the connection status, where the connection status refers to the connection status between the virtual reality terminal and the first network device.
[0040] See also Figure 3 After a virtual reality (VR) terminal switches its connection to the first network device, it can send the connection status (e.g., a successful connection) to the second server. The second server can update its stored connection information for the first network device in real time to accurately identify the VR terminals successfully connected to each network device. For example, after optimizing network device scheduling based on the network device location and the current terminal location, and determining the matching first network device identifier for each VR terminal, the second server can determine whether the currently connected second network device for each VR terminal is the corresponding first network device based on the stored connection information for each network device. If not, the second server returns the corresponding first network device identifier to the VR terminal, prompting the VR terminal to switch network devices. If so, it indicates that the VR terminal does not need to switch network devices, and the second server does not need to return the corresponding first network device identifier, allowing the VR terminal to maintain its current network connection, thus saving transmission resources.
[0041] In some alternative implementations, the method may further include: performing local rendering based on virtual reality data in response to a scene switching message, wherein the virtual reality data is pre-stored in the virtual reality terminal; and stopping local rendering in response to receiving a scene switching end message, wherein the scene switching end message is sent by the first server in response to the completion of resource loading of the second virtual reality scene.
[0042] See also Figure 3 Upon detecting a scene switch in the virtual reality environment, the first server, in addition to sending a scene switch message to each virtual reality terminal in the virtual reality venue, loads the resources for the next virtual reality scene (i.e., the second virtual reality scene). After loading, it sends a scene switch end message to each virtual reality terminal in the venue. When a virtual reality terminal receives the scene switch message, it performs local rendering of pre-stored virtual reality data, such as panoramic videos and / or images, so that the user can view some pre-set virtual reality data while waiting for the scene switch, further achieving seamless dynamic switching of network devices for the user. When the virtual reality terminal receives the scene switch end message, it indicates that the scene switch has ended. At this point, local rendering stops, and it continues to render the received scene data of the second virtual reality scene in real time to display the switched second virtual reality scene.
[0043] In some optional implementations, the method may further include: receiving a scene transition end message, which is sent by the first server in response to the completion of resource loading of the second virtual reality scene; and receiving scene data based on the second network device in response to the reception time of the scene transition end message being earlier than the reception time of the first network device identification information.
[0044] It should be understood that the time required for the first server to load scene resources and the time required for the second server to perform network device scheduling optimization may differ. Therefore, the reception time of the scene transition completion message may be earlier than the reception time of the first network device identification information, or vice versa. If the time required for network device scheduling optimization is longer than the time required to load scene resources, the virtual reality terminal will receive the scene transition completion message earlier, i.e., the reception time of the scene transition completion message will be earlier than the reception time of the first network device identification information. In this case, the virtual reality terminal can continue to maintain the current connection to the second network device without waiting for a network switch, so as to receive scene data of the second virtual reality scene through the currently connected second network device, thereby avoiding long waiting times and ensuring a good interactive experience. (See also...) Figure 3 If the time required for network device scheduling optimization is shorter than the time required for loading scene resources, the virtual reality terminal will receive the first network device identification information earlier. That is, the reception time of the first network device identification information is earlier than the reception time of the scene switching end message. At this time, the virtual reality terminal switches the network device based on the first network device identification information, thereby receiving the scene data of the second virtual reality scene through the first network device, further reducing the impact of network device switching on the interaction.
[0045] The above method involves a first server responding to a switch in the first virtual reality scene by sending a scene switching message to the virtual reality terminal. The virtual reality terminal receives and responds to the scene switching message by sending its current location to a second server. This allows the second server to optimize network device scheduling based on the network device location and the current terminal location, and to determine and return the first network device identification information. The virtual reality terminal then switches to the first network device based on the first network device identification information and receives scene data after the virtual reality scene switch based on the matching first network device. This method switches the network device connected to the virtual reality terminal during the virtual reality scene switch, avoiding any interruption to the experience. It achieves dynamic switching of network devices without the user's awareness, allowing the virtual reality terminal to move more freely in the virtual reality environment and ensuring the stability of the wireless streaming.
[0046] Figure 4This is a flowchart illustrating a scene data transmission method for one scenario, applicable to transmitting virtual reality scene data from a first server to each virtual reality terminal in a virtual reality venue via network devices. The method can be executed by a scene data transmission device, which can be implemented in software and / or hardware and integrated into a second server. The second server can be a server for scheduling network devices. For example, the second server can be a scheduling server. Figure 4 As shown, the scene data transmission method specifically includes the following steps: S410. Receive the current terminal position of the virtual reality terminal, wherein the current terminal position is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to the switching of the first virtual reality scene.
[0047] The first server can be a server used to create and run virtual reality scene data (i.e., VR content). A virtual reality terminal can be a terminal device used to interact with the virtual environment, such as a VR headset. Multiple network devices can be installed and deployed in the virtual reality venue to support the connection of more virtual reality terminals. The current terminal location can refer to the coordinates of the virtual reality terminal's current position in the virtual reality venue.
[0048] It should be understood that when the first server detects that the currently running virtual reality scene has ended and is starting to switch to the next virtual reality scene, it can send a scene switching message to each virtual reality terminal in the virtual reality venue. When the virtual reality terminal receives the scene switching message, it sends its current terminal location to the second server, so that the virtual reality terminal can actively initiate a network device scheduling request.
[0049] S420. Optimize the scheduling of network devices based on the location of network devices and the current location of the terminal to obtain the first network device identification information, which corresponds to the virtual reality terminal.
[0050] The network devices can be those used to generate wireless networks for data transmission, such as routers. Multiple network devices can be installed above the virtual reality venue. Different network devices generate different wireless networks. Each network device is a wireless access point. The first network device identification information refers to the identification information of the first network device matched with the virtual reality terminal. For example, the first network device identification information can be characterized using an SSID, thereby distinguishing different network devices.
[0051] It should be understood that after the second server receives the current terminal location sent by each virtual reality terminal, it can optimize the scheduling of network devices based on the locations of all network devices installed in the virtual reality scene and the current terminal location of each virtual reality terminal. This allows it to match a suitable first network device for each virtual reality terminal. For example, it can select the network device that is closest to the current terminal location of the virtual reality terminal and whose network device is not overloaded (i.e., the number of connections does not exceed the maximum number of connections) as the first network device to match the virtual reality terminal, thereby realizing the real-time scheduling of the connection relationship between the virtual reality terminal and the network device.
