A multi-vr scene high-altitude falling simulation system and method, electronic equipment and storage medium

CN122990130APending Publication Date: 2026-10-27NANJING HANHUO TECH CO LTD
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Patent Information

Application Number
CN202611375673.4
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2026-09-07
Publication Date
2026-10-27

AI Technical Summary

Technical Problem

现有技术采用固定速率的动画播放机制,用户低头时虚拟坠落速度不发生任何相应变化,头部动作与视觉节奏之间完全脱节,直接削弱了坠落体验的真实感,导致用户难以获得与真实坠落相符的沉浸感受

Benefits of technology

[0015]与现有技术相比,本发明的有益效果是:通过将头部旋转角速度投影至当前场景的敏感轴以获取角速度投影量,基于该投影量与调制系数对归一化体验进度的推进速率进行动态调制,使用户低头动作能够实时联动虚拟坠落的体验节奏,提升了高空坠落模拟的真实感与沉浸感,在冲击时刻前的校正窗口内使调制系数渐进衰减并同步校正进度偏差,冲击期内关闭调制作用,确保了关键冲击画面以预设速度精准播放,避免了进度累积偏移导致的视觉冲击错位,通过以弹性时间线机制实现了用户头部动作与虚拟体验节奏的自然联动,同时保障了预设视觉效果的稳定呈现,提升了虚拟现实高空坠落体验的整体质量。

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Abstract

The application discloses a multi-VR scene high-altitude falling simulation system and method, electronic equipment and storage medium, and relates to the technical field of virtual reality image processing. The system comprises an angular velocity projection module, a progress correction module, an elastic timeline module and a trajectory sampling module. The angular velocity projection module obtains a real-time head rotation angle from a three-degree-of-freedom head-mounted display, determines a head rotation angular velocity and projects the head rotation angular velocity to a sensitive axis of a current scene, and outputs an angular velocity projection amount. The elastic timeline module maintains a normalized experience progress, modulates a propulsion rate according to the angular velocity projection amount and a modulation coefficient, and updates the normalized experience progress. The progress correction module linearly attenuates the modulation coefficient to zero in a correction window and corrects the progress, and sets the modulation coefficient to zero in an impact period. The trajectory sampling module samples a preset trajectory according to the normalized experience progress and outputs a virtual camera pose. The application realizes linkage between user head movements and virtual falling experience rhythm, and guarantees accurate presentation of key impact pictures.
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Description

Technical Field

[0001] This invention relates to the field of virtual reality image processing technology, and in particular to a multi-VR scene high-altitude fall simulation system, method, electronic device and storage medium. Background Technology

[0002] Virtual reality technology is widely used in the field of high-altitude fall simulation experiences. Head-mounted displays present users with visual images of virtual fall scenarios, combined with motion-sensing devices to simulate the sensations of weightlessness and impact during a fall. This technology is used in scenarios such as amusement experiences, psychological training, and safety education. In existing technologies, the fall trajectory of virtual cameras is typically pre-created as keyframe animation, sampled and rendered at a fixed time rate during playback. The duration and rhythm of the entire fall process are fixed during the content creation stage. Users wearing the headset passively view the images, and changes in their head posture do not affect the playback rhythm of the virtual scene.

[0003] However, in real-life high-altitude fall scenarios, people subconsciously look down during the descent, and there is a natural psychological connection between this head-down action and the perceived visual speed of the fall. Current technology uses a fixed-rate animation playback mechanism, meaning the virtual falling speed doesn't change when the user looks down. This complete disconnect between head movement and visual rhythm directly weakens the realism of the fall experience, making it difficult for users to achieve the immersive feeling that matches a real fall. Summary of the Invention

[0004] The purpose of this invention is to provide a multi-VR scene high-altitude fall simulation system, method, electronic device and storage medium to solve the problems mentioned in the background art.

[0005] To achieve the above objectives, the present invention provides the following technical solution: a multi-VR scene high-altitude fall simulation system, comprising an angular velocity projection module, a progress correction module, an elastic timeline module, and a trajectory sampling module; the angular velocity projection module is used to acquire the real-time head rotation angle from a three-degree-of-freedom head display, determine the head rotation angular velocity based on the real-time head rotation angle, project the head rotation angular velocity onto the sensitive axis of the current scene, and output the angular velocity projection amount; the progress correction module is used to linearly decay the modulation coefficient to zero within a correction window before the impact moment, and correct the normalized experience progress to a preset progress by adjusting the propulsion rate, and set the modulation coefficient to zero during the impact period; the impact moment is the moment when the virtual camera in the current scene falls to its lowest point; the preset progress is the ratio of the current real time calculated from the start moment of the current scene to the preset total duration; the elastic timeline module is used to maintain the normalized experience progress, modulate the propulsion rate according to the angular velocity projection amount and the modulation coefficient, and update the normalized experience progress according to the propulsion rate, wherein the propulsion rate is calculated by the following formula: in, The advancement rate represents the derivative of the normalized experience progress with respect to time. This refers to the normalized experience progress; The preset total duration; The modulation coefficient is expressed in seconds. The angular velocity projection amount; The time interval is taken as the frame interval in the discrete implementation; the trajectory sampling module is used to sample from the preset trajectory of the current scene according to the normalized experience progress and output the virtual camera pose.

[0006] Preferably, the angular velocity projection module includes a difference unit, a filtering unit, and a projection unit; the difference unit is used to read the current frame value and the previous frame value of the real-time head rotation angle, calculate the difference between the current frame value and the previous frame value, calculate the ratio of the difference to the frame interval, and output the original head rotation angular velocity; the filtering unit is used to perform a first-order low-pass filter on the original head rotation angular velocity and output the filtered head rotation angular velocity; the projection unit is used to perform a dot product operation between the filtered head rotation angular velocity and the sensitive axis and output the angular velocity projection amount.

[0007] Preferably, the first-order low-pass filtering performed by the filtering unit is calculated using the following formula: in, The head rotation angular velocity after filtering in the current frame; The original head rotation angular velocity of the current frame; This represents the head rotation angular velocity after filtering in the previous frame. The frame interval; The filter coefficients are calculated using the following formula: The filtering time constant is defined as follows: the sensitive axis is a three-dimensional unit vector, the direction of which is determined according to the main falling direction of the current scene and the head-mounted display coordinate system, and the angular velocity projection corresponding to the head-down action is a positive value.

[0008] Preferably, the flexible timeline module includes a rate calculation unit, a rate clamping unit, and a progress update unit; the rate calculation unit is used to calculate the propulsion rate based on the angular velocity projection, the modulation coefficient, and the preset total duration; the rate clamping unit is used to limit the propulsion rate to the range of 0.8 / T to 1.2 / T and output the clamped propulsion rate; the progress update unit is used to update the normalized experience progress according to the following formula: in, The normalized experience progress was as described before the update. The updated normalized experience progress, The clamping and advancing rate, The time interval is the specified time interval.

[0009] Preferably, the progress correction module includes a stage determination unit, a correction window unit, and an impact period unit; the stage determination unit is used to determine whether the current time is within a correction window or an impact period based on the relationship between the current real time and the impact time, and outputs the determination result to the correction window unit and the impact period unit; the correction window unit is used to linearly decay the modulation coefficient from its current value to zero within the correction window, calculate the progress error between the normalized experience progress and the preset progress, and add a correction term to the propulsion rate according to the sign and magnitude of the progress error to correct the normalized experience progress to the preset progress; the impact period unit is used to set the modulation coefficient to zero within the impact period, and set the propulsion rate equal to .

[0010] Preferably, the duration of the correction window is 0.5 seconds, starting 0.8 seconds before the impact moment and ending 0.3 seconds before the impact moment; the impact period is the time interval from 0.3 seconds before the impact moment to 0.3 seconds after the impact moment; the absolute value of the correction term does not exceed [a certain value]. .

[0011] Preferably, the preset trajectory is a keyframe sequence with the normalized experience progress as a parameter. Each keyframe includes a progress parameter value, a virtual camera's 3D position, and a virtual camera's orientation angle. The range of the progress parameter value is consistent with the normalized experience progress. The trajectory sampling module locates a keyframe interval in the keyframe sequence according to the normalized experience progress and performs linear interpolation on two keyframes within the keyframe interval to obtain the virtual camera pose. Each fall scene is configured with an independent sensitive axis, a preset total duration, and a preset trajectory. When switching scenes, the normalized experience progress is reset to zero.

[0012] This invention also provides a method for simulating high-altitude falls in multiple VR scenes, comprising the following steps: Step 100, angular velocity projection step, obtaining the real-time head rotation angle from a three-degree-of-freedom head display, determining the head rotation angular velocity based on the real-time head rotation angle, and projecting the head rotation angular velocity onto the sensitive axis of the current scene to obtain the angular velocity projection amount; Step 200, progress correction step, determining the impact moment and the preset progress, wherein the impact moment is the moment when the virtual camera in the current scene falls to its lowest point, and the preset progress is the ratio of the current real time calculated from the start time of the current scene to the preset total duration; determining the current progress based on the relationship between the current real time and the impact moment. Is it within a correction window or a shock period? Within the correction window, the modulation coefficient is linearly decayed from its current value to zero, and the progress error between the current normalized experience progress and the preset progress is calculated. The normalized experience progress ranges from 0 to 1. A correction term is generated based on the sign and magnitude of the progress error. Within the shock period, the modulation coefficient is set to zero. Step 300, elastic timeline step: Maintain the normalized experience progress, calculate the propulsion rate based on the angular velocity projection, the modulation coefficient, and the preset total duration, superimpose the correction term onto the propulsion rate, and update the normalized experience progress according to the superimposed propulsion rate, wherein the propulsion rate is calculated using the following formula: in, The advancement rate represents the derivative of the normalized experience progress with respect to time. This refers to the normalized experience progress; The preset total duration; The modulation coefficient is expressed in seconds. The angular velocity projection amount; The time interval is taken as the frame interval in the discrete implementation; step 400, trajectory sampling step, sampling from the preset trajectory of the current scene according to the normalized experience progress and outputting the virtual camera pose.

[0013] The present invention also provides an electronic device, which is a physical device, comprising: a processor and a memory, wherein the memory is communicatively connected to the processor; the memory is used to store at least one executable instruction executed by the processor, and the processor is used to execute the executable instruction to implement the multi-VR scene high-altitude fall simulation method as described above.

[0014] The present invention also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, implements the above-described method for simulating high-altitude falls in multiple VR scenes.

[0015] Compared with existing technologies, the beneficial effects of this invention are as follows: By projecting the head rotation angular velocity onto the sensitive axis of the current scene to obtain the angular velocity projection amount, and dynamically modulating the normalized experience progress rate based on this projection amount and the modulation coefficient, the user's head-down movement can be linked in real time with the rhythm of the virtual fall experience, enhancing the realism and immersion of the high-altitude fall simulation. Within the correction window before the impact moment, the modulation coefficient is gradually decayed and the progress deviation is corrected synchronously. During the impact period, the modulation effect is turned off, ensuring that the key impact scenes are played accurately at the preset speed, avoiding visual impact misalignment caused by the cumulative deviation of the progress. By using a flexible timeline mechanism, the natural linkage between the user's head movement and the rhythm of the virtual experience is achieved, while ensuring the stable presentation of the preset visual effects, thus improving the overall quality of the virtual reality high-altitude fall experience. Attached Figure Description

[0016] Figure 1 This is a schematic diagram of the structure of a multi-VR scene high-altitude fall simulation system provided in an embodiment of the present invention; Figure 2 This is a main flowchart of a multi-VR scene high-altitude fall simulation method provided in an embodiment of the present invention; Figure 3 This is a schematic diagram of the structure of an electronic device provided in an embodiment of the present invention. Detailed Implementation

[0017] The technical solutions of the embodiments of the present invention will be clearly and completely described below with reference to the accompanying drawings. Obviously, the described embodiments are only some embodiments of the present invention, and not all embodiments. Based on the embodiments of the present invention, all other embodiments obtained by those skilled in the art without creative effort are within the scope of protection of the present invention.

[0018] Please see Figure 1This invention provides a multi-VR scene high-altitude fall simulation system, comprising: an angular velocity projection module, a progress correction module, an elastic timeline module, and a trajectory sampling module; the angular velocity projection module is used to acquire the real-time head rotation angle from a three-degree-of-freedom head display, determine the head rotation angular velocity based on the real-time head rotation angle, project the head rotation angular velocity onto the sensitive axis of the current scene, and output the angular velocity projection amount; the progress correction module is used to linearly decay the modulation coefficient to zero within a correction window before the impact moment, and correct the normalized experience progress to a preset progress by adjusting the propulsion rate, and set the modulation coefficient to zero during the impact period; the impact moment is the moment when the virtual camera in the current scene falls to its lowest point; the preset progress is the ratio of the current real time calculated from the start time of the current scene to the preset total duration; the elastic timeline module is used to maintain the normalized experience progress, modulate the propulsion rate according to the angular velocity projection amount and the modulation coefficient, and update the normalized experience progress according to the propulsion rate, wherein the propulsion rate is calculated by the following formula: in, The advancement rate represents the derivative of the normalized experience progress with respect to time. This refers to the normalized experience progress; The preset total duration; The modulation coefficient is expressed in seconds. The angular velocity projection amount; The time interval is taken as the frame interval in the discrete implementation; the trajectory sampling module is used to sample from the preset trajectory of the current scene according to the normalized experience progress and output the virtual camera pose.

[0019] In this embodiment, the aforementioned multi-VR scene high-altitude fall simulation system is applied to a virtual reality high-altitude fall experience scenario. It dynamically adjusts the time progression rate of the virtual experience by real-time sensing of the user's head movements, thereby enhancing the realism and immersion during the fall. The current scene refers to the fall scene instance currently selected and running by the user. Each scene instance has independently configured sensitive axes, a preset total duration, and a preset trajectory. The four modules are cascaded sequentially according to the data flow direction: the angular velocity projection module outputs the angular velocity projection amount to the elastic timeline module; the progress correction module outputs the modulation coefficient and correction term to the elastic timeline module; the elastic timeline module outputs the normalized experience progress to the trajectory sampling module; and the trajectory sampling module outputs the virtual camera pose to the rendering engine, forming a complete real-time processing closed loop. The virtual camera pose includes the three-dimensional position coordinates and orientation angle of the virtual camera, used to drive the rendering engine to draw the virtual image of the current frame.

[0020] The angular velocity projection module involves a three-degree-of-freedom head-mounted display (HUD) capable of detecting the wearer's head rotation angles around three orthogonal axes: pitch, yaw, and roll. The real-time head rotation angles are output as quaternions or Euler angles, with a sampling frequency consistent with the display frame rate, such as 90Hz or 120Hz. This module determines the head rotation angular velocity based on these real-time head rotation angles. Specifically, it obtains a three-dimensional angular velocity vector by performing a differential operation on the head rotation angles of adjacent frames, with the unit of measurement being radians per second. This module projects the angular velocity vector onto the sensitive axis of the current scene, outputting the projected angular velocity. The sensitive axis is a predefined three-dimensional unit vector based on the visual motion direction of the current fall scene, and its direction corresponds to the main angular velocity direction of head rotation when the user looks down. Projecting the head rotation angular velocity onto the sensitive axis extracts the angular velocity component of the user's head-down action in that specific direction, ensuring that only head movements related to fall perception affect the experience progress, while irrelevant actions such as turning the head left or right or looking up do not interfere with progress adjustment. The angular velocity projection is a scalar value, measured in radians per second. The value is positive when the user looks down, negative when looking up, and zero when stationary.

[0021] Furthermore, the progress correction module addresses the issue of cumulative progress deviation caused by elastic timeline modulation. Since the angular velocity projection continuously modulates the propagation rate, after a period of time, the actual normalized experience progress may be ahead of or behind the preset progress. Without correction, the moment the virtual camera reaches its lowest point will deviate from the preset impact moment, causing a disconnect between the visual impact and the user's expectations. The impact moment is the moment the virtual camera falls to its lowest point in the current scene, representing the time node with the strongest visual impact and the most drastic acceleration change in the entire fall experience. The preset progress is the ratio of the current real time (calculated from the start of the current scene) to the preset total duration, representing the standard value that the experience progress should reach without any modulation. The current real time is counted by the system clock from the start of the scene. Therefore, the progress correction module sets a correction window before the impact moment, gradually closing the modulation effect and pulling the progress back to the preset trajectory; during the impact period, the modulation coefficient is set to zero to ensure that the impact scene is played accurately at the standard speed.

[0022] It should be noted that the elastic timeline module is used to maintain the normalized experience progress and dynamically adjust it. The normalized experience progress is an abstract, parameterized representation of the entire fall experience process; 0 represents the start time, and 1 represents the end time. Its value changes continuously and corresponds one-to-one with the virtual camera's position on the preset trajectory. This progress is initialized to 0 when the scene starts. This module updates the normalized experience progress by performing an integral accumulation based on the advancement rate; that is, each frame adds the product of the advancement rate and the frame interval to the current progress value. In the formula for calculating the advancement rate, the base advancement rate is... That is, without modulation, the experience progresses at a constant speed, after... After a certain time, the progress bar increases from 0 to 1. When the user looks down (i.e., the angular velocity projection is positive), the propagation rate increases, the experience progresses faster, and the virtual scene falls faster, thus visually reinforcing the perception that the lower the head, the faster the fall. When the user looks up (i.e., the angular velocity projection is negative), the propagation rate decreases, and the experience progresses slower. Modulation coefficient The intensity of the effect of angular velocity on propulsion rate. The larger the value, the more significant the change in rate caused by the same head-down movement. Its typical range is 0.05 seconds to 0.3 seconds, and in this embodiment, it is 0.1 seconds. The unit is seconds. When multiplied by the projection of angular velocity, which is in radians per second, the product is also dimensionless, since radians are dimensionless, thus ensuring the dimensional consistency of the formula.

[0023] Specifically, the trajectory sampling module uses the normalized experience progress as an index to find the corresponding camera pose in the preset trajectory and outputs it to the rendering engine, thereby driving the update of the virtual image. The preset trajectory is a pre-made falling animation path, containing the 3D position and orientation information of the virtual camera at different progress points. Because the normalized experience progress is dynamically adjusted by the elastic timeline module, the movement speed of the virtual camera is no longer fixed, but changes in real time with the user's head movements, realizing the linkage between the experience rhythm and the user's physiological response.

[0024] In an optional embodiment, the angular velocity projection module includes a difference unit, a filtering unit, and a projection unit; the difference unit is used to read the current frame value and the previous frame value of the real-time head rotation angle, calculate the difference between the current frame value and the previous frame value, calculate the ratio of the difference to the frame interval, and output the original head rotation angular velocity; the filtering unit is used to perform a first-order low-pass filter on the original head rotation angular velocity and output the filtered head rotation angular velocity; the projection unit is used to perform a dot product operation between the filtered head rotation angular velocity and the sensitive axis and output the angular velocity projection amount.

[0025] The three units mentioned above work in cascade according to the signal processing link to convert the original head rotation angle data into usable angular velocity projections.

[0026] The differential unit performs differential operations on the pitch, yaw, and roll components respectively to obtain three angular velocity components, which are then combined into a three-dimensional angular velocity vector, measured in radians per second. If the head-mounted display outputs rotation angles in quaternion form, the quaternions can be converted to Euler angles before performing the above differential operations. The frame interval is the time interval between two adjacent frames of data, equal to the reciprocal of the sampling frequency; for example, the frame interval is approximately 11.1 milliseconds when sampling at 90Hz.

[0027] Furthermore, the raw head rotation angular velocity processed by the filtering unit exhibits high-frequency jitter due to factors such as head-mounted display sensor noise and micro-vibrations. Directly using this for progress modulation would lead to frequent jumps in the propulsion rate, causing visual stuttering and dizziness. A first-order low-pass filter preserves the overall trend of angular velocity change, suppresses high-frequency noise, and makes the filtered head rotation angular velocity output smoother, thus ensuring the continuity and comfort of the progress adjustment experience. The input to this filtering algorithm is the raw head rotation angular velocity output from the differential unit, and the output is the smoothed filtered head rotation angular velocity. The output result is directly input to the projection unit for sensitive axis projection, and the filtering effect directly affects the stability of subsequent progress modulation.

[0028] Specifically, the dot product operation performed by the projection unit is equal to the product of the magnitudes of the two vectors multiplied by the cosine of the included angle. Physically, this represents the projected component of the angular velocity vector along the sensitive axis. The projection is at its maximum when the user's head rotation is aligned with the sensitive axis; zero when the rotation is perpendicular; and negative when the rotation is opposite. The algorithm's inputs are the filtered head rotation angular velocity and the current scene's sensitive axis. The output is a one-dimensional scalar projection of the angular velocity, measured in radians per second. This output is directly input into the elastic timeline module for calculating the propulsion rate. Through the dot product operation, the three-dimensional angular velocity vector is reduced to a one-dimensional scalar signal directly related to fall detection, simplifying subsequent calculations and effectively filtering out interference from head movements in irrelevant directions.

[0029] In an optional embodiment, the first-order low-pass filter performed by the filtering unit is calculated using the following formula: in, The head rotation angular velocity after filtering in the current frame; The original head rotation angular velocity of the current frame; This represents the head rotation angular velocity after filtering in the previous frame. The frame interval is defined as follows: the sensitive axis is a three-dimensional unit vector, the direction of which is determined according to the main falling direction of the current scene and the head-mounted display coordinate system, and the angular velocity projection corresponding to the head-down action is a positive value.

[0030] The filtering formula is a discrete form of a first-order infinite impulse response low-pass filter. Low-pass filtering is achieved by weighted fusion of the raw angular velocity of the current frame and the filtered angular velocity of the previous frame. The input to the algorithm includes the raw head rotation angular velocity of the current frame. Head rotation angular velocity after filtering in the previous frame and filter coefficients The output is the head rotation angular velocity after filtering in the current frame. The unit of measurement is radians per second, and the output results are directly transmitted to the projection unit. The value ranges from 0 to 1. The larger the value, the higher the weight of the original angular velocity of the current frame, the faster the filter response, but the weaker the smoothing effect; The smaller the value, the higher the weight of historical data, resulting in a stronger smoothing effect but also a greater response latency. This can be achieved by adjusting... It can achieve a balance between response speed and smoothness.

[0031] Furthermore, The filter coefficients are calculated using the following formula: This is the filtering time constant, in seconds. The cutoff frequency is directly related to the filter's cutoff frequency, which is calculated using the following formula: in This is the cutoff frequency, measured in Hertz. The larger the value, the lower the cutoff frequency, and the stronger the filtering effect. In this embodiment, The typical value range is 0.05 seconds to 0.2 seconds, corresponding to a cutoff frequency of approximately 0.8Hz to 3.2Hz. This effectively filters out micro-vibrations of the head and sensor noise while retaining the angular velocity changes from the user's active head-down movement. Because... The calculation includes frame interval When the display frame rate changes, the filtering characteristics can automatically adapt to ensure consistent filtering effects on different devices.

[0032] It's important to note that the sensitive axes are defined as follows: the head-mounted display coordinate system is defined with the x-axis pointing to the right, the y-axis pointing upwards, and the z-axis pointing inwards, i.e., towards the user's front. In a standard fall scenario, the user looking down corresponds to a positive rotation around the x-axis, i.e., an increased pitch angle. Therefore, the sensitive axis can be set to (1, 0, 0), i.e., in the same direction as the head-mounted display's x-axis. For scenarios with non-standard fall directions, such as oblique falls or rotating falls, the sensitive axes can be rotated according to the main movement direction of the virtual camera in the scene, ensuring that they always correspond to the direction of the head rotation angular velocity perceived by the user looking downwards. By configuring the sensitive axes independently for each scene, the system can adapt to various different fall experience content.

[0033] In an optional embodiment, the flexible timeline module includes a rate calculation unit, a rate clamping unit, and a progress update unit; the rate calculation unit is used to calculate the propulsion rate based on the angular velocity projection, the modulation coefficient, and the preset total duration; the rate clamping unit is used to limit the propulsion rate to the range of 0.8 / T to 1.2 / T and output the clamped propulsion rate; the progress update unit is used to update the normalized experience progress using the following formula: in, The normalized experience progress was as described before the update. The updated normalized experience progress, The clamping and advancing rate, The time interval is the specified time interval.

[0034] The three units are executed sequentially according to the calculation process, completing the entire link from the angular velocity projection to the normalized experience progress update.

[0035] The rate calculation unit substitutes the angular velocity projection and modulation coefficient of the current frame into the propulsion rate formula to calculate the original propulsion rate of the current frame. If the frame is currently within the correction window, the correction item output by the progress correction module is added to the original propulsion rate after the calculation is completed by this unit and before the rate clamping unit executes. This calculation process is an arithmetic operation with minimal computational load, which can be completed within approximately 11 milliseconds per frame without introducing additional latency. The inputs to this unit are the angular velocity projection, modulation coefficient, and preset total duration, and the output is the original propulsion rate, which is then passed to the rate clamping unit.

[0036] Furthermore, the rate clamping unit is used to prevent extreme head movements from causing abnormal propagation rates: when a user rapidly and violently lowers their head, the angular velocity projection may reach a large value. If not limited, the propagation rate may far exceed the normal range, causing sudden jumps in the experience progress, fast-forwarding of virtual images, severely affecting immersion, and even causing dizziness. Setting the upper limit of the propagation rate to 1.2 / T (the fastest can only be 20% faster than normal) and the lower limit to 0.8 / T (the slowest can only be 20% slower than normal) ensures that head movements can be perceptibly adjusted to the rhythm of the experience while avoiding discomfort caused by sudden rate changes. Optionally, the clamping range can be adjusted according to the intensity of the scene and the user's tolerance; for example, it can be relaxed to [a higher limit] for highly stimulating scenes. to For children or sensitive users, the range can be narrowed to... to The input to this unit is the original propulsion rate output by the rate calculation unit and the propulsion rate after superimposing correction terms. The output is the propulsion rate after clamping, and the output result is transmitted to the progress update unit.

[0037] Specifically, the progress update unit uses the Euler numerical integration method, which physically represents the time interval of the current frame. Inside, assuming propulsion rate If kept constant, then the increment of progress equals and The product of these increments is added to the current progress to obtain the updated progress. The input to this algorithm is the advance rate after clamping. Normalization experience progress before the update and time interval The output is the updated normalized experience progress. The output is passed to the trajectory sampling module for camera pose sampling, and then fed back to the progress correction module in the next frame to calculate the progress error. Euler integral is a numerical integration method with high computational efficiency, meeting the performance requirements of real-time systems. Due to the frame interval... The time interval is relatively small, on the order of 10 milliseconds, and the change in propagation rate within a frame is negligible. The accuracy of the Euler integral is sufficient to meet application requirements.

[0038] In an optional embodiment, the progress correction module includes a stage determination unit, a correction window unit, and an impact period unit. The stage determination unit is used to determine whether the current time is within a correction window or an impact period based on the relationship between the current real time and the impact time, and outputs the determination result to the correction window unit and the impact period unit. The correction window unit is used to linearly decay the modulation coefficient from its current value to zero within the correction window, calculate the progress error between the normalized experience progress and the preset progress, and add a correction term to the propulsion rate according to the sign and magnitude of the progress error to correct the normalized experience progress to the preset progress. The impact period unit is used to set the modulation coefficient to zero within the impact period, making the propulsion rate equal to... .

[0039] Among them, the three units work together according to the current time stage of the experience to complete the progress correction and the alignment of the impact moment.

[0040] The current real time used by the phase determination unit refers to the elapsed time since the start of the current scene, maintained in real time by the system clock. The impact moment is a preset fixed time point, corresponding to a certain proportion of the preset total duration, such as the lowest point of the fall occurring between 70% and 85% of the total duration. The phase determination unit compares the current real time with the impact moment, and combines the correction window and impact period time range parameters to determine whether the current stage is the normal stage, the correction window stage, or the impact period stage, and distributes the determination result to the corresponding unit to execute the corresponding logic. The input of this unit is the current real time and the impact moment, and the output is the phase determination result, which is passed to the correction window unit and the impact period unit respectively.

[0041] Furthermore, the linear attenuation performed by the correction window unit is calculated using the following formula: in, The modulation index at the current moment, in seconds; The modulation coefficient value for the normal phase is 0.1 seconds in this embodiment; The unit is seconds, to indicate the start time of the correction window; The unit is seconds, indicating the end time of the correction window. The current real time is in seconds. This formula ensures that the modulation coefficient remains at a normal value at the beginning of the correction window. It then decreases uniformly over time, reaching zero at the end of the correction window. This gradual decay avoids the sudden disappearance of the modulation effect and ensures a smooth transition of the experience rhythm.

[0042] Schedule error is calculated using the following formula: in, The progress error at the current moment is dimensionless. This represents the current actual normalized experience progress, and is dimensionless. The current preset progress is dimensionless. If... A positive value indicates that the actual progress is ahead of schedule; if... A negative value indicates that the actual progress is lagging behind.

[0043] The correction term is calculated using the following formula: in, This is a correction term, with units of 1 / second; This is a proportional correction factor, with units of 1 / second. When the actual progress is ahead of schedule... When the value is greater than 0, the correction term is negative, reducing the propulsion rate and slowing down the progress; when the actual progress lags behind... When the value is less than 0, the correction term is positive, which increases the propulsion rate and allows the progress to catch up. A typical value is the reciprocal of the correction window duration, i.e.: This value, within the normal progress error range, can correct the normalized experience progress to the preset progress. This correction term is added to the progress rate after the rate calculation unit outputs the original progress rate and before the rate clamping unit executes the clamping. The added progress rate is then used for progress updates after being limited by the rate clamping unit. Through the dual effects of modulation coefficient attenuation and correction term addition, the system achieves both dynamic adjustment of the experience rhythm by the user's head movements and ensures the alignment of time nodes.

[0044] It should be noted that the impact period unit processes a time interval surrounding the moment of impact. During this period, the virtual camera experiences dramatic visual changes such as the lowest point of the fall and the bounce upon hitting the ground, making it the most sensory-impact phase of the entire experience. If head movements are still allowed to modulate the advance rate during this period, the playback speed of the impact scenes may become unstable, weakening the preset impact effect. Therefore, modulation is completely disabled during the impact period, the correction term is synchronously set to zero, and the advance rate is restored to the base rate. This ensures that the impactful footage plays precisely at the preset standard speed. In the next frame after the impact period ends, the modulation index immediately returns to its normal value. Once the correction value is reset to zero, the system re-enters the normal phase of adjusting the head movement rhythm. The input to this unit is the phase determination result, and the output is the modulation coefficient value and the propulsion rate value. The output result is then passed to the flexible timeline module.

[0045] In one optional embodiment, the duration of the correction window is 0.5 seconds, starting 0.8 seconds before the impact moment and ending 0.3 seconds before the impact moment; the impact period is the time interval from 0.3 seconds before the impact moment to 0.3 seconds after the impact moment; the absolute value of the correction term does not exceed [a certain value]. .

[0046] The position and duration of the correction window are determined based on the correction requirements: it begins 0.8 seconds before the impact, allowing sufficient time for progress correction so that even large cumulative progress errors can be smoothly corrected within the correction window; it ends 0.3 seconds before the impact, ensuring that all correction work is completed before the impact period begins, so that the progress is already aligned with the preset progress when entering the impact period. The 0.5-second window duration strikes a balance between the correction effect and the continuity of the user experience, avoiding both excessively short correction rates that could cause screen jumps and excessively long delays in disabling head motion adjustment.

[0047] Furthermore, the total impact period is 0.6 seconds, covering the violent movement phase before and after the impact, ensuring that the entire process from the lowest point of the fall to the bounce is not affected by head movements and is presented accurately at a standard speed. The 0.3-second buffer before the impact ensures that the progress is already stable at the preset value when entering the impact scene, and the 0.3-second extension after the impact ensures the complete playback of the impact aftershocks.

[0048] Specifically, the upper limit of the correction term is set to prevent drastic changes in propulsion rate during the correction process. Equivalent to basic propulsion rate Even at maximum correction, the change in propulsion rate will not exceed 30% of the base rate, combined with the rate clamping unit. to The actual advancement rate remains within a reasonable range, ensuring smooth screen movement and preventing visual stuttering and user dizziness caused by overly aggressive correction. The upper limit of this correction item is determined by adjusting the correction item... The clamping operation is implemented, that is: in, This is a sign function; it returns 1 when the input is positive, -1 when it is negative, and 0 when it is zero. Optionally, the upper limit of the correction term can be dynamically adjusted according to the correction window duration. The shorter the window, the higher the upper limit can be to ensure that the correction is completed; the longer the window, the lower the upper limit can be to improve smoothness.

[0049] In one optional embodiment, the preset trajectory is a sequence of keyframes with the normalized experience progress as a parameter. Each keyframe includes a progress parameter value, a virtual camera's 3D position, and a virtual camera's orientation angle. The range of the progress parameter value is consistent with the normalized experience progress. The trajectory sampling module locates a keyframe interval in the keyframe sequence according to the normalized experience progress and performs linear interpolation on two keyframes within the keyframe interval to obtain the virtual camera pose. Each fall scene is configured with an independent sensitive axis, a preset total duration, and a preset trajectory. When switching scenes, the normalized experience progress is reset to zero.

[0050] Keyframe sequences are a compact way to represent animation data. They do not require storing the camera pose for every frame; keyframes are only set at locations with rapid changes in motion, and intermediate positions are calculated through interpolation. The progress parameter value of each keyframe indicates its temporal position within the entire experience. The virtual camera's 3D position represents its coordinates in 3D space, measured in meters. The virtual camera's orientation angle represents its viewing direction, expressed as pitch, yaw, and roll angles.

[0051] Furthermore, the linear interpolation process of the trajectory sampling module is as follows: First, based on the current normalized experience progress, find two adjacent keyframes before and after it to determine which keyframe interval the progress value falls within; then, calculate the relative position of the current progress within that interval, i.e., the interpolation factor. : in, For the current progress of normalization experience, and These are the progress parameter values ​​for the two consecutive keyframes, both of which are dimensionless. is the interpolation factor, ranging from 0 to 1, and is dimensionless. Finally, linear interpolation is performed on the 3D position and orientation angle of the two keyframes respectively. The position interpolation formula is: in, The interpolated 3D position of the virtual camera is measured in meters. and The figures represent the 3D positions of the virtual camera in two consecutive keyframes, measured in meters. The orientation angle is interpolated using the same linear interpolation method to obtain the virtual camera pose corresponding to the current progress. The input to this interpolation algorithm is the keyframe sequence and the current normalized experience progress; the output is the 3D position and orientation angle of the virtual camera, which are directly passed to the rendering engine. Linear interpolation is simple and fast, meeting the frame rate requirements of real-time rendering. For the orientation angle interpolation, to avoid the suboptimal rotation path problem caused by Euler angle interpolation, the orientation angle can be converted to a quaternion, then spherical linear interpolation is used, and finally converted back to Euler angles for output.

[0052] It's worth noting that multi-scene support allows the system to manage various types of high-altitude fall experiences, such as helicopter rappelling, cliff bungee jumping, and elevator malfunction falls. Each scene has a different fall direction, experience duration, and animation path. When switching scenes, the normalized experience progress is reset to zero, and the current real-time is simultaneously reset to zero, ensuring that the new scene starts playing from the beginning and avoiding any residual progress or time from the previous scene affecting the new scene's experience. Each scene's parameters are configured independently and do not interfere with each other; users can freely select the experience content from the scene menu.

[0053] In this embodiment, the angular velocity of the head rotation is projected onto the sensitive axis of the current scene to obtain the angular velocity projection amount. Based on this projection amount and the modulation coefficient, the normalized experience progress rate is dynamically modulated, so that the user's head-down movement can be linked to the rhythm of the virtual fall experience in real time, which enhances the realism and immersion of the high-altitude fall simulation. Within the correction window before the impact moment, the modulation coefficient is gradually decayed and the progress deviation is corrected synchronously. During the impact period, the modulation effect is turned off, ensuring that the key impact scene is played accurately at the preset speed, avoiding visual impact misalignment caused by the cumulative deviation of the progress. By using a flexible timeline mechanism, the natural linkage between the user's head movement and the rhythm of the virtual experience is achieved, while ensuring the stable presentation of the preset visual effects, thus improving the overall quality of the virtual reality high-altitude fall experience.

[0054] Based on the above embodiments, such as Figure 2 As shown, this invention also provides a multi-VR scene high-altitude fall simulation method to support a multi-VR scene high-altitude fall simulation system as described in the above embodiments. The system executes four steps sequentially, once per frame, forming a closed-loop real-time processing loop. The method includes: Step 100, angular velocity projection step, where the real-time head rotation angle is obtained from a three-degree-of-freedom head-mounted display, the head rotation angular velocity is determined based on the real-time head rotation angle, and the head rotation angular velocity is projected onto the sensitive axis of the current scene to obtain the angular velocity projection quantity; wherein, Step 100, the angular velocity projection step, corresponds to the angular velocity projection module in the system. Through three levels of processing—differentiation, filtering, and projection—the original head rotation angle data is converted into a one-dimensional scalar signal related to fall perception, providing input for subsequent progress adjustment. The angular velocity projection quantity output in this step is directly input into Step 300 for calculating the propulsion rate.

[0055] Step 200, the progress correction step, determines the impact moment and the preset progress. The impact moment is the moment when the virtual camera in the current scene falls to its lowest point. The preset progress is the ratio of the current real time calculated from the start time of the current scene to the preset total duration. Based on the relationship between the current real time and the impact moment, it is determined whether the current period is within a correction window or an impact period. Within the correction window, the modulation coefficient is linearly decayed from its current value to zero, and the progress error between the current normalized experience progress and the preset progress is calculated. The normalized experience progress ranges from 0 to 1. A correction term is generated based on the sign and magnitude of the progress error. During the impact period, the modulation coefficient is set to zero. Further, step 200, the progress correction step, corresponds to the progress correction module in the system. Through stage judgment and partitioning, it achieves alignment of the impact moment while ensuring the head movement adjustment function. This step introduces the concept of normalized experience progress, which ranges from 0 to 1 and is a state variable connecting each step. It is initialized to 0 when the scene starts. The modulation coefficient and correction term output by this step are directly input into step 300 to adjust the propagation rate.

[0056] Step 300, Flexible Timeline Step: Maintain the normalized experience progress. Calculate the propagation rate based on the angular velocity projection, the modulation coefficient, and the preset total duration. Add the correction term to the propagation rate and update the normalized experience progress according to the added propagation rate, wherein the propagation rate is calculated using the following formula: in, The advancement rate represents the derivative of the normalized experience progress with respect to time. This refers to the normalized experience progress; The preset total duration; The modulation coefficient is expressed in seconds. The angular velocity projection amount; The time interval is taken as the frame interval in the discrete implementation.

[0057] Specifically, step 300, the elastic timeline step, corresponds to the elastic timeline module in the system, used to calculate the propulsion rate and update the normalized experience progress. After calculating the original propulsion rate, the correction term generated in step 200 is superimposed on the propulsion rate, then constrained within a reasonable range by rate clamping, and finally updated using Euler integral. The normalized experience progress updated in this step is input to step 400 for sampling camera pose, and also fed back to step 200 in the next frame for calculating progress error, forming a closed-loop control.

[0058] Step 400, trajectory sampling step: sample from the preset trajectory of the current scene according to the normalized experience progress and output the virtual camera pose.

[0059] Step 400, the trajectory sampling step, corresponds to the trajectory sampling module in the system. Using the updated normalized experience progress as an index, interpolation calculations are performed in the keyframe sequence to obtain the virtual camera pose of the current frame and output it to the rendering engine. This completes the full processing flow for one frame. Steps 100 to 400 are repeated for the next frame.

[0060] It should be noted that in the above four steps, data is passed sequentially between steps: the angular velocity projection output from step 100 is input to step 300 for calculating the propulsion rate; the modulation coefficient and correction term output from step 200 are also input to step 300 for adjusting the propulsion rate; the updated normalized experience progress from step 300 is input to step 400 for sampling the camera pose; simultaneously, the normalized experience progress maintained in step 300 is fed back to step 200 in the next frame for calculating the progress error, forming a closed-loop control. This method achieves real-time linkage between the user's head movements and the rhythm of the virtual fall experience, while ensuring alignment of the impact moment, thus enhancing the realism and immersion of the high-altitude fall VR experience.

[0061] In this embodiment, the angular velocity of the head rotation is projected onto the sensitive axis of the current scene to obtain the angular velocity projection amount. Based on this projection amount and the modulation coefficient, the normalized experience progress rate is dynamically modulated, so that the user's head-down movement can be linked to the rhythm of the virtual fall experience in real time, which enhances the realism and immersion of the high-altitude fall simulation. Within the correction window before the impact moment, the modulation coefficient is gradually decayed and the progress deviation is corrected synchronously. During the impact period, the modulation effect is turned off, ensuring that the key impact scene is played accurately at the preset speed, avoiding visual impact misalignment caused by the cumulative deviation of the progress. By using a flexible timeline mechanism, the natural linkage between the user's head movement and the rhythm of the virtual experience is achieved, while ensuring the stable presentation of the preset visual effects, thus improving the overall quality of the virtual reality high-altitude fall experience.

[0062] Furthermore, the multi-VR scene high-altitude fall simulation method can run the aforementioned multi-VR scene high-altitude fall simulation system. For specific implementation details, please refer to the method embodiment, which will not be repeated here.

[0063] Based on the above embodiments, such as Figure 3As shown, the present invention also provides an electronic device, the electronic device comprising: at least one processor 22, at least one memory 21, a communication interface 23, and a communication bus 24, wherein the processor 22 is communicatively connected to the memory 21; in this embodiment, the memory 21 can be implemented in any suitable manner, for example, the memory 21 can be a read-only memory, a hard disk drive, a solid-state drive, or a USB flash drive, etc.; the memory 21 is used to store at least one executable instruction executed by the processor; in this embodiment, the processor 22 can be implemented in any suitable manner, for example, the processor 22 can take the form of a microprocessor or processor and a computer-readable medium storing computer-readable program code (e.g., software or firmware) executable by the (micro)processor, logic gates, switches, application-specific integrated circuits (ASICs), programmable logic controllers, and embedded microcontrollers, etc.; the processor is used to execute the executable instructions to implement a multi-VR scene high-altitude fall simulation method as described above.

[0064] Based on the above embodiments, the present invention also provides a computer-readable storage medium storing a computer program, which, when executed by a processor, implements the above-described method for simulating high-altitude falls in multiple VR scenes.

[0065] Those skilled in the art will recognize that the modules and method steps of the various examples described in conjunction with the embodiments disclosed herein can be implemented in electronic hardware, or a combination of computer software and electronic hardware. Whether these functions are implemented in hardware or software depends on the specific application and design constraints of the technical solution. Those skilled in the art can use different methods to implement the described functions for each specific application, but such implementations should not be considered beyond the scope of this invention.

[0066] Those skilled in the art will clearly understand that, for the sake of convenience and brevity, the specific working processes of the devices, equipment, and modules described above can be referred to the corresponding processes in the foregoing method embodiments, and will not be repeated here.

[0067] In the several embodiments provided in this application, it should be understood that the disclosed devices, apparatuses, and methods can be implemented in other ways. For example, the apparatus embodiments described above are merely illustrative; for instance, the division of modules is only a logical functional division, and in actual implementation, there may be other division methods. For example, multiple modules or units may be combined or integrated into another device, or some features may be ignored or not executed. Furthermore, the coupling or direct coupling or communication connection shown or discussed may be an indirect coupling or communication connection through some interfaces, devices, or equipment, and may be electrical, mechanical, or other forms.

[0068] The modules described as separate components may or may not be physically separate. The components shown as modules may or may not be physical units; that is, they may be located in one place or distributed across multiple network units. Some or all of the units can be selected to achieve the purpose of this embodiment according to actual needs.

[0069] In addition, the functional modules in the various embodiments of the present invention can be integrated into one processing module, or each module can exist physically separately, or two or more modules can be integrated into one module.

[0070] If the aforementioned functions are implemented as software functional modules and sold or used as independent products, they can be stored in a computer-readable storage medium. Based on this understanding, the technical solution of this invention, or the part that contributes to the prior art, or a portion of the technical solution, can be embodied in the form of a software product. This computer software product is stored in a storage medium and includes several instructions to cause a computer device (which may be a personal computer, server, or network device, etc.) to execute all or part of the steps of the methods described in the various embodiments of this invention. The aforementioned storage medium includes various media capable of storing program instructions, such as USB flash drives, portable hard drives, read-only storage servers, random access storage servers, magnetic disks, or optical disks.

[0071] Furthermore, it should be noted that the combination of the various technical features in this case is not limited to the combination methods described in the claims of this case or the combination methods described in the specific embodiments. All technical features described in this case can be freely combined or combined in any way, unless they contradict each other.

[0072] It should be noted that the above examples are merely specific embodiments of the present invention, and the present invention is obviously not limited to the above embodiments, with many similar variations. All modifications that can be directly derived or conceived by those skilled in the art from the content disclosed in this invention should fall within the protection scope of this invention.

[0073] The above are merely preferred embodiments of the present invention and are not intended to limit the scope of protection of the present invention. Any modifications, equivalent substitutions, improvements, etc., made within the spirit and principles of the present invention should be included within the scope of protection of the present invention.

Claims

1. A multi-VR scene high-altitude fall simulation system, characterized in that, It includes an angular velocity projection module, a progress correction module, an elastic timeline module, and a trajectory sampling module; The angular velocity projection module is used to obtain the real-time head rotation angle from the three-degree-of-freedom head display, determine the head rotation angular velocity based on the real-time head rotation angle, project the head rotation angular velocity onto the sensitive axis of the current scene, and output the angular velocity projection amount. The progress correction module is used to linearly decay the modulation coefficient to zero within a correction window before the impact moment, and correct the normalized experience progress to a preset progress by adjusting the advancement rate, and set the modulation coefficient to zero during the impact period; the impact moment is the moment when the virtual camera in the current scene falls to the lowest point; the preset progress is the ratio of the current real time calculated from the start time of the current scene to the preset total duration. The flexible timeline module is used to maintain the normalized experience progress, modulate the propagation rate according to the angular velocity projection and the modulation coefficient, and update the normalized experience progress according to the propagation rate, wherein the propagation rate is calculated by the following formula: in, The advancement rate represents the derivative of the normalized experience progress with respect to time. This refers to the normalized experience progress; The preset total duration; The modulation coefficient is expressed in seconds. The angular velocity projection amount; The time interval is taken as the frame interval in the discrete implementation. The trajectory sampling module is used to sample from the preset trajectory of the current scene according to the normalized experience progress and output the virtual camera pose.

2. The multi-VR scene high-altitude fall simulation system according to claim 1, characterized in that, The angular velocity projection module includes a differential unit, a filtering unit, and a projection unit; The differential unit is used to read the current frame value and the previous frame value of the real-time head rotation angle, calculate the difference between the current frame value and the previous frame value, calculate the ratio of the difference to the frame interval, and output the original head rotation angular velocity. The filtering unit is used to perform a first-order low-pass filter on the original head rotation angular velocity and output the filtered head rotation angular velocity. The projection unit is used to perform a dot product operation between the filtered head rotation angular velocity and the sensitive axis, and output the angular velocity projection amount.

3. The multi-VR scene high-altitude fall simulation system according to claim 2, characterized in that, The first-order low-pass filter performed by the filtering unit is calculated using the following formula: in, The head rotation angular velocity after filtering in the current frame; The original head rotation angular velocity of the current frame; This represents the head rotation angular velocity after filtering in the previous frame. The frame interval; The filter coefficients are calculated using the following formula: The filtering time constant; The sensitive axis is a three-dimensional unit vector, the direction of which is determined according to the main fall direction of the current scene and the head-mounted display coordinate system, and the angular velocity projection corresponding to the head-down action is a positive value.

4. The multi-VR scene high-altitude fall simulation system according to claim 1, characterized in that, The flexible timeline module includes a rate calculation unit, a rate clamping unit, and a progress update unit. The rate calculation unit is used to calculate the propulsion rate based on the angular velocity projection, the modulation coefficient, and the preset total duration. The rate clamping unit is used to limit the propulsion rate to the range of 0.8 / T to 1.2 / T and output the clamped propulsion rate. The progress update unit is used to update the normalized experience progress according to the following formula: in, The normalized experience progress was as described before the update. The updated normalized experience progress, The clamping and advancing rate, The time interval is the specified time interval.

5. The multi-VR scene high-altitude fall simulation system according to claim 2, characterized in that, The progress correction module includes a stage determination unit, a correction window unit, and an impact period unit. The stage determination unit is used to determine whether the current period is in the correction window or the impact period based on the relationship between the current real time and the impact time, and outputs the determination result to the correction window unit and the impact period unit. The correction window unit is used to linearly decay the modulation coefficient from the current value to zero within the correction window, calculate the progress error between the normalized experience progress and the preset progress, and add a correction term to the advancement rate according to the sign and magnitude of the progress error to correct the normalized experience progress to the preset progress. The impact period unit is used to set the modulation coefficient to zero during the impact period, and to set the propulsion rate to equal to .

6. The multi-VR scene high-altitude fall simulation system according to claim 5, characterized in that, The duration of the correction window is 0.5 seconds, starting 0.8 seconds before the impact moment and ending 0.3 seconds before the impact moment; The impact period is the time interval from 0.3 seconds before the impact moment to 0.3 seconds after the impact moment; The absolute value of the correction term does not exceed .

7. The multi-VR scene high-altitude fall simulation system according to claim 1, characterized in that, The preset trajectory is a sequence of keyframes with the normalized experience progress as a parameter. Each keyframe includes a progress parameter value, a virtual camera's 3D position, and a virtual camera's orientation angle. The range of the progress parameter value is consistent with the normalized experience progress. The trajectory sampling module locates key frame intervals in the key frame sequence according to the normalized experience progress, and performs linear interpolation on two key frames within the key frame interval to obtain the virtual camera pose. Each fall scenario is configured with an independent sensitive axis, a preset total duration, and a preset trajectory. When switching scenarios, the normalized experience progress is reset to zero.

8. A method for simulating high-altitude falls in multiple VR scenes, characterized in that, Includes the following steps: Step 100, angular velocity projection step: Obtain the real-time head rotation angle from the three-degree-of-freedom head display, determine the head rotation angular velocity based on the real-time head rotation angle, and project the head rotation angular velocity onto the sensitive axis of the current scene to obtain the angular velocity projection amount. Step 200, progress correction step, determine the impact moment and preset progress, wherein the impact moment is the moment when the virtual camera in the current scene falls to the lowest point, and the preset progress is the ratio of the current real time calculated from the start time of the current scene to the preset total duration. Based on the relationship between the current real time and the impact time, it is determined whether the current period is in a correction window or an impact period; within the correction window, the modulation coefficient is linearly decayed from the current value to zero, and the progress error between the current normalized experience progress and the preset progress is calculated. The normalized experience progress ranges from 0 to 1. A correction term is generated based on the sign and magnitude of the progress error. During the impact period, the modulation coefficient is set to zero; Step 300, Flexible Timeline Step: Maintain the normalized experience progress. Calculate the propagation rate based on the angular velocity projection, the modulation coefficient, and the preset total duration. Add the correction term to the propagation rate and update the normalized experience progress according to the added propagation rate, wherein the propagation rate is calculated using the following formula: in, The advancement rate represents the derivative of the normalized experience progress with respect to time. This refers to the normalized experience progress; The preset total duration; The modulation coefficient is expressed in seconds. The angular velocity projection amount; The time interval is taken as the frame interval in the discrete implementation. Step 400, trajectory sampling step: sample from the preset trajectory of the current scene according to the normalized experience progress and output the virtual camera pose.

9. An electronic device, characterized in that, The electronic device includes: The processor and the memory are communicatively connected. The memory is used to store at least one executable instruction executed by the processor, the processor being used to execute the executable instruction to implement the multi-VR scene high-altitude fall simulation method as described in claim 8.

10. A computer-readable storage medium, characterized in that, The computer-readable storage medium stores a computer program that, when executed by a processor, implements the multi-VR scene high-altitude fall simulation method as described in claim 8.