Virtual scene interaction data processing method and apparatus, electronic equipment, and computer program

The method addresses unnatural transitions in virtual scene interactions by frame-by-frame adjustments, enhancing interaction smoothness and reducing resource waste.

JP2026519389APending Publication Date: 2026-06-16TENCENT TECHNOLOGY (SHENZHEN) CO LTD

Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
TENCENT TECHNOLOGY (SHENZHEN) CO LTD
Filing Date
2024-06-21
Publication Date
2026-06-16

AI Technical Summary

Technical Problem

Existing virtual scene interaction methods cause unnatural and disruptive transitions when moving virtual objects, leading to frozen screen displays and resource wastage.

Method used

A method and apparatus that adjust the position and orientation of virtual objects frame-by-frame based on interaction conditions, ensuring smooth and natural transitions by determining positional and orientation differences and adjusting accordingly.

Benefits of technology

Enhances the naturalness of interaction processes and improves the fluency of terminal device displays, reducing unnecessary resource consumption and interaction control errors.

✦ Generated by Eureka AI based on patent content.

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Abstract

Embodiments of the present application provide a virtual scene interaction data processing method, apparatus, electronic device, and storage medium, the method comprising: displaying a virtual object and an interactable object in a virtual scene; obtaining the current position and orientation of a virtual object at a first time step in response to the virtual object satisfying an interaction condition between the virtual object and an interactable object at a first time step; determining the position and orientation difference between the current position and orientation and a reference position and orientation, wherein the reference position and orientation is the initial position and orientation in the interaction between the virtual object and the interactable object; determining the ratio of the position and orientation difference to the number of transition frames as a position and orientation adjustment value, wherein the number of transition frames is the number of image frames between the first time step and the second time step; and controlling the virtual object to perform the position and orientation adjustment value in each image frame starting from the first time step up to the second time step.
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Description

Technical Field

[0001] (Cross-reference to related applications) This application claims the priority of a Chinese patent application with the application number 202311276899.5 filed with the Chinese Patent Office on September 28, 2023, and all the contents of the Chinese patent application are incorporated herein by reference.

[0002] This application relates to computer-human interaction technology, and in particular, to a method and apparatus for processing virtual scene interaction data, an electronic device, a computer program product, and a computer-readable storage medium.

Background Art

[0003] With the development of computer technology, electronic devices have become capable of realizing richer and more immersive virtual scenes. A virtual scene refers to a digital scene depicted by a computer using digital communication technology. A user (also called a player) can obtain a completely virtualized feeling (such as virtual reality) or a partially virtualized feeling (such as augmented reality) in terms of vision and hearing from the virtual scene. At the same time, the user can control the objects in the virtual scene to perform interactions and obtain feedback.

[0004] When it is necessary to control a virtual object to move from its current position to another position in the virtual scene, in related technologies, generally, a method of directly moving the virtual object is adopted. For example, the virtual object is controlled to be forcibly moved from its current position to another position, thereby causing the operation of the virtual object to freeze and affecting the smoothness of the screen display of the terminal device.

Summary of the Invention

Means for Solving the Problems

[0005] Embodiments of the present application provide a virtual scene interaction data processing method and apparatus, electronic equipment, computer program product, and computer-readable storage medium that enable natural and smooth transitions in interaction behavior within a virtual scene.

[0006] The technical solution of the embodiment of the present application is realized as follows.

[0007] Embodiments of the present application provide a method for processing virtual scene interaction data, which is performed by an electronic device, and the method is The steps include displaying virtual objects and interactable objects in a virtual scene, The steps include: obtaining the current position and orientation of the virtual object at the first time in response to the virtual object satisfying the interaction conditions between the virtual object and the interactable object at the first time; A step of determining the positional difference between the current positional orientation and the reference positional orientation, wherein the reference positional orientation is the initial positional orientation in the interaction between the virtual object and the interactable object. A step of determining the ratio of the position and orientation difference to the number of transition frames as a position and orientation adjustment value, wherein the number of transition frames is the number of image frames between the first time and the second time; The procedure includes the step of controlling the virtual object to perform the position and orientation adjustments in each image frame starting from the first time, up to the second time.

[0008] Embodiments of the present application provide a virtual scene interaction data processing device, the device is A display module configured to display virtual objects and interactable objects in a virtual scene, An acquisition module configured to acquire the current position and orientation of the virtual object at a first time in response to the virtual object satisfying an interaction condition between the virtual object and the interactable object at a first time; A first determination module configured to determine the positional difference between the current positional orientation and the reference positional orientation, wherein the reference positional orientation is the initial positional orientation in the interaction between the virtual object and the interactable object; A second decision module configured to determine the ratio of the position-orientation difference to the number of transition frames as a position-orientation adjustment value, wherein the number of transition frames is the number of image frames between the first time and the second time; The system includes a data adjustment module configured to control the virtual object to perform the position and orientation adjustments in each image frame starting from the first time, up to the second time step.

[0009] Embodiments of the present application provide an electronic device, said electronic device, Memory configured to store computer executable instructions, The system comprises a processor configured to implement the virtual scene interaction data processing method provided in the embodiment of the present invention when executing computer executable instructions stored in the memory.

[0010] Embodiments of the present application provide a computer-readable storage medium in which a computer program or computer executable instruction is stored, and when the computer program or computer executable instruction is executed by a processor, it implements the virtual scene interaction data processing method provided in embodiments of the present application.

[0011] Embodiments of the present application provide a computer program product including a computer program or computer executable instructions, which, when executed by a processor, implements a virtual scene interaction data processing method provided in embodiments of the present application.

[0012] The embodiments of this application have the following beneficial effects.

[0013] By converting the current position and orientation of a virtual object at the first time step to the reference position and orientation at the second time step on a frame-by-frame basis, the interaction process between virtual objects and interactable objects becomes more natural, the fluency of the terminal device's screen display is improved, and by adjusting the virtual object to the reference position and orientation, triggering interaction controls becomes easier, avoiding repeated triggering and reducing resource waste. [Brief explanation of the drawing]

[0014] [Figure 1A] This is a schematic diagram of the first application mode of the virtual scene interaction data processing method according to the embodiment of the present invention. [Figure 1B] This is a schematic diagram of a second application mode of the virtual scene interaction data processing method according to an embodiment of the present invention. [Figure 2] This is a schematic diagram showing the configuration of terminal device 400 according to an embodiment of the present invention. [Figure 3A] This is a first schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present invention. [Figure 3B] This is a second schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present invention. [Figure 3C] This is a third schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present invention. [Figure 3D] This is a fourth schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present invention. [Figure 3E] It is the fifth schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 3F] It is the sixth schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 3G] It is the seventh schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 3H] It is the eighth schematic flowchart of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 4A] It is a diagram showing the first example of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 4B] It is a diagram showing the second example of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 4C] It is a diagram showing the third example of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 4D] It is a diagram showing the fourth example of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 4E] It is a diagram showing the fifth example of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 5] It is a schematic flowchart of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application. [Figure 6] It is a diagram showing an example of the position and orientation of a virtual object in the world coordinate system according to the embodiment of the present application.

Embodiments for Carrying out the Invention

[0015] To further clarify the purpose, technical solutions, and advantages of this application, the application will be described in more detail below with reference to the drawings. The embodiments described herein are not limiting, and all other embodiments that can be obtained without creative effort by those skilled in the art are included within the scope of this application.