[0052] S430. Return the first network device identification information to the virtual reality terminal so that the virtual reality terminal switches to the first network device based on the first network device identification information and receives scene data based on the first network device. The scene data is the scene data sent by the first server. The scene data is the data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
[0053] The first network device can be a network device switched from the second network device. The second network device is the network device currently connected to by the virtual reality terminal. The first network device can be the same as or different from the second network device.
[0054] It should be understood that the second server returns the first network device identification information corresponding to each virtual reality terminal to the corresponding virtual reality terminal. For each virtual reality terminal, after receiving the first network device identification information returned by the second server, it checks whether the currently connected second network device is the first network device corresponding to the first network device identification information. If so, the connection is maintained without switching; otherwise, the currently connected second network device is switched to the first network device, so that the virtual reality terminal connects to the first network device. This achieves dynamic switching of network devices, solving the problem of limited movement range in the venue caused by the fixed binding of virtual reality terminals to network devices, allowing virtual reality terminals to move more freely in the venue. After the first server finishes switching scenes, the scene data of the switched second virtual reality scene (such as VR video stream) is sent to the virtual reality terminal through the more suitable first network device, so that the virtual reality terminal can receive the scene data of the second virtual reality scene more quickly. The virtual reality terminal renders the received scene data in real time, thereby displaying virtual reality content to the user and realizing an immersive interactive experience. By dynamically switching to connect to more suitable network devices, the stability of wireless streaming is ensured, and streaming stuttering is avoided, thus providing a smoother streaming experience.
[0055] The above method involves a first server responding to a switch in the first virtual reality scene by sending a scene switching message to the virtual reality terminal. The virtual reality terminal receives and responds to the scene switching message by sending its current location to a second server. This allows the second server to optimize network device scheduling based on the network device location and the current terminal location, and to determine and return the first network device identification information. The virtual reality terminal then switches to the first network device based on the first network device identification information and receives scene data after the virtual reality scene switch based on the matching first network device. This method switches the network device connected to the virtual reality terminal during the virtual reality scene switch, avoiding any interruption to the experience. It achieves dynamic switching of network devices without the user's awareness, allowing the virtual reality terminal to move more freely in the virtual reality environment and ensuring the stability of the wireless streaming.
[0056] Figure 5 This is a flowchart illustrating another data transmission method for one scenario, and the scheduling optimization process of network devices is described in detail based on the above embodiments. Explanations of terms that are the same as or corresponding to those in the above embodiments are not repeated here.
[0057] like Figure 5 As shown, the scene data transmission method can specifically include the following steps: S510. Receive the current terminal position of the virtual reality terminal, wherein the current terminal position is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to the switching of the first virtual reality scene.
[0058] S520. Based on the location of the network device and the current location of the terminal, determine the current signal strength set, which includes the current signal strength when each virtual reality terminal connects to each network device in the virtual reality venue.
[0059] It should be noted that the signal strength of the virtual reality terminal connection will attenuate according to the distance and obstacles, thus limiting the maximum movement distance of the virtual reality terminal and the actual wireless streaming quality. Therefore, it is necessary to dynamically schedule the connection relationship between the virtual reality terminal and the network device to solve the problem of the limited range of movement of the virtual reality terminal in the virtual reality venue.
[0060] It should be understood that the second server can determine the current signal strength of each virtual reality terminal when connecting to each network device based on the current terminal location sent by each virtual reality terminal and the network device location of each network device stored in advance, so as to obtain the current signal strength set and thus know in advance the signal strength of each virtual reality terminal when connecting to each network device.
[0061] For example, step S520 includes: constructing a signal strength attenuation model corresponding to each network device; for each virtual reality terminal and each network device, determining the current signal strength when the virtual reality terminal connects to the network device based on the current terminal location of the virtual reality terminal, the location of the network device, and the signal strength attenuation model corresponding to the network device; and combining the current signal strengths when each virtual reality terminal connects to each network device to obtain a set of current signal strengths.
[0062] The signal strength attenuation model can be used to characterize the relationship between the relative position of the virtual reality terminal and the network device and the change in signal strength. Based on the presence of obstacles in the dashed real-world field, a signal strength attenuation model can be accurately constructed for each network device. By using this model, the current signal strength of each virtual reality terminal when connected to each network device can be accurately predicted.
[0063] For example, constructing a signal strength attenuation model for each network device includes: determining that the signal strength attenuation model for each network device is a logarithmic distance path loss model; or, dividing and classifying regions based on environmental information and preset shapes of the virtual reality venue to obtain the signal strength for each region, and determining the signal strength attenuation model for each network device based on the signal strength for each region.
[0064] In one scenario, the signal strength attenuation model for each network device can be directly determined as a logarithmic distance path loss model. The logarithmic distance path loss model can be a quantitative model based on physical distance. The dependent variable in the logarithmic distance path loss model is the signal strength when the virtual reality terminal t connects to the network device r. The independent variables include: the distance between the virtual reality terminal t and the network device r. Reference signal strength and reference distance Among them, the reference signal strength The distance between the virtual reality terminal t and the network device r is used as the reference distance. The signal strength at that time. For example, the expression for the logarithmic distance path loss model can be: in, This refers to the signal strength when a virtual reality terminal t connects to a network device r. This refers to the distance between the virtual reality terminal t and the network device r. This refers to the distance between the virtual reality terminal t and the network device r. The signal strength at that time. For reference distance. This is the path attenuation coefficient, which is related to the environment of the virtual reality venue, such as when there are no obstacles in the virtual environment. Smaller than when there is an obstacle ξ represents shadow fading, which is a random fluctuation caused by environmental disturbances. It follows a pattern with a mean of 0 and a variance of 0. It follows a normal distribution.
[0065] In another scenario, based on environmental information of the virtual reality arena, such as the presence, location, and shape of existing obstacles, regions are divided and graded according to preset shapes to obtain the signal strength corresponding to each region. Within the same region, different locations have the same signal strength, and the signal strength decreases with distance from obstacles. The resulting signal strength attenuation model can represent the correspondence between arena regions and signal strength. The preset shape can be a pre-defined shape used to divide the arena regions, such as a circle or rectangle. For example... Figure 6 An example diagram showing the signal strength distribution of network devices in a virtual reality environment without obstacles is provided, such as... Figure 6 As shown, when there are no obstacles in the virtual reality arena, the network device is the radio frequency signal source. Its signal strength gradually decreases outward in a circular pattern from the center. Figure 7 An example diagram showing the signal strength distribution of network devices in a virtual reality environment with pillars present is given, such as... Figure 7 As shown, when a pillar is present as an obstacle in the virtual reality arena, the arena area excluding the pillar is divided into rectangular boxes, and the signal strength corresponding to each rectangle is set. Figure 7 The matrix boxes with different gray values correspond to different signal intensities. Figure 8 An example diagram showing the signal strength distribution of network devices in a virtual reality environment with wall corners is provided, such as... Figure 8 As shown, when a wall corner is present as an obstacle in the virtual reality arena, the arena area excluding the wall corner is divided into rectangular frames, and the signal strength corresponding to each rectangular frame is set. Figure 8 Different grayscale values in the matrix correspond to different signal intensities. By considering the actual environmental information of the virtual reality venue, a more accurate signal strength attenuation model can be constructed, further improving the accuracy of network device scheduling optimization results.
[0066] For example, determining the current signal strength of the virtual reality terminal when connected to the network device based on the current terminal location of the virtual reality terminal, the location of the network device, and the signal strength attenuation model corresponding to the network device includes: determining the current distance between the virtual reality terminal and the network device based on the current terminal location of the virtual reality terminal and the location of the network device; determining the current signal strength of the virtual reality terminal when connected to the network device based on the current distance and the signal strength attenuation model corresponding to the network device when the current distance is less than or equal to a distance threshold of the network device; and determining the current signal strength of the virtual reality terminal when connected to the network device as a preset signal strength when the current distance is greater than the distance threshold of the network device, wherein the preset signal strength is less than the weakest signal threshold of the terminal.
[0067] The distance threshold for network devices can be preset, representing the maximum effective distance between the virtual reality terminal and the network device. The weakest signal threshold for the terminal refers to the minimum signal strength required for the virtual reality terminal to receive data normally. The preset signal strength is a pre-set signal strength that is less than the weakest signal threshold for the terminal.
[0068] It should be understood that, for each virtual reality terminal and each network device, the current distance between the virtual reality terminal and the network device is determined based on the current location of the virtual reality terminal and the location of the network device. When the current distance is less than or equal to the distance threshold of the network device, the current distance can be substituted into the signal strength attenuation model corresponding to the network device to obtain the current signal strength when the virtual reality terminal connects to the network device. When the current distance is greater than the distance threshold of the network device, the current signal strength when the virtual reality terminal connects to the network device is determined to be a preset signal strength less than the terminal's weakest signal threshold, indicating that the virtual reality terminal cannot connect to the network device.
[0069] S530. Based on the current signal strength set, determine the connection stability, load balancing and communication quality corresponding to each first scheduling strategy, wherein different first scheduling strategies are used to characterize different connection relationships between virtual reality terminals and network devices.
[0070] The first scheduling strategy characterizes the connection relationship between the virtual reality terminal and network devices. Different first scheduling strategies correspond to different connection relationships. Each first scheduling strategy includes: the identification information of the network device that each virtual reality terminal needs to connect to. In different first scheduling strategies, at least one virtual reality terminal connects to a different network device. Connection stability can be used to quantify whether the signal strength of the virtual reality terminal when connecting to the network device meets a threshold to avoid frequent disconnections. The closer the connection stability is to 1, the higher the connection stability of the terminal. Load balancing can be used to quantify the load balancing of all network devices to avoid overload or idleness. The closer the load balancing is to 1, the more balanced the load and the higher the resource utilization. Communication quality can be used to quantify the absolute level of the signal strength when the virtual reality terminal connects to the network device to improve the communication experience. The closer the communication quality is to 1, the stronger the signal strength of the virtual reality terminal when connecting to the network device, and the higher the communication quality.
[0071] It should be understood that the connection relationships between virtual reality terminals and network devices are allocated enumerated, and each allocation result is used as a first scheduling strategy. Based on the current signal strength when each virtual reality terminal connects to each network device, the connection stability, load balancing, and communication quality corresponding to each scheduling strategy are determined, so as to measure the optimization degree of the first scheduling strategy from these three dimensions.
[0072] In some alternative implementations, step S530 includes the following steps S531-S533: S531. For each first scheduling strategy, based on the current signal strength set, obtain the current signal strength of each virtual reality terminal when connecting to the network device in the first scheduling strategy, and determine the connection stability corresponding to the first scheduling strategy based on the current signal strength, the weakest signal threshold of the terminal, and the strongest signal threshold of the terminal.
[0073] The weakest signal threshold for the terminal can refer to the minimum signal strength required for the virtual reality terminal to receive data normally. The strongest signal threshold for the terminal can refer to the maximum signal strength required for the virtual reality terminal to receive data normally. For each first scheduling strategy, the network devices connected to each virtual reality terminal can be obtained based on the first scheduling strategy. Then, the current signal strength of each virtual reality terminal when connected to the corresponding network device can be obtained from the current signal strength set. The current signal strength is compared with the weakest signal threshold and the strongest signal threshold for the terminal, and the connection stability corresponding to the first scheduling strategy is determined based on the comparison result.
[0074] For example, step S531 may include: determining the signal strength difference for each virtual reality terminal based on the current signal strength and the weakest signal threshold of the terminal; determining the threshold difference between the strongest signal threshold and the weakest signal threshold of the terminal, and dividing the signal strength difference for each virtual reality terminal by the threshold difference to obtain the target ratio for each virtual reality terminal; and averaging the target ratio to obtain the connection stability corresponding to the first scheduling strategy.
[0075] Specifically, in the first scheduling strategy, the current signal strength of each virtual reality terminal when connecting to the network device is compared with the terminal's weakest signal threshold. If the current signal strength of a virtual reality terminal is greater than or equal to the terminal's weakest signal threshold, the current signal strength is subtracted from the terminal's weakest signal threshold to obtain the signal strength difference corresponding to that virtual reality terminal. If the current signal strength is less than the terminal's weakest signal threshold, the signal strength difference corresponding to that virtual reality terminal is determined to be 0, indicating that connection is not possible at this time. The terminal's strongest signal threshold is subtracted from the terminal's weakest signal threshold to obtain the threshold difference. The signal strength difference corresponding to each virtual reality terminal is divided by the threshold difference to obtain the target ratio corresponding to each virtual reality terminal. The target ratios corresponding to all virtual reality terminals are averaged, and the average value is determined as the connection stability corresponding to the first scheduling strategy.
[0076] S532. Based on the connection relationship between the virtual reality terminal and the network device in the first scheduling strategy, determine the load balancing degree corresponding to the first scheduling strategy.
[0077] Specifically, based on the connection relationship between virtual reality terminals and network devices in the first scheduling strategy, the network devices connected to each virtual reality terminal can be obtained, and then the number of virtual reality terminals connected to each network device can be obtained. The load balancing degree corresponding to the first scheduling strategy can be determined based on the number of virtual reality terminals connected to each network device.
[0078] For example, step S532 includes: determining the number of virtual reality terminals connected to each network device based on the connection relationship between virtual reality terminals and network devices in the first scheduling strategy; determining the load rate corresponding to each network device based on the number of virtual reality terminals connected to each network device and the maximum allowed number of connections; and determining the load balancing degree corresponding to the first scheduling strategy based on the load rate corresponding to each network device.
[0079] The maximum allowed number of connections refers to the maximum number of virtual reality (VR) terminals that a network device can connect to. Specifically, based on the connection relationships between VR terminals and network devices in this first scheduling strategy, the number of VR terminals connected to each network device is obtained. Dividing the number of VR terminals connected to each network device by the maximum allowed number of connections yields the load rate for each network device. The load rate can be used to characterize the resource stress of the network device. By using the load rate for each network device, the load balancing level corresponding to the first scheduling strategy can be determined.
[0080] For example, determining the load balancing degree corresponding to the first scheduling strategy based on the load rate corresponding to each network device may include: determining the average load rate based on the load rates corresponding to all network devices, and subtracting the average load rate from the load rate corresponding to each network device to obtain the load rate difference corresponding to each network device; determining the average load rate difference based on the absolute value of the load rate difference corresponding to all network devices, and subtracting the average load rate difference from a preset value to obtain the load balancing degree corresponding to the first scheduling strategy.
[0081] It should be understood that the average load rate is obtained by averaging the load rates of all network devices, and the absolute value of the load rate difference for each network device is obtained by subtracting the average load rate from the load rate of each network device. The absolute value of the load rate difference for all network devices is then averaged to obtain the average load rate difference, and a preset value (e.g., 1) is subtracted from the average load rate difference to obtain the load balancing degree corresponding to the first scheduling strategy.
[0082] S533. Based on the current signal strength and the strongest signal threshold of the terminal, determine the communication quality level corresponding to the first scheduling strategy.
[0083] It should be understood that, based on this first scheduling strategy, the network devices that each virtual reality terminal needs to connect to can be obtained, and then the current signal strength of each virtual reality terminal when connecting to the corresponding network device can be obtained. The current signal strength is compared with the terminal's strongest signal threshold, and the communication quality level corresponding to the first scheduling strategy is determined based on the comparison result.
[0084] For example, step S533 includes: dividing the current signal strength of each virtual reality terminal when connecting to the network device in the first scheduling strategy by the strongest signal threshold of the terminal to obtain the signal strength ratio corresponding to each virtual reality terminal; averaging the signal strength ratios corresponding to all virtual reality terminals to obtain the communication quality level corresponding to the first scheduling strategy.
[0085] S540. Based on the connection stability, load balancing, and communication quality, determine the second scheduling strategy from the first scheduling strategy, and obtain the first network device identification information based on the second scheduling strategy.
[0086] Specifically, in scenarios where virtual reality terminals move dynamically and network equipment resources are limited, the connection relationship between virtual reality terminals and network equipment is scheduled in real time to achieve multi-objective optimization of connection stability, load balancing, and communication quality, thereby obtaining the optimal connection relationship, i.e., the optimal second scheduling strategy. From the optimal second scheduling strategy, the first network device that each virtual reality terminal connects to is obtained, thus obtaining the first network device identification information that matches each virtual reality terminal. This realizes dynamic scheduling optimization of network devices and ensures the stability of the streaming.
[0087] For example, step S540 may include: weighting and fusing the connection stability, load balancing and communication quality levels corresponding to each first scheduling strategy to obtain the optimization level corresponding to each first scheduling strategy; and determining the first scheduling strategy with the highest optimization level as the second scheduling strategy.
[0088] Specifically, a multi-objective balanced optimization is achieved by weighted fusion of connection stability, load balancing, and communication quality for each scheduling strategy. For example, based on a first weight corresponding to connection stability, a second weight corresponding to load balancing, and a third weight corresponding to communication quality, the weighted sum of these factors for each scheduling strategy is used as the optimization level for each strategy. The optimization levels of each scheduling strategy are compared, and the strategy with the highest optimization level is determined as the current optimal second scheduling strategy, thereby maximizing overall quality. For example, the first, second, and third weights can be used to characterize the priority of the three optimization objectives. For instance, the first weight is greater than the second weight, and the second weight is greater than the third weight. Prioritizing connection stability ensures that the signal strength of the network devices connected to the virtual reality terminal meets the terminal's weakest signal threshold, avoiding frequent disconnections. Optimizing load balancing balances the number of connected terminals on each network device, preventing overload of a single network device (exceeding the maximum number of connections) and reducing resource waste on idle network devices. Maximizing communication quality prioritizes network devices with stronger signals and better link quality while satisfying stability and resource balance.
[0089] S550: Return the first network device identification information to the virtual reality terminal so that the virtual reality terminal can switch to the first network device based on the first network device identification information and receive scene data based on the first network device.
[0090] The above method determines the current signal strength set based on the current terminal location and network device location. Based on the current signal strength set, it determines the connection stability, load balancing, and communication quality corresponding to each first scheduling strategy. Based on the connection stability, load balancing, and communication quality, it can more accurately determine the optimal second scheduling strategy, thereby improving the network device scheduling effect and ensuring the stability of wireless interconnection.
[0091] Figure 9 This is a schematic diagram of the structure of a scenario data transmission device provided in one situation, such as... Figure 9 As shown, the device is integrated into a virtual reality terminal and specifically includes: a scene switching message receiving module 610, a current terminal location sending module 620, and a network device switching module 630.
[0092] The system includes a scene switching message receiving module 610, which receives a scene switching message sent by the first server in response to a switch in the first virtual reality scene; a current terminal location sending module 620, which, in response to the scene switching message, sends the current terminal location of the virtual reality terminal to the second server, so that the second server can optimize network device scheduling based on the network device location and the current terminal location, obtain and return first network device identification information, which corresponds to the virtual reality terminal; and a network device switching module 630, which, based on the first network device identification information, switches to the first network device and receives scene data based on the first network device, wherein the scene data is the scene data sent by the first server and is data of the second virtual reality scene, which is the virtual reality scene after the switch from the first virtual reality scene.
[0093] Based on the above-mentioned device, the first server responds to the switching of the first virtual reality scene by sending a scene switching message to the virtual reality terminal. The virtual reality terminal receives and responds to the scene switching message by sending its current terminal location to the second server. This allows the second server to optimize network device scheduling based on the network device location and the current terminal location, determine and return the first network device identification information. The virtual reality terminal switches to the first network device based on the first network device identification information and receives scene data after the virtual reality scene switch based on the matching first network device. This switches the network device connected to the virtual reality terminal during the virtual reality scene switching process, avoiding any interruption to the experience. It achieves dynamic switching of network devices without the user's awareness, allowing the virtual reality terminal to move more freely in the virtual reality venue and ensuring the stability of the wireless streaming.
[0094] Optionally, the device further includes: The rendering control module is used to perform local rendering based on virtual reality data in response to the scene switching message, wherein the virtual reality data is pre-stored in the virtual reality terminal; and to stop local rendering in response to receiving a scene switching end message, wherein the scene switching end message is sent by the first server in response to the completion of resource loading of the second virtual reality scene.
[0095] The scene data transmission device provided in this paper can execute the scene data transmission method applied to virtual reality terminals, and has the corresponding functional modules and beneficial effects of the execution method.
[0096] Figure 10 This is a schematic diagram of the structure of a scenario data transmission device provided in one situation, such as... Figure 10 As shown, the device is integrated into the second server and specifically includes: a current terminal location receiving module 710, a network device scheduling optimization module 720, and a device identification information sending module 730.
[0097] The system includes a current terminal location receiving module 710, used to receive the current terminal location of the virtual reality terminal, wherein the current terminal location is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to switching to a first virtual reality scene; a network device scheduling optimization module 720, used to perform network device scheduling optimization based on the network device location and the current terminal location to obtain first network device identification information, the first network device identification information corresponding to the virtual reality terminal; and a device identification information sending module 730, used to return the first network device identification information to the virtual reality terminal, so that the virtual reality terminal switches to the first network device based on the first network device identification information, and receives scene data based on the first network device, wherein the scene data is scene data sent by the first server, the scene data is data of a second virtual reality scene, and the second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
[0098] Based on the above-mentioned device, the first server responds to the switching of the first virtual reality scene by sending a scene switching message to the virtual reality terminal. The virtual reality terminal receives and responds to the scene switching message by sending its current terminal location to the second server. This allows the second server to optimize network device scheduling based on the network device location and the current terminal location, determine and return the first network device identification information. The virtual reality terminal switches to the first network device based on the first network device identification information and receives scene data after the virtual reality scene switch based on the matching first network device. This switches the network device connected to the virtual reality terminal during the virtual reality scene switching process, avoiding any interruption to the experience. It achieves dynamic switching of network devices without the user's awareness, allowing the virtual reality terminal to move more freely in the virtual reality venue and ensuring the stability of the wireless streaming.
[0099] Optionally, the network device scheduling optimization module 720 includes: The current signal strength set determination submodule is used to determine the current signal strength set based on the network device location and the current terminal location. The current signal strength set includes the current signal strength when each virtual reality terminal connects to each network device in the virtual reality venue. The quality index determination submodule is used to determine the connection stability, load balancing and communication quality of each first scheduling strategy based on the current signal strength set. Different first scheduling strategies are used to characterize different connection relationships between virtual reality terminals and network devices. The second scheduling strategy determination submodule is used to determine a second scheduling strategy from the first scheduling strategy based on the connection stability, the load balancing degree, and the communication quality degree, and to obtain the first network device identification information based on the second scheduling strategy.
[0100] Optionally, the current signal strength set determination submodule is specifically used for: Construct a signal strength attenuation model for each network device; for each virtual reality terminal and each network device, determine the current signal strength when the virtual reality terminal connects to the network device based on the current terminal location of the virtual reality terminal, the location of the network device, and the signal strength attenuation model corresponding to the network device; combine the current signal strengths when each virtual reality terminal connects to each network device to obtain a set of current signal strengths.
[0101] Optionally, the quality indicator determination submodule includes: The connection stability determination unit is used to obtain the current signal strength of each virtual reality terminal when connecting to the network device in the first scheduling strategy based on the current signal strength set, and determine the connection stability corresponding to the first scheduling strategy based on the current signal strength, the weakest signal threshold of the terminal, and the strongest signal threshold of the terminal. The load balancing degree determination unit is used to determine the load balancing degree corresponding to the first scheduling strategy based on the connection relationship between the virtual reality terminal and the network device in the first scheduling strategy. The communication quality determination unit is used to determine the communication quality level corresponding to the first scheduling strategy based on the current signal strength and the strongest signal threshold of the terminal.
[0102] Optionally, the connection stability determination unit is specifically used for: Based on the current signal strength and the weakest signal threshold of the terminal, the signal strength difference corresponding to each virtual reality terminal is determined; the threshold difference between the strongest signal threshold and the weakest signal threshold of the terminal is determined, and the signal strength difference corresponding to each virtual reality terminal is divided by the threshold difference to obtain the target ratio corresponding to each virtual reality terminal; the target ratio is averaged to obtain the connection stability corresponding to the first scheduling strategy.
[0103] Optionally, the load balancing degree determination unit is specifically used for: Based on the connection relationship between virtual reality terminals and network devices in the first scheduling strategy, the number of virtual reality terminals connected to each network device is determined; based on the number of virtual reality terminals connected to each network device and the maximum allowed number of connections, the load rate corresponding to each network device is determined; based on the load rate corresponding to each network device, the load balancing degree corresponding to the first scheduling strategy is determined.
[0104] Optionally, the communication quality level determination unit is specifically used for: Divide the current signal strength of each virtual reality terminal when connecting to the network device in the first scheduling strategy by the terminal's strongest signal threshold to obtain the signal strength ratio corresponding to each virtual reality terminal; average the signal strength ratios corresponding to all virtual reality terminals to obtain the communication quality level corresponding to the first scheduling strategy.
[0105] The scene data transmission device provided in this paper can execute a scene data transmission method applied to a second server, and has the corresponding functional modules and beneficial effects of the execution method.
[0106] It is worth noting that the various units and modules included in the above-mentioned device are divided according to functional logic, but are not limited to the above division, as long as the corresponding functions can be realized; in addition, the specific names of each functional unit are only for easy differentiation and are not used to limit the scope of protection.
[0107] Figure 11 This is a schematic diagram of a scene data transmission system provided in one scenario, applicable to situations where virtual reality scene data in a first server is transmitted via network devices to each virtual reality terminal in a virtual reality venue. For example... Figure 11 As shown, the system specifically includes: multiple virtual reality terminals 810, multiple network devices 820, a first server 830, and a second server 840.
[0108] Each virtual reality terminal 810 is used to implement the scene data transmission method applied to the virtual reality terminal described above. The second server 840 is used to implement the scene data transmission method applied to the second server described above.
[0109] It should be understood that the first server 830 can be used to create, generate, and run virtual reality scene data, and send the generated virtual reality scene data to each virtual reality terminal 810 via the network. Each network device 820 can be a terminal device for providing a wireless network. Each virtual reality terminal 810 receives the virtual reality scene data sent by the first server 830 through the network device and performs real-time rendering of the received virtual reality scene data, thereby achieving immersive interaction with the virtual environment. It should be noted that... Figure 11 The number of virtual reality terminals 810 and network devices 820 shown is for illustrative purposes only. Any number of virtual reality terminals 810 and network devices 820 can be configured according to implementation requirements.
[0110] Based on the above system, the first server responds to the switching of the first virtual reality scene by sending a scene switching message to the virtual reality terminal. The virtual reality terminal receives and responds to the scene switching message by sending its current terminal location to the second server. This allows the second server to optimize network device scheduling based on the network device location and the current terminal location, determine and return the first network device identification information. The virtual reality terminal then switches to connect to the first network device based on the first network device identification information and receives scene data after the virtual reality scene switch based on the matching first network device. This allows for switching of the network device connected to the virtual reality terminal during the virtual reality scene switching process, avoiding any interruption to the experience. This achieves dynamic switching of network devices without the user's awareness, enabling the virtual reality terminal to move more freely in the virtual reality environment and ensuring the stability of the wireless streaming.
[0111] Figure 12 This is a schematic diagram of the structure of an electronic device provided in one scenario. See below for reference. Figure 12 This document illustrates a structural diagram of an electronic device 500 (e.g., a terminal device or a server) suitable for implementing the present technical solution. The terminal device referred to herein may include, but is not limited to, mobile terminals such as mobile phones, laptops, digital radio receivers, PDAs (personal digital assistants), PADs (tablet computers), PMPs (portable multimedia players), in-vehicle terminals (e.g., in-vehicle navigation terminals), and fixed terminals such as digital TVs and desktop computers. Figure 12 The electronic devices shown are merely examples and should not impose any limitations on their functionality or scope of use.
[0112] like Figure 12 As shown, the electronic device 500 may include a processing unit (e.g., a central processing unit, a graphics processing unit, etc.) 501, which can perform various appropriate actions and processes according to a program stored in read-only memory (ROM) 502 or a program loaded from storage device 508 into random access memory (RAM) 503. The RAM 503 also stores various programs and data required for the operation of the electronic device 500. The processing unit 501, ROM 502, and RAM 503 are interconnected via a bus 504. An input / output (I / O) interface 505 is also connected to the bus 504.
[0113] Typically, the following devices can be connected to I / O interface 505: input devices 506 including, for example, touchscreens, touchpads, keyboards, mice, cameras, microphones, accelerometers, gyroscopes, etc.; output devices 507 including, for example, liquid crystal displays (LCDs), speakers, vibrators, etc.; storage devices 508 including, for example, magnetic tapes, hard disks, etc.; and communication devices 509. Communication device 509 allows electronic device 500 to communicate wirelessly or wiredly with other devices to exchange data. Although Figure 12 An electronic device 500 with various devices is shown; however, it should be understood that it is not required to implement or possess all of the devices shown. More or fewer devices may be implemented or possessed alternatively.
[0114] In particular, according to embodiments herein, the processes described in the above-referenced flowcharts can be implemented as computer software programs. For example, embodiments herein include a computer program product comprising a computer program carried on a non-transitory computer-readable medium, the computer program containing program code for performing the methods shown in the flowcharts. In such embodiments, the computer program can be downloaded and installed from a network via communication device 509, or installed from storage device 508, or installed from ROM 502. When the computer program is executed by processing device 501, the aforementioned functions defined in the methods are performed.
[0115] The names of messages or information exchanged between multiple devices in the embodiments herein are for illustrative purposes only and are not intended to limit the scope of these messages or information.
[0116] The electronic device provided in this article and the scene data transmission method provided above belong to the same inventive concept. Technical details not described in detail in this embodiment can be found in the above embodiments, and have the same beneficial effects as the above embodiments.
[0117] This article provides a computer storage medium on which a computer program is stored, which, when executed by a processor, implements the scene data transmission method provided in the above embodiments.
[0118] It should be noted that the aforementioned computer-readable medium can be a computer-readable signal medium, a computer-readable storage medium, or any combination thereof. A computer-readable storage medium can be, for example,—but not limited to—an electrical, magnetic, optical, electromagnetic, infrared, or semiconductor system, apparatus, or device, or any combination thereof. More specific examples of a computer-readable storage medium may include, but are not limited to: an electrical connection having one or more wires, a portable computer disk, a hard disk, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage device, magnetic storage device, or any suitable combination thereof. A computer-readable storage medium can be any tangible medium containing or storing a program that can be used by or in conjunction with an instruction execution system, apparatus, or device. A computer-readable signal medium can include a data signal propagated in baseband or as part of a carrier wave, carrying computer-readable program code. Such propagated data signals can take various forms, including but not limited to electromagnetic signals, optical signals, or any suitable combination thereof. A computer-readable signal medium can be any computer-readable medium other than a computer-readable storage medium, which can send, propagate, or transmit a program for use by or in connection with an instruction execution system, apparatus, or device. The program code contained on the computer-readable medium can be transmitted using any suitable medium, including but not limited to: wires, optical fibers, RF (radio frequency), etc., or any suitable combination thereof.
[0119] In some implementations, clients and servers can communicate using any currently known or future-developed network protocol such as HTTP (Hypertext Transfer Protocol) and can interconnect with digital data communication (e.g., communication networks) of any form or medium. Examples of communication networks include local area networks (“LANs”), wide area networks (“WANs”), the Internet (e.g., the Internet of Things), and peer-to-peer networks (e.g., ad hoc peer-to-peer networks), as well as any currently known or future-developed networks.
[0120] The aforementioned computer-readable medium may be included in the aforementioned electronic device; or it may exist independently and not assembled into the electronic device.
[0121] The aforementioned computer-readable medium carries one or more programs that, when executed by the electronic device, cause the electronic device to: The system receives a scene switching message, which is sent by a first server in response to a switch in a first virtual reality scene. In response to the scene switching message, it sends the current terminal location of the virtual reality terminal to a second server, enabling the second server to optimize network device scheduling based on the network device location and the current terminal location, obtain and return first network device identification information, which corresponds to the virtual reality terminal. Based on the first network device identification information, it switches to connect to the first network device and receives scene data based on the first network device. This scene data is the scene data sent by the first server, and the scene data is data from a second virtual reality scene, which is the virtual reality scene after the switch from the first virtual reality scene. Alternatively, The system receives the current terminal location of a virtual reality terminal, wherein the current terminal location is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by a first server in response to a switch in a first virtual reality scene; it performs network device scheduling optimization based on the network device location and the current terminal location to obtain first network device identification information, which corresponds to the virtual reality terminal; it returns the first network device identification information to the virtual reality terminal so that the virtual reality terminal switches to connect to the first network device based on the first network device identification information, and receives scene data based on the first network device, wherein the scene data is scene data sent by the first server, and the scene data is data of a second virtual reality scene, which is the virtual reality scene after the switch from the first virtual reality scene.
[0122] Computer program code for performing the operations described herein may be written in one or more programming languages or a combination thereof, including but not limited to object-oriented programming languages such as Java, Smalltalk, and C++, as well as conventional procedural programming languages such as the "C" language or similar programming languages. The program code may execute entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer may be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or may be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0123] This document also provides a computer program product, including a computer program that, when executed by a processor, implements the scenario data transmission method provided in the above embodiments.
[0124] The computer program product includes a computer program carried on a non-transitory computer-readable medium, which contains program code for performing a method of transmitting scene data. The program code can be written in one or more programming languages or a combination thereof, including object-oriented programming languages such as Java, Smalltalk, and C++, as well as conventional procedural programming languages such as C or similar languages. The program code can be executed entirely on the user's computer, partially on the user's computer, as a standalone software package, partially on the user's computer and partially on a remote computer, or entirely on a remote computer or server. In cases involving remote computers, the remote computer can be connected to the user's computer via any type of network—including a local area network (LAN) or a wide area network (WAN)—or can be connected to an external computer (e.g., via the Internet using an Internet service provider).
[0125] The flowcharts and block diagrams in the accompanying drawings illustrate the architecture, functionality, and operation of possible implementations of systems, methods, and computer program products according to various embodiments of this document. In this regard, each block in a flowchart or block diagram may represent a module, segment, or portion of code containing one or more executable instructions for implementing the specified logical function. It should also be noted that in some alternative implementations, the functions indicated in the blocks may occur in a different order than those indicated in the drawings. For example, two consecutively indicated blocks may actually be executed substantially in parallel, and they may sometimes be executed in reverse order, depending on the functions involved. It should also be noted that each block in the block diagrams and / or flowcharts, and combinations of blocks in the block diagrams and / or flowcharts, may be implemented using a dedicated hardware-based system that performs the specified function or operation, or using a combination of dedicated hardware and computer instructions.
[0126] The units described herein can be implemented in software or hardware. The name of a unit does not necessarily limit the unit itself; for example, the first acquisition unit can also be described as "a unit that acquires at least two Internet Protocol addresses".
[0127] The functions described above in this document can be performed at least in part by one or more hardware logic components. For example, exemplary types of hardware logic components that can be used, without limitation, include: field-programmable gate arrays (FPGAs), application-specific integrated circuits (ASICs), application-specific standard products (ASSPs), system-on-a-chip (SoCs), complex programmable logic devices (CPLDs), and so on.
[0128] In the context of this document, a machine-readable medium can be a tangible medium that may contain or store a program for use by or in conjunction with an instruction execution system, apparatus, or device. A machine-readable medium can be a machine-readable signal medium or a machine-readable storage medium. A machine-readable medium can be, but is not limited to, electronic, magnetic, optical, electromagnetic, infrared, or semiconductor systems, apparatus, or devices, or any suitable combination of the foregoing. More specific examples of machine-readable storage media include electrical connections based on one or more wires, portable computer disks, hard disks, random access memory (RAM), read-only memory (ROM), erasable programmable read-only memory (EPROM or flash memory), optical fiber, portable compact disk read-only memory (CD-ROM), optical storage devices, magnetic storage devices, or any suitable combination of the foregoing.
[0129] The above description is merely a preferred embodiment and an explanation of the technical principles employed. Those skilled in the art should understand that the scope of disclosure herein is not limited to technical solutions formed by specific combinations of the above-described technical features, but should also cover other technical solutions formed by arbitrary combinations of the above-described technical features or their equivalents without departing from the above-described concept. For example, technical solutions formed by substituting the above features with (but not limited to) technical features disclosed herein that have similar functions.
[0130] Furthermore, while the operations are described in a specific order, this should not be construed as requiring these operations to be performed in the specific order shown or in a sequential order. In certain circumstances, multitasking and parallel processing may be advantageous. Similarly, while several specific implementation details are included in the above discussion, these should not be interpreted as limiting the scope of this document. Certain features described in the context of individual implementations may also be implemented in combination in a single implementation. Conversely, various features described in the context of a single implementation may also be implemented individually or in any suitable sub-combination in multiple implementations.
[0131] Although the subject matter has been described using language specific to structural features and / or methodological logic, it should be understood that the subject matter defined in the appended claims is not necessarily limited to the specific features or actions described above. Rather, the specific features and actions described above are merely illustrative examples of implementing the claims.
Claims
1. A scene data transmission method, applied to a virtual reality terminal, the method comprising: Receive a scene switching message, wherein the scene switching message is sent by the first server in response to the switching of the first virtual reality scene; In response to the scene switching message, the current terminal location of the virtual reality terminal is sent to the second server, so that the second server can optimize the scheduling of network devices based on the network device location and the current terminal location, obtain and return the first network device identification information, which corresponds to the virtual reality terminal; Based on the first network device identification information, the system switches to connect to the first network device and receives scene data based on the first network device. The scene data is scene data sent by the first server and is data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after the first virtual reality scene has been switched.
2. The scene data transmission method according to claim 1, further comprising: In response to the scene switching message, local rendering is performed based on virtual reality data, which is pre-stored in the virtual reality terminal; In response to receiving a scene transition completion message, local rendering is stopped, wherein the scene transition completion message is sent by the first server in response to the completion of resource loading of the second virtual reality scene.
3. A method for transmitting scene data, applied to a second server, the method comprising: The current terminal location of the virtual reality terminal is received, wherein the current terminal location is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to the switching of the first virtual reality scene; The scheduling optimization of network devices is performed based on the location of network devices and the current location of the terminal to obtain first network device identification information, which corresponds to the virtual reality terminal. The first network device identification information is returned to the virtual reality terminal so that the virtual reality terminal switches to the first network device based on the first network device identification information and receives scene data based on the first network device. The scene data is the scene data sent by the first server and the scene data is the data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
4. The scenario data transmission method according to claim 3, wherein the step of optimizing network device scheduling based on network device location and the current terminal location to obtain first network device identification information includes: Based on the location of the network device and the current location of the terminal, a current signal strength set is determined, which includes the current signal strength when each virtual reality terminal connects to each network device in the virtual reality venue. Based on the current signal strength set, the connection stability, load balancing and communication quality corresponding to each first scheduling strategy are determined, wherein different first scheduling strategies are used to characterize different connection relationships between virtual reality terminals and network devices; Based on the connection stability, load balancing, and communication quality, a second scheduling strategy is determined from the first scheduling strategy, and the first network device identification information is obtained based on the second scheduling strategy.
5. The scenario data transmission method according to claim 4, wherein determining the current signal strength set based on the network device location and the current terminal location includes: Construct a signal strength attenuation model for each network device; For each virtual reality terminal and each network device, based on the current terminal location of the virtual reality terminal, the location of the network device, and the signal strength attenuation model corresponding to the network device, the current signal strength of the virtual reality terminal when connected to the network device is determined; The current signal strength of each virtual reality terminal when connecting to each network device is combined to obtain the current signal strength set.
6. The scenario data transmission method according to claim 4, wherein determining the connection stability, load balancing, and communication quality level corresponding to each first scheduling strategy based on the current signal strength set includes: For each first scheduling strategy, based on the current signal strength set, the current signal strength of each virtual reality terminal when connecting to the network device in the first scheduling strategy is obtained, and based on the current signal strength, the weakest signal threshold of the terminal and the strongest signal threshold of the terminal, the connection stability corresponding to the first scheduling strategy is determined. Based on the connection relationship between the virtual reality terminal and the network device in the first scheduling strategy, the load balancing degree corresponding to the first scheduling strategy is determined. Based on the current signal strength and the terminal's strongest signal threshold, the communication quality level corresponding to the first scheduling strategy is determined.
7. The scenario data transmission method according to claim 6, wherein determining the connection stability corresponding to the first scheduling strategy based on the current signal strength, the weakest signal threshold of the terminal, and the strongest signal threshold of the terminal includes: Based on the current signal strength and the weakest signal threshold of the terminal, determine the signal strength difference corresponding to each virtual reality terminal; Determine the threshold difference between the strongest signal threshold and the weakest signal threshold of the terminal, and divide the signal strength difference corresponding to each virtual reality terminal by the threshold difference to obtain the target ratio corresponding to each virtual reality terminal. The target ratio is averaged to obtain the connection stability corresponding to the first scheduling strategy.
8. The scene data transmission method according to claim 6, wherein determining the load balancing degree corresponding to the first scheduling strategy based on the connection relationship between the virtual reality terminal and the network device in the first scheduling strategy includes: Based on the connection relationship between virtual reality terminals and network devices in the first scheduling strategy, the number of virtual reality terminals connected to each network device is determined. Determine the load rate for each network device based on the number of virtual reality terminals connected to each network device and the maximum allowed number of connections. The load balancing level corresponding to the first scheduling strategy is determined based on the load rate of each network device.
9. The scenario data transmission method according to claim 6, wherein determining the communication quality level corresponding to the first scheduling strategy based on the current signal strength and the strongest signal threshold of the terminal includes: Divide the current signal strength of each virtual reality terminal when it connects to the network device in the first scheduling strategy by the strongest signal threshold of the terminal to obtain the signal strength ratio corresponding to each virtual reality terminal. The signal strength ratios of all virtual reality terminals are averaged to obtain the communication quality level corresponding to the first scheduling strategy.
10. A scene data transmission device integrated into a virtual reality terminal, the device comprising: A scene switching message receiving module is used to receive scene switching messages, which are sent by the first server in response to the switching of the first virtual reality scene; The current terminal location sending module is used to send the current terminal location of the virtual reality terminal to the second server in response to the scene switching message, so that the second server can perform network device scheduling optimization based on the network device location and the current terminal location, obtain and return the first network device identification information, which corresponds to the virtual reality terminal. The network device switching module is used to switch to the first network device based on the first network device identification information, and to receive scene data based on the first network device. The scene data is scene data sent by the first server, and the scene data is data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after the first virtual reality scene has been switched.
11. A scene data transmission device, integrated into a second server, the device comprising: The current terminal location receiving module is used to receive the current terminal location of the virtual reality terminal, wherein the current terminal location is sent by the virtual reality terminal in response to receiving a scene switching message, and the scene switching message is sent by the first server in response to the switching of the first virtual reality scene; The network device scheduling optimization module is used to optimize the scheduling of network devices based on the location of network devices and the current terminal location, so as to obtain first network device identification information, which corresponds to the virtual reality terminal. The device identification information sending module is used to return the first network device identification information to the virtual reality terminal, so that the virtual reality terminal switches to the first network device based on the first network device identification information, and receives scene data based on the first network device. The scene data is scene data sent by the first server, and the scene data is data of the second virtual reality scene. The second virtual reality scene is the virtual reality scene after switching from the first virtual reality scene.
12. A scene data transmission system, the system comprising: Multiple virtual reality terminals, multiple network devices, a first server, and a second server; Each of the plurality of virtual reality terminals is used to implement the scene data transmission method as described in any one of claims 1-2; The second server is used to implement the scene data transmission method as described in any one of claims 3-9.
13. An electronic device, the electronic device comprising: One or more processors; Storage device for storing one or more programs. When the one or more programs are executed by the one or more processors, the one or more processors implement the scene data transmission method as described in any one of claims 1-9.
14. A storage medium containing computer-executable instructions, which, when executed by a computer processor, are used to perform the scene data transmission method as described in any one of claims 1-9.
15. A computer program product comprising a computer program that, when executed by a processor, implements the scene data transmission method as described in any one of claims 1-9.