[0016] In the following description, the phrase "in some embodiments" refers to a subset of all possible embodiments, but understandably, "some embodiments" may be the same subset or different subsets of all possible embodiments, and can be combined with each other without contradiction.

[0017] The terms "first / second / third" and so on in the embodiments of this application do not limit a specific order, but rather distinguish similar objects. Understandably, "first / second / third" can be changed to a specific order or sequence in appropriate cases, so the embodiments of this application described herein may be performed in an order other than that illustrated or described herein.

[0018] The data collection process in the embodiments of this application should strictly comply with the requirements of applicable laws and regulations when applied to the examples, obtain informed consent or individual consent from the data subject, and carry out subsequent data use and processing within the scope of laws, regulations, and authorizations of the data subject.

[0019] Unless otherwise defined, all technical and scientific terms used in the embodiments of this application have the same meaning as those commonly understood by those skilled in the art. The terms used in the embodiments of this application are adopted solely for the purpose of describing the embodiments and are not intended to limit this application.

[0020] Before describing the embodiments of this application in detail, the nouns and terms used in the embodiments of this application will be explained. The explanations of the nouns and terms used in the embodiments of this application will apply to the following interpretations.

[0021] 1) Virtual Scene: A scene different from the real world that is displayed (or provided) when an application is run on a terminal device. The virtual scene may be a simulation environment for the real world, a semi-simulated, semi-fictional virtual environment, or a completely fictional virtual environment. The virtual scene may be a 2D virtual scene, a 2.5D virtual scene, or a 3D virtual scene, and the embodiments of this application do not limit the dimensions of the virtual scene. For example, the virtual scene may include the sky, land, sea, etc., and the land may include environmental components such as deserts and cities, and the user can control the movement of virtual objects within the virtual scene.

[0022] 2) Virtual object: An active object within a virtual scene. Such an active object may be a virtual person, virtual animal, anime character, etc. Such a virtual object may be a virtual avatar used to represent the user in the virtual scene, or it may be a user character controlled by operations on the client. A virtual scene may contain multiple virtual objects, each virtual object having its own shape and volume within the virtual scene and occupying a part of the virtual scene's space.

[0023] 3) Interactive Objects: Also known as Non-Player Characters (NPCs), these are images of various people and objects that can be interacted with within a virtual scene. They are not controlled by actual players and may, for example, be artificial intelligence (AI) that is trained and set up in the virtual scene to compete. Interactive objects can be virtual people, virtual animals, anime characters, etc., and may be people, animals, plants, drums, walls, or stones displayed in the virtual scene. The number of interactive objects that participate in interaction within the virtual scene may be predetermined or may be dynamically determined during the execution of the virtual scene.

[0024] 4) Position and Orientation: Describes the position, orientation, and direction of a virtual object in the world coordinate system. Position represents the coordinates of the virtual object's center or reference point in 3D space and is usually represented by three real numbers. Orientation represents the physical state the virtual object maintains within the virtual scene, such as holding an item or being barehanded. Orientation represents the direction the virtual object is facing in 3D space and can be represented using rotation matrices, Euler angles, or quaternions.

[0025] 5) World Coordinate System: In a virtual scene, the world coordinate system is used to describe the position and orientation of objects within the virtual scene. Its main role is to indicate the 3D coordinates of a target object and to determine the position of the target object based on the origin. The origin of the world coordinate system can be the center point of the virtual scene, the horizontal axis (x-axis) can be a straight line passing through the origin and parallel to the boundary line of the virtual scene, the vertical axis (y-axis) can be a straight line cohort with the x-axis, passing through the origin and perpendicular to the horizontal axis, and the vertical axis can be a straight line passing through the origin and perpendicular to the plane xoy.

[0026] 6) Cloud Gaming: Also known as Gaming on Demand, this involves deploying a game program to a server and running an instance of the game program (abbreviated as a game instance). The game instance sends game data output during execution to the user's browser page. The page calls the browser's media component to decode the game data and renders the real-time game screen based on the decoded result. When the page detects an action performed by the user within the game screen, it reports this to the game instance running on the server. Upon receiving game data in response to the action generated by the game instance, the decoded and rendered process is repeated, thereby displaying changes in the game screen within the page that correspond to the user's actions.

[0027] In short, cloud gaming is an online gaming technology based on cloud computing technology. Cloud gaming technology makes it possible to run high-quality games on thin clients, which have relatively limited graphics processing and data computing capabilities. In a cloud gaming scenario, the game runs on a cloud server rather than on the user's terminal (e.g., the player's game terminal), and the cloud server renders the game scene as an audio-video stream, which is then sent to the user's terminal over the network. This means the user's terminal does not need to have powerful graphics computing and data processing capabilities; it only needs basic streaming playback capabilities and the ability to receive player input commands and send them to the cloud server.

[0028] 7) Interaction Conditions: These refer to the prerequisites that must be met before interaction (e.g., information exchange and interaction) can occur between a virtual object and an interactable object. For example, interaction conditions may include the distance between the virtual object and the interactable object being less than or equal to a distance threshold at the first time step, or receiving an operation command that triggers a control item at the first time step, where the control item is used to control the interaction between the interactable object and the virtual object.

[0029] In virtual scene interaction solutions using related technologies, the current position and orientation of a virtual object are typically forced to switch to the reference position and orientation. Because there is no transition process, the movement of the virtual object becomes rigid, and the transition process of movement is unnatural.

[0030] The applicant noticed that interaction processing methods in related technologies cannot naturally switch the position and orientation of virtual objects. In view of the above problem, the embodiment of the present application provides a virtual scene interaction data processing method that enables natural and smooth transitions in interaction behavior in a virtual scene.

[0031] Embodiments of the present application provide a virtual scene interaction data processing method, apparatus, electronic device, computer-readable storage medium, and computer program product that can make the interaction between virtual objects and interactable objects more natural. The following describes exemplary applications of the electronic device provided in the embodiments of the present application. The device provided in the embodiments of the present application may be implemented as various types of terminals, such as laptops, tablets, desktop computers, set-top boxes, mobile devices (e.g., mobile phones, portable music players, personal digital assistants, dedicated messaging devices, portable game consoles), smartphones, smart speakers, smartwatches, smart TVs, in-vehicle terminals, and aircraft, or as a server. The following describes exemplary applications when the electronic device is implemented as a terminal.

[0032] In some embodiments, the virtual scene can be an environment for virtual objects (e.g., game characters) to interact with, for example, a virtual scene for game characters to compete against each other. By controlling the actions of the game characters, interaction between the two parties becomes possible within the virtual scene, thereby allowing the user to alleviate the stresses of everyday life during the game.

[0033] In one implementation scenario, referring to Figure 1A, Figure 1A is a schematic diagram of the first application mode of the virtual scene interaction data processing method according to an embodiment of the present invention, which is an application mode in which the calculation of related data of the virtual scene 100 can be performed entirely dependent on the computing power of the graphics processing hardware of the terminal device 400, and is applied, for example, to standalone / offline games, and outputs of the virtual scene by various types of terminal devices 400 such as smartphones, tablets, and virtual reality / augmented reality devices.

[0034] When forming a visual perception of the virtual scene 100, the terminal device 400 calculates the data necessary for display using graphics computing hardware, loads, analyzes, and renders the display data, and outputs video frames that can form a visual perception of the virtual scene using graphics output hardware. For example, it may display a two-dimensional video frame on a smartphone screen, or project a video frame that achieves a three-dimensional display effect onto the lenses of augmented reality / virtual reality glasses. Furthermore, to enrich the perceptual effect, the terminal device 400 can also use different hardware to form one or more of auditory, tactile, kinesthetic, and gustatory perceptions.

[0035] For example, a client 410 (e.g., a standalone game application) runs on terminal device 400, and a virtual scene including role-playing is output while client 410 is running. The virtual scene may be an environment for game characters to interact with, such as a plain, a city, or a valley for game characters to compete against each other. Taking the case where the virtual scene 100 is displayed in first-person view as an example, the virtual scene 100 displays a virtual object 110 and an interactable object 120, where the virtual object 110 may be a game character controlled by the user (or player). That is, the virtual object 110 is controlled by the actual user and moves within the virtual scene 100 in response to the user's input to a controller (e.g., touchscreen, voice control switch, keyboard, mouse, and joystick). For example, if the actual user moves the joystick to the right, the virtual object 110 moves to the right within the virtual scene 100, and can also remain still, jump, and perform actions such as shooting. Interactive objects 120 are non-player characters (for example, virtual items such as boxes, stones, or cars) within the virtual scene 100.

[0036] For example, if a virtual object 110 and an interactable object 120 are displayed in virtual scene 100, client 410 will display a video in virtual scene 100 showing the virtual object 110 moving to the interactable object 120 in response to a move operation of the virtual object 110 to the interactable object 120 (for example, receiving a click operation from the player controlling the virtual object 110 in virtual scene 100 to run towards the interactable object 120). Subsequently, when the interaction conditions are met between the virtual object 110 and the interactable object 120, client 410 will display a video in virtual scene 100 showing the interaction between the virtual object 110 and the interactable object 120 in response to a trigger operation of the virtual object 110 to an interaction control 130 displayed on the interactable object 120 (for example, receiving a click operation from the player to an interaction control icon 130 displayed in virtual scene 100). This enriches the interaction methods within virtual scenes, improving the player's gaming experience.

[0037] In another implementation scenario, referring to Figure 1B, which is a schematic diagram of a second application mode of the virtual scene interaction data processing method according to an embodiment of the present invention, is applied to terminal equipment 400 and server 200, and is applied to an application mode in which the virtual scene is calculated depending on the computing power of server 200 and the virtual scene is output by terminal equipment 400.

[0038] Taking the case of forming a visual perception of a virtual scene 100 as an example, the server 200 calculates display data (e.g., scene data) related to the virtual scene and transmits it to the terminal device 400 via the network 300. The terminal device 400, depending on the graphics computing hardware, loads, analyzes, and renders the display data, and depending on the graphics output hardware, outputs the virtual scene to form a visual perception. For example, this could involve displaying a two-dimensional video frame on a smartphone screen, or projecting a video frame that achieves a three-dimensional display effect onto the lenses of augmented reality / virtual reality glasses. Understandably, the terminal device 400 can utilize corresponding hardware outputs, such as using a microphone to form auditory perception or using a vibration device to form tactile perception.

[0039] For example, terminal device 400 runs client 410 (e.g., a network version of a game application) and connects to server 200 (e.g., a game server) to interact with other users in the game, and terminal device 400 outputs the virtual scene 100 of client 410. Taking the case where the virtual scene 100 is displayed in a first-person perspective as an example, the virtual scene 100 displays virtual objects 110 and interactable objects 120, where the virtual object 110 can be a game character controlled by the user, that is, the virtual object 110 is controlled by the actual user and moves within the virtual scene 100 in response to the actual user's operations on a controller (e.g., touchscreen, voice control switch, keyboard, mouse, and joystick). For example, if the actual user moves the joystick to the right, the virtual object 110 moves to the right within the virtual scene 100, and can also remain still, jump, and perform actions such as shooting by controlling the virtual object 110. Interactive objects 120 are non-player characters (for example, virtual items such as boxes, stones, or cars) within the virtual scene 100.

[0040] For example, if a virtual object 110 and an interactable object 120 are displayed in a virtual scene 100, the client 410 will respond to a move operation of the virtual object 110 to the interactable object 120 (for example, receiving a click operation from the player controlling the virtual object 110 in the virtual scene 100 to run towards the interactable object 120) by displaying a video of the virtual object 110 moving to the interactable object 120 in the virtual scene 100. Subsequently, when an interaction condition is met between the virtual object 110 and the interactable object 120, the client 410 will respond to a trigger operation by the virtual object 110 on an interaction control 130 displayed on the interactable object 120 (for example, receiving a click operation from the player on an interaction control icon 130 displayed in the virtual scene 100) by displaying an interaction video of the virtual object 110 and the interactable object 120 in the virtual scene 100. This enriches the interaction methods within virtual scenes, improving the player's gaming experience.

[0041] In some embodiments, a terminal device or server can implement the virtual scene interaction data processing method provided in the embodiments of this application by executing various computer executable instructions or computer programs. For example, the computer executable instructions may be microprogram-level instructions, machine instructions, or software instructions. The computer program may be a native program or software module within an operating system, a local (native) application (APP), i.e., a program that needs to be installed on the operating system to run, such as a game APP, or a mini-application that can be embedded in any APP, i.e., a program that can be run simply by downloading it to a browser environment. In summary, the above computer executable instructions may be instructions of any form, and the above computer program may be an application, module, or plug-in of any form.

[0042] Taking a computer program as an application, in actual implementation, the terminal device 400 has an application installed and runs that supports a virtual scene. This application is one of the following: a first-person shooting game (FPS), a third-person shooting game, a virtual reality application, a 3D map program, a card strategy game, a sports game, or a multiplayer gunfight survival game. The user uses the terminal device 400 to manipulate virtual objects located within the virtual scene to perform activities, which include, but are not limited to, adjusting body posture, crawling, walking, running, riding, jumping, driving, picking up, shooting, attacking, throwing, and building virtual structures. Exemplarily, the virtual character may be a virtual person such as a pseudo-character or an anime character.

[0043] To explain, solutions involving the cooperation of terminal devices and servers primarily involve two game modes: local game mode and cloud gaming mode. In local game mode, the terminal device and server cooperate to execute game processing logic. Player input commands on the terminal device are partially processed by game logic executed on the terminal device, and partially processed by game logic executed on the server. The game logic processing executed on the server is often more complex and consumes more computing power. In cloud gaming mode, game logic processing is entirely performed by a server (e.g., a cloud server). The cloud server renders game scene data as an audio-video stream, which is then transmitted to the terminal device via the network for display. In other words, the terminal device only needs basic streaming playback capabilities and the ability to receive player commands and send them to the server.

[0044] In some other embodiments, embodiments of the present invention are achievable through artificial intelligence (AI), which is a theory, method, technique, and application system that uses a digital computer or a machine controlled by a digital computer to simulate, extend, and expand human intelligence, perceive the environment, acquire knowledge, and use that knowledge to achieve the best results. In other words, artificial intelligence is a comprehensive field of computer science that seeks to understand the nature of intelligence and to produce new intelligent machines that can react in a manner similar to human intelligence. Artificial intelligence involves studying the design principles and implementation methods of various intelligent machines so that they have the functions of perception, reasoning, and decision-making.

[0045] Artificial intelligence (AI) technology is a comprehensive field encompassing a wide range of areas, including both hardware-level and software-level technologies. Fundamental AI technologies generally include sensors, dedicated AI chips, cloud computing, distributed storage, big data processing technologies, pre-trained model technologies, operation / interaction systems, and mechatronics. Here, pre-trained models, also known as large-scale models or foundational models, are fine-tuned and widely applied to downstream tasks in various major areas of AI. AI software technologies primarily include computer vision technologies, speech processing technologies, natural language processing technologies, and machine learning / deep learning.

[0046] In some embodiments, the server 200 may be an independent physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server providing basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communications, middleware services, domain name services, security services, content delivery networks (CDNs), big data, and artificial intelligence platforms. The terminal device 400 may be, but is not limited to, a smartphone, tablet, laptop computer, desktop computer, smart speaker, smartwatch, or in-vehicle terminal. The terminal and server may be connected directly or indirectly via wired or wireless communication, and are not limited to the embodiments of this application.

[0047] Referring to Figure 2, which is a schematic diagram showing the configuration of a terminal device 400 according to an embodiment of the present application, the terminal device 400 shown in Figure 2 comprises at least one processor 460, memory 450, at least one network interface 420, and a user interface 430. Each component within the terminal device 400 is coupled via a bus system 440. Understandably, the bus system 440 is used to enable connection communication between these components. In addition to the data bus, the bus system 440 includes a power bus, a control bus, and a status signal bus. However, for the sake of clarity, in Figure 2, all the different buses are represented as the bus system 440.

[0048] The processor 460 may be an integrated circuit chip with signal processing capabilities, such as a general-purpose processor, a digital signal processor (DSP), a programmable logic device, a discrete gate or transistor logic device, or a discrete hardware component, where the general-purpose processor may be a microprocessor or any conventional processor.

[0049] The user interface 430 includes one or more output devices 531 that enable the display of media content, including one or more speakers and / or one or more visual displays. The user interface 430 further includes one or more input devices 432 that include user interface components that facilitate user input, such as a keyboard, mouse, microphone, touchscreen display, camera, and other input buttons and controls.

[0050] The memory 450 may be removable, non-removable, or a combination of both. Exemplary hardware devices include solid-state memory, hard disk drives, optical disk drives, and the like. The memory 450 optionally includes one or more storage devices located physically separate from the processor 460.

[0051] The memory 450 may be volatile memory or non-volatile memory, or may include both volatile and non-volatile memory. The non-volatile memory may be read-only memory (ROM), and the volatile memory may be random-access memory (RAM). The memory 550 described in the embodiments of this application includes any suitable type of memory.

[0052] In some embodiments, the memory 450 can store data to support various operations, such as programs, modules, data structures, or subsets or supersets thereof, as illustrated below.

[0053] Operating System 451 is configured to implement various basic services and handle hardware-based tasks, including system programs such as a framework layer, core library layer, and drive layer, which handle various basic system services and perform hardware-related tasks.

[0054] The network communication module 452 is configured to connect to other electronic devices via one or more (wired or wireless) network interfaces 420, exemplary network interfaces 420 including Bluetooth, Wireless Compatibility Certification (WiFi), and Universal Serial Bus (USB).

[0055] The display module 453 is configured to enable the display of information (e.g., a user interface for operating peripheral devices and displaying content and information) via one or more output devices 431 (e.g., a display, a speaker) associated with the user interface 430.

[0056] The input processing module 454 is configured to detect one or more user inputs or interactions from one or more input devices 432 and to translate the detected inputs or interactions.

[0057] In some embodiments, the device provided in the embodiments of the present application may be implemented in software, and Figure 2 shows a virtual scene interaction data processing device 455 stored in memory 450, the virtual scene interaction data processing device 455 may be software in the form of a program or plug-in, and comprises the following software modules: a display module 4551, an acquisition module 4552, a first decision module 4553, a second decision module 4554, and a data adjustment module 4555, and since these modules are logical, they can be arbitrarily combined or further divided depending on the function to be implemented. The function of each module will be described below.

[0058] In relation to the exemplary application and implementation of the terminal equipment provided in the embodiments of this application, the virtual scene interaction data processing method provided in the embodiments of this application will be specifically described.

[0059] Referring to Figure 3A, Figure 3A is a first schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present application. The process will be explained with reference to the steps shown in Figure 3A, with the terminal device acting as the execution entity.

[0060] In step 101, virtual objects and interactable objects are displayed in the virtual scene.

[0061] In some embodiments, the virtual scene may be a scene from an online game, the virtual object may be a player character corresponding to the user within the network game, and the interactable object may be a non-player character that interacts with the player character.

[0062] In step 102, in response to the virtual object satisfying the interaction conditions between the virtual object and the interactable object at the first time step, the current position and orientation of the virtual object at the first time step are obtained.

[0063] In some embodiments, the interaction condition includes satisfying the condition that, at the first time step, the distance between the virtual object and the interactable object is less than or equal to a distance threshold. The distance threshold can be determined by the following method: that is, the distance threshold may be set in advance, or the velocity of the virtual object may be obtained, the product of the velocity and a predetermined time length may be determined, and this product may be used as the distance threshold.

[0064] For example, a may be set in advance as the distance threshold, or if the velocity of the virtual scene is v1 and the predetermined time length is t1, the distance threshold is v1 × t1.

[0065] For example, the speed of a virtual object may be of various types, such as maximum speed, minimum speed, and average speed.

[0066] For example, different times can be set with fixed time lengths, such as 1 minute, 15 minutes, or 1 hour. The first time is the time when the interaction condition is met, and the second time is the time after a predetermined time length has elapsed since the first time.

[0067] In some embodiments, the predetermined time length may be fixed, or it may be set by the player based on their usage habits, for example, by giving the player a range of time lengths to choose from and allowing the player to select one time length as the predetermined time length.

[0068] In some other embodiments, the predetermined time length may be dynamic and positively correlated with the velocity (e.g., average velocity) of the virtual object manipulated by the player. That is, the faster the velocity, the shorter the predetermined time length becomes, enabling automatic interaction with the player's actions for visual effect.

[0069] For example, the relationship between a given time duration and the velocity of a virtual object controlled by the player can be expressed as y = ax + b, where x is the velocity of the virtual object controlled by the player, y is the given time duration, a is a positive number, and b is an arbitrary real number.

[0070] In some other embodiments, the predetermined time length may be predicted and obtained by a machine learning model. The training sample may be a video clip of a virtual scene, including the process of a virtual object switching from a state where it is not interacting with an interactable object to a state where it is interacting with an interactable object, and the label data may be an appropriate switching time length determined by the player based on habit. The machine learning model learns the player's needs regarding the appropriate time length.

[0071] In some embodiments, the following processes may be performed before calling the machine learning model to perform prediction: namely, obtaining training samples, calling the machine learning model initialized based on the training samples to perform prediction and obtain prediction results, determining the loss value between the prediction results and the label data, performing backpropagation based on the loss value, and updating the parameters of the machine learning model layer by layer during the backpropagation process.

[0072] Exemplary, the exemplary structure of the machine learning model provided in the embodiments of the present application may include an input layer (i.e., an embedding layer), a coding layer (which may consist of, for example, multiple cascaded convolutional layers), a fully connected layer, and an output layer (which may include an activation function such as a Softmax function). After acquiring training samples, first, the feature information of the training samples is input to the input layer for embedding, then the coding layer encodes the embedding feature vector output from the input layer to obtain a hidden layer feature vector, then the fully connected layer performs a fully connected operation on the hidden layer feature vector, and finally, the fully connected result output from the fully connected layer is input to the output layer for activation to obtain a prediction result. After obtaining the prediction result, the prediction result and the pre-labeled label data of the training samples are substituted into a loss function to obtain a loss value in a specific form between the prediction result and the label data. Here, the specific form includes at least one of logarithmic form, exponential form, squared form, cross-entropy form, and absolute value form. Then, the gradient of the loss function with respect to the model parameters is calculated using a backpropagation algorithm, and the model parameters are adjusted based on the gradient and learning rate using gradient descent or other optimization algorithms. The process of forward propagation, loss calculation, backpropagation, and parameter updating is repeated until the model converges or a predetermined number of training iterations are reached, and the trained machine learning model is obtained.

[0073] It should be noted that the machine learning models in the embodiments of this application may be neural network models (e.g., convolutional neural networks, deep convolutional neural networks, or fully connected neural networks), decision tree models, gradient boosting trees, multilayer perceptrons, and support vector machines, and the embodiments of this application do not specifically limit the type of machine learning model.

[0074] The embodiment of the present invention trains a machine learning model to predict a predetermined time length (a predetermined length of time), thereby ensuring that the predicted time length is more closely suited to the player's usage habits, and enabling the rapid acquisition of a reasonable predetermined time length.

[0075] In some embodiments, the interaction condition includes receiving an operation command that triggers a control item at a first time step, where the control item is used to control the interaction between an interactable object and a virtual object.

[0076] In some embodiments, the second time point may be the time when the virtual object and the interactable object begin interacting. Specifically, there are two cases: In case 1, the second time point may be a time at least a predetermined time length elapsed from the first time point. Here, the predetermined time length is fixed, and when the virtual object reaches the predetermined time length from the first time point, the position and orientation conversion is just completed and it is adjusted to the reference position and orientation. The predetermined time length may be set by the game developer or by the user. The second time point may be the time when the predetermined time length has ended, that is, after the virtual object has been converted to the reference position and orientation at the second time point, it begins interacting directly with the interactable object. Alternatively, the second time point may be any time after the predetermined time length has elapsed, that is, when the virtual object is converted to the reference position and orientation at the last time of the predetermined time length, it does not directly interact, but interacts at the second time point, in which case the second time point is determined by the user. In Case 2, the second time point could be the time when the virtual object enters the interaction range of the interactable object (a region centered on the interactable object, for example, circular, whose size depends on the radius of influence of the interactable object's functionality). The second time point could be the time immediately after entering the interaction range of the interactable object, at which point it is converted to a reference position and simultaneously begins interacting with the interactable object. Alternatively, the second time point could be any time after entering the interaction range of the interactable object, in which case the virtual object has already been converted to a reference position and orientation before the second time point, but has not interacted with the interactable object until the second time point arrives, at which point it begins interacting. In this case, the second time point is controlled by the user.

[0077] For example, if the first time is 1:30 and the predetermined time duration is 30 minutes in Case 1 above, the virtual object will be fully converted to its reference position at 2:00. After the virtual object is converted to its reference position at 2:00, it will directly begin interacting with the interactable object, and the second time at this point will be 2:00. If the virtual object does not begin interacting with the interactable object at 2:00, the second time can be any time after 2:00, in which case the second time is determined by the user.

[0078] In the case of Case 2 above, if the virtual object reaches the interaction range of the interactable object at 2:00 and begins interacting with the interactable object at 2:00, then the second time is 2:00. If the virtual object completes its position and orientation transformation at 1:40 and has already reached the interaction range of the interactable object, and begins interacting with the interactable object at 2:00, then 2:00 is the second time, and in this case, the second time is determined by the user.

[0079] For example, a control item could be a remote control, and an interactable object could be a remotely controlled flying object or vehicle (airplane, car).

[0080] In some embodiments, before step 102, it can be determined whether the virtual object satisfies the interaction condition at the first time step. In response to the interaction condition not being met, the interaction controls of the interactable object are hidden, and in response to the interaction condition being met, the interaction controls of the interactable object are displayed from the first time step.

[0081] For example, if the interaction conditions are not met, the interaction controls will not be displayed on the interactable object, and the interaction controls will be displayed on the interactable object only after the virtual object has met the interaction conditions.

[0082] The embodiment of the present invention avoids situations where interaction controls are erroneously triggered before a virtual object has interacted with an interactable object by setting interaction conditions, thereby preventing an impact on the player's game experience, while simultaneously avoiding multiple triggers of interaction controls and reducing resource waste.

[0083] In some embodiments, the interaction control can always be displayed during interaction with an interactable object, and if the interaction conditions are not met, it can be set to a non-triggerable state, and if the interaction conditions are met, it can be set to a triggerable state.

[0084] For example, a non-triggerable state can be achieved by graying out an interaction control, meaning the interaction control cannot be triggered. While the player can always see the interaction control on an interactable object, they can only trigger it when the interaction conditions are met; clicking the interaction control will not trigger it if the conditions are not met.

[0085] In some embodiments, after the interaction conditions are met and the interaction control becomes triggerable, refer to Figure 3H, which is an eighth schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present invention. Interaction operations between a virtual object and an interactable object can be achieved by step 106 in Figure 3H, which will be described in detail below.

[0086] In step 106, in response to a trigger operation on the interaction control, control is made so that the interactable object interacts with the virtual object.

[0087] The embodiments of this invention avoid situations where interaction controls are accidentally triggered when a virtual object has not yet interacted with an interactable object, by setting different states for interaction controls in different circumstances. This prevents an impact on the player's game experience, avoids triggering interaction controls multiple times, and reduces resource waste.

[0088] In step 103, the positional difference between the current positional orientation and the reference positional orientation is determined, and the reference positional orientation is the initial positional orientation in the interaction between the virtual object and the interactable object.

[0089] In some embodiments, the current position and orientation include the components of the first position, first orientation, and first orientation of the virtual object at the first time, and the reference position and orientation include the components of the second position, second orientation, and second orientation of the virtual object in an interaction with an interactable object (e.g., a pre-created video to represent the interaction).

[0090] For example, the reference position and orientation can be the initial position and orientation in an interaction between a virtual object and an interactable object (e.g., a pre-created video to represent the interaction). That is, if the virtual object begins interacting with the interactable object from the second time step, the second time step is the initial time step of the interaction, and the position and orientation of the virtual object at the second time step includes the second position, second orientation, and second orientation.

[0091] The reference position and orientation can be pre-set based on the position, orientation, and interaction method of the interactable object. For example, if the interactable object is a safe, when opening the safe, the user needs to stand in front of the safe, face it, and put away their gun. Accordingly, the reference position and orientation are constructed from the position where the virtual object stands in front of the safe, the orientation in which it faces the safe, and the orientation in which it puts away its gun.

[0092] Exemplary, position, orientation, and orientation can all be expressed in the world coordinate system. As shown in Figure 6, Figure 6 is a diagram showing an example of the position and orientation of a virtual object in the world coordinate system according to an embodiment of the present invention. The first position of the virtual object at the first time step is (x1, y1, 0), where x1 is the first horizontal coordinate and y1 is the first vertical coordinate. Since 0 indicates that the virtual object is acting on the surface of the virtual scene (e.g., the ground, the water surface), the vertical coordinate (coordinate on the z axis) is 0, the first orientation is a degree of ∠1, and the first orientation is holding an item. The second position of the virtual object at the second time step is (x2, y2, 0), where x2 is the second horizontal coordinate and y2 is the second vertical coordinate. Since 0 indicates that the virtual object is acting on the surface of the virtual scene (e.g., the ground, the water surface), the vertical coordinate (coordinate on the z axis) is 0, the second orientation is a degree of ∠2, and the second orientation is bare-handed. Here, the horizon of the virtual scene is the xoy plane, the origin is the center point of the virtual scene, the x-axis is a straight line passing through the origin and parallel to the horizontal boundary of the virtual scene, and the y-axis is a straight line perpendicular to the x-axis.

[0093] In some embodiments, the interaction between a virtual object and an interactable object (e.g., a video including the interaction process) can begin execution from a second time point.

[0094] In some other embodiments, the interaction between a virtual object and an interactable object may also begin at a time later than the second time step; that is, it is not necessarily limited to starting the interaction at the second time step. For example, if the second time step is time t (in seconds), the third time step could be t+1, t+2, t+3, etc. The specific delay can be set according to the actual delay requirements of the virtual scene.

[0095] For example, after a virtual object has already switched from its current position and orientation in the first time step to its reference position and orientation in the second time step, the player may directly click the interaction control to start the interaction between the virtual object and the interactable object, or the interaction may start 5 seconds after the second time step.

[0096] The embodiment of this invention improves the player's user experience by allowing free control of the interaction start time, thereby making the interaction process more suitable to the player's usage habits.

[0097] In some embodiments, taking the interaction between a virtual object and an interactable object (for example, a video including the interaction process) as an example, referring to Figure 3B, Figure 3B is a second schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present application. The step of "determining the position-orientation difference between the current position-orientation and the reference position-orientation" in step 1033 of Figure 3A can be achieved by steps 1031 to 1034 of Figure 3B, which will be described in detail below.

[0098] In step 1031, the positional difference between the first position and the second position is determined as the positional difference.

[0099] In some embodiments, both the first and second positions are 3D data in the world coordinate system, and since the virtual object always operates on the surface of the virtual scene (e.g., ground, water surface) in the virtual environment, the position difference calculation process only calculates the position difference of the virtual object along the x and y axes.

[0100] For example, if the first position is (x1, y1) and the second position is (x2, y2), then the position difference of the virtual object along the x-axis is x2-x1, and the position difference of the virtual object along the y-axis is y2-y1.

[0101] In step 1032, the posture difference between the first posture and the second posture is determined as the posture difference.

[0102] In some embodiments, the first posture may be a state where the item is being held, and the second posture may be a state where the hands are bare. Therefore, the posture difference represents the transition from the state where the item is being held to the state where the hands are bare.

[0103] For example, in the second time point, the virtual object needs to interact with the interactable object; therefore, unless the second posture is bare-handed, it cannot trigger the interaction control and perform the interaction. Switching to a bare-handed posture is a preparatory action before the interaction.

[0104] In step 1033, the difference in orientation between the first orientation and the second orientation is determined as the orientation difference.

[0105] In some embodiments, both the first and second orientations are 3D coordinate data in the world coordinate system, and since the virtual object operates on the ground surface of the virtual scene in the virtual environment, the orientation difference calculation process only calculates the difference in rotation angle around the z-axis of the virtual object.

[0106] For example, if the rotation angle of a virtual object around the z-axis at the first time step is ∠1, and the rotation angle of the virtual object around the z-axis at the second time step is ∠2, then the orientation difference is ∠2 - ∠1.

[0107] In step 1034, the position difference, orientation difference, and orientation difference are combined to obtain the position-orientation difference.

[0108] For illustrative purposes, continuing to refer to Figure 6, the positional difference can be divided into a horizontal positional difference and a vertical positional difference, where the horizontal positional difference is x1-x2 and the vertical positional difference is y1-y2, the positional difference is the transformation from holding the item to having bare hands, and the orientational difference is ∠1-∠2.

[0109] Continuing to refer to Figure 3A, in step 104, the ratio of the position-orientation difference to the number of transition frames is determined as the position-orientation adjustment value, and the number of transition frames is the number of image frames between the first time step and the second time step.

[0110] In some embodiments, the ratio of the positional difference to the number of transition frames can reflect the amount of positional change of the virtual object in each frame during the process from the first time step to the second time step, i.e., the positional adjustment value.

[0111] For example, taking positional differences as an example, if the position of a virtual object at time 1 is (x1, y1) and its position at time 2 is (x2, y2), and the number of transition frames from time 1 to time 2 is 60, then the horizontal positional difference is x1-x2, and in this case, the horizontal position adjustment value is (x1-x2) / 60. If the vertical positional difference is y1-y2, then the vertical position adjustment value is (y1-y2) / 60.

[0112] For example, there are several ways to obtain the number of transition frames. For instance, it can be determined by setting a predetermined value for the number of transition frames. In another example, it can be adapted to the frame rate of the virtual scene; that is, the product of a predetermined time length and the frame rate is used as the number of transition frames.

[0113] For example, the predetermined value may be set to 5 and used as the number of transition frames, or the predetermined time length may be set to a and the frame rate to b, in which case the number of transition frames is a × b.

[0114] In step 105, the virtual object is controlled to perform position and orientation adjustments in each image frame starting from the first time step, up to the second time step.

[0115] In some embodiments, when the current position and orientation component includes a first position, referring to Figure 3C, Figure 3C is a third schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present application. Step 105 in Figure 3A can be achieved by steps 1051A to 1052A in Figure 3C, which will be described in detail below.

[0116] In step 1051A, the ratio of the position difference to the number of transition frames is determined as the position adjustment value.

[0117] For example, if the total time from the first time step to the second time step is 1 second, i.e., the number of transition frames is 60, referring to Figure 6 again, the position difference in the horizontal coordinate system at this time is x1-x2, and the horizontal position adjustment value is (x1-x2) / 60, and the position difference in the vertical coordinate system is y1-y2, so the vertical position adjustment value is (y1-y2) / 60.

[0118] In step 1052A, in response to the position adjustment value being non-zero, in each image frame from the first time step to the second time step, the virtual object is controlled to perform position adjustment based on the position of the root bone point in the frame immediately preceding the virtual object, thereby forming the position of the virtual object in the current frame.

[0119] In some embodiments, a bone structure is a skeletal hierarchy formed by the joining of many consecutive bones. The first bone is called the root bone and is the key point that forms the bone structure. All other bones are added to the root bone as child bones or sibling bones. The root bone point refers to the coordinate point that the root bone corresponds to in the world coordinate system.

[0120] In some embodiments, the first position includes a first planar coordinate system corresponding to the world coordinate system of the virtual object at a first time, and the first planar coordinate system includes a first horizontal coordinate and a first vertical coordinate; the second position includes a second planar coordinate system corresponding to the world coordinate system of the virtual object at a second time, and the second planar coordinate system includes a second horizontal coordinate and a second vertical coordinate.

[0121] In some embodiments, referring to Figure 3D, which is a fourth schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present invention. The action of "controlling the virtual object to perform position adjustment values" in step 1052A of Figure 3C can be achieved by steps 10521A to 10525A of Figure 3D, which will be described in detail below.

[0122] In step 10521A, the difference in horizontal coordinates between the first horizontal coordinate and the second horizontal coordinate is determined.

[0123] In some embodiments, the x-coordinate difference is the difference between the x-axis position coordinates of a virtual object at the first time step and the x-axis position coordinates at the second time step.

[0124] For illustrative purposes, continuing to refer to Figure 6, the first x-coordinate of the virtual object at the first time step is x1, and the second x-coordinate at the second time step is x2, with the difference in x-coordinates being x1 - x2.

[0125] In step 10522A, the ratio of the horizontal coordinate difference to the number of transition frames is determined as the horizontal position adjustment value.

[0126] In some embodiments, the ratio of the horizontal coordinate difference to the number of transition frames represents the amount of positional change the virtual object makes along the x-axis in each frame from the first time step to the second time step, i.e., the horizontal position adjustment value.

[0127] For example, if the total time between the first and second time points is 1 second, i.e., the number of transition frames is 60, referring to Figure 6 again, the horizontal coordinate difference at this time is x1-x2, so the horizontal position adjustment value is (x1-x2) / 60.

[0128] In step 10523A, the difference between the first vertical coordinate and the second vertical coordinate is determined.

[0129] In some embodiments, the vertical difference is the difference between the y-axis position coordinates of a virtual object at the first time step and the y-axis position coordinates at the second time step.

[0130] For illustrative purposes, continuing to refer to Figure 6, the first vertical coordinate on the y-axis of the virtual object at the first time step is y1, and the second vertical coordinate on the y-axis at the second time step is y2, and the difference in vertical coordinates at this time is y1 - y2.

[0131] In step 10524A, the ratio of the vertical coordinate difference to the number of transition frames is determined as the vertical position adjustment value.

[0132] For example, if the total time from the first time point to the second time point is 1 second, i.e., the number of transition frames is 60, referring to Figure 6 again, the vertical coordinate difference at this time is y1-y2, so the vertical position adjustment value is (y1-y2) / 60.

[0133] In some embodiments, the ratio of the vertical coordinate difference to the number of transition frames represents the amount of positional change the virtual object makes along the y-axis in each frame from the first time step to the second time step, i.e., the vertical position adjustment value.

[0134] In step 10525A, the virtual object is controlled to adjust its horizontal position according to the horizontal position adjustment value and its vertical position according to the vertical position adjustment value.

[0135] In some embodiments, when the current position and orientation component includes a first orientation, referring to Figure 3E, Figure 3E is a fifth schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present application. Step 105 in Figure 3A can be achieved by steps 1051B to 1052B in Figure 3E, which will be described in detail below.

[0136] In step 1051B, the ratio of the posture difference to the number of transition frames is determined as the posture adjustment value.

[0137] In step 1052B, in response to the pose adjustment value being non-zero, the virtual object is controlled to perform pose adjustments in each image frame from the first time step to the second time step, based on the pose of the virtual object in the previous frame, thereby forming the pose in the current frame.

[0138] In some embodiments, the virtual object is in a pose holding an item in the first time frame image, and is in a pose with bare hands in the second time frame image.

[0139] For example, a virtual object might be holding an item at time 1, and after the interaction conditions are met, the virtual object needs to interact with an interactable object from time 2 onwards. Therefore, it needs to put away the item, click the interaction control with its bare hands, and then perform the interaction.

[0140] In the embodiments of this invention, the process in which a virtual object moves toward an interactable object by switching its orientation, converts to a reference position orientation, and then performs interaction, is made smoother. By performing interaction operations with bare hands, the interaction process is made closer to a real situation, enriching the user experience.

[0141] In some embodiments, when the current position and orientation component includes a first orientation, referring to Figure 3F, Figure 3F is a sixth schematic flowchart of the virtual scene interaction data processing method according to an embodiment of the present application. Step 105 in Figure 3A can be achieved by steps 1051C to 1052C in Figure 3F, which will be described in detail below.

[0142] In step 1051C, the ratio of the orientation difference to the number of transition frames is determined as the orientation adjustment value.

[0143] In step 1052C, in response to the orientation adjustment value being non-zero, the virtual object is controlled to perform orientation adjustments in each image frame from the first time step to the second time step, based on the orientation of the root bone in the previous frame of the virtual object, thereby forming the orientation in the current frame.

[0144] In some embodiments, a bone structure is a skeletal hierarchy formed by the joining of many consecutive bones. The first bone is called the root bone and is the key point that forms the bone structure. All other bones are added to the root bone as child bones or sibling bones.

[0145] In some embodiments, it is necessary to set the position and orientation of the model in the bone animation. In practice, the position and orientation of the root bone are set, and then the position and orientation of each bone are calculated based on the transformation relationships between parent and child bones in the bone hierarchy, and these are used as the orientation of the virtual object.

[0146] In some embodiments, the first orientation includes a first rotation coordinate system corresponding to the world coordinate system at the first time point of the virtual object, and the second orientation includes a second rotation coordinate system corresponding to the world coordinate system at the second time point of the virtual object.

[0147] For example, the first rotation coordinate can be the angle by which the virtual object rotates around the z-axis from zero degrees at the first time step, and the angle can be calculated by the direction of rotation, for example, with clockwise rotation being positive. Referring again to Figure 6, the first direction in this case is ∠1 degrees, and the second direction is ∠2 degrees.

[0148] In some embodiments, referring to Figure 3G, which is a schematic flowchart of the seventh virtual scene interaction data processing method according to an embodiment of the present application. Step 1052C in Figure 3F can be achieved by steps 10521C to 10523C in Figure 3G, which will be described in detail below.

[0149] In step 10521C, the difference in rotational coordinates between the first rotational coordinate and the second rotational coordinate is determined.

[0150] In some embodiments, the rotational coordinate difference is the difference between the angle value at which the virtual object rotates around the z-axis at the first time step and the angle value at which it rotates around the z-axis at the second time step.

[0151] For example, if the rotation angle of a virtual object around the z-axis is 30 degrees at the first time step, and the rotation angle of the virtual object around the z-axis is 90 degrees at the second time step, the rotation coordinate difference is 60 degrees.

[0152] In step 10522C, the ratio of the rotation coordinate difference to the number of transition frames is determined as the orientation adjustment value.

[0153] In some embodiments, the ratio of the rotational coordinate difference to the number of transition frames represents the amount of angular change formed by the virtual object rotating around the z-axis in each frame from the first time step to the second time step, i.e., the orientation adjustment value.

[0154] Continuing from the example in step 10521 above, if the rotational coordinate difference is 60 degrees and the number of transition frames is 30 frames, the orientation adjustment value is 2.

[0155] In step 10523C, the virtual object is controlled to rotate by the orientation adjustment value around the vertical reference axis of the world coordinate system by the orientation adjustment value, and the vertical reference axis is perpendicular to the plane of the world coordinate system.

[0156] In some embodiments, the direction of rotation can be clockwise or counterclockwise, depending on whether the orientation adjustment value is positive or negative. The plane of the world coordinate system includes a horizontal reference axis and a vertical reference axis.

[0157] In some embodiments, the trigger threshold can be further increased. Specifically, the interaction control is displayed and the trigger operation is permitted only when the current position and orientation of the virtual object at the first time point has been transformed and now perfectly matches a predetermined standard position and orientation.

[0158] For example, after a virtual object has finished converting to a standard position and orientation, interaction controls are displayed on the interactable object, and interaction between the virtual object and the interactable object occurs when a trigger operation is performed on the interaction controls. If the conversion is not yet complete, the interaction controls are not displayed.

[0159] Embodiments of the present invention prevent situations in which a virtual object accidentally touches an interaction control when it has not yet interacted with an interactable object, thereby preventing an impact on the player's game experience, simultaneously preventing the interaction control from being triggered multiple times, and reducing resource waste, by setting different states for the interaction control in different situations or by controlling the display node of the interaction control.

[0160] The following describes exemplary application examples of the embodiments of this application in actual application scenarios.

[0161] In a team-based game virtual scene, virtual objects and interactable objects often need to interact in order to acquire necessary items during the game. The virtual scene interaction data processing method provided in the embodiment of this application allows for obtaining a position and orientation adjustment value from the difference in position and orientation of a virtual object between a first time point and a second time point. By adjusting the current position and orientation based on this position and orientation adjustment value, the virtual object can interact naturally with the interactable object.

[0162] Referring to Figure 4A, Figure 4A is a diagram showing a first example of an application scene for the virtual scene interaction data processing method according to the embodiment of the present application. The application of the virtual scene interaction data processing method according to the embodiment of the present application will be explained with reference to Figure 4A.

[0163] In Figure 4A, it is first necessary to obtain the current position and orientation of the virtual object at the first time step.

[0164] Referring to Figure 4B, Figure 4B shows a second example of an application scene of the virtual scene interaction data processing method according to an embodiment of the present application. Figure 4B shows the current position and orientation of a virtual object at a first time step.

[0165] In some examples, the z-axis (i.e., the horizontal height of the character's standing position) in the virtual object's world coordinate system at this time coincides with the reference position orientation, and both are 0. This is because both are standing on a normal, horizontal ground. However, the x-axis (lateral displacement in the horizontal plane) and the y-axis (vertical displacement in the horizontal plane) differ from the values ​​of the reference position orientation.

[0166] Simultaneously, in the world coordinate system of a virtual object, the x and y axis values ​​of the rotation coincide with the reference position orientation values. This is because the x and y axes control the horizontal and vertical rotation of the character. In typical games, a standing virtual object does not rotate in these two positions, so both values ​​are 0 (degrees). On the other hand, the z axis controls the rotation of the virtual object in vertical space, and in games, this is represented as the rotation angle that occurs when the virtual object changes direction, so it differs from the reference position orientation.

[0167] For example, the first position of a virtual object at the first time step is (2400,300,0), where 2400 is the first horizontal coordinate and 300 is the first vertical coordinate. The first orientation at the first time step is the orientation of holding an item, and the first orientation at the first time step is (0,0,40), where 40 is the first rotation coordinate.

[0168] Continuing to refer to Figure 4A, it is necessary to obtain the reference position and orientation of the virtual object at the second time step.

[0169] Referring to Figure 4C, Figure 4C is a diagram showing a third example of an application scene of the virtual scene interaction data processing method according to an embodiment of the present application. Figure 4C shows the reference position and orientation of the virtual object at the second time step.

[0170] For example, the second position of the virtual object at time 2 is (0,0,0), its second orientation at time 2 is bare-handed, and its second orientation at time 2 is (0,0,0).

[0171] Continuing to refer to Figure 4A, the data difference between the current position and orientation and the reference position and orientation (corresponding to the position and orientation difference mentioned above) is recorded, and the execution of the related conversion operations begins. The conversion process will be explained in detail below.

[0172] First, as shown in image frame 401 of Figure 4A, if the first position of a virtual object differs from the standard second position in the interaction, the virtual object is moved from the first position to the second position. At the same time, the total conversion time is defined as 1S, i.e., 60 frames (the number of transition frames from the first time step to the second time step).

[0173] At this time, if the first orientation of the virtual object (i.e., the rotation value in world coordinates) does not match the second orientation at the standard interaction position, the character orientation is adjusted during 1S, which is the process of moving toward the second position as described above.

[0174] Next, as shown in image frame 402 of Figure 4A, if the first position coordinates of the virtual object in the world coordinate system are (2400, 300, 0), it moves toward the second position at a speed of 2400 / 60 = (40 / frame) along the X axis (i.e., the position adjustment value). Similarly, a displacement of 300 / 60 = (5 / frame) occurs along the Y axis. This motion over one second corrects the horizontal and vertical coordinate positions of the virtual object's bones.

[0175] Regarding the difference between the rotation values ​​in the coordinates mentioned above, the rotation coordinate on the Z axis at the second time step is 0, and the rotation coordinate of the virtual object at the first time step is 40 degrees. Therefore, during the displacement process, a rotational displacement of 40 / 60 = (0.6666 degrees / frame) occurs on the Z axis. The rotation coordinate of the bone is corrected (i.e., the orientation is adjusted) by the movement over one second.

[0176] Subsequently, as shown in image frame 403 of Figure 4A, the virtual object is holding the item. In order to trigger an interaction, the virtual object needs to be bare-handed. Therefore, during the 1S while controlling the virtual object to move it toward the second position, it is switched from holding the item to being bare-handed. At this time, the virtual object has already been converted from its current position orientation to the reference position orientation.

[0177] Finally, if the associated bone parameters of the virtual object satisfy one or two of the three elements mentioned above, the transformation operations related to the satisfied elements are not performed. For example, if the displacement coordinates of the virtual object's root bone point in the world coordinate system are correct (i.e., the first element, the virtual object's current position), no position transformation is performed, and only the rotation value (direction) and orientation in world coordinates are transformed. After all three element transformations are complete, as shown in image frame 404 of Figure 4A, the associated bone parameters and orientation of the virtual object perfectly match the first frame of the standard interaction motion, and only at this point is the interaction control triggered on the virtual object, and the playback of the interaction motion begins.

[0178] Referring to Figure 4D, Figure 4D is a diagram showing a fourth example of an application scene of the virtual scene interaction data processing method according to an embodiment of the present invention. Figure 4D shows a scene in which a virtual object triggers an interaction control. In Figure 4D, the virtual object 501 can interact with the interactable object 502 by triggering an interaction control 503.

[0179] In some embodiments, if a trigger operation is received from the player on an interaction button and the three numerical elements perfectly meet standard values, playback of the interaction action is initiated directly. This transformation process of the interaction action becomes a transition video visible to the virtual object, showing the sequence after the interaction was triggered.

[0180] In some embodiments, to avoid situations where "if the virtual object is too far from the standard interaction position and the coordinate transformation is completed within 1 second, the travel distance will be long, resulting in an average speed that is too fast when the coordinate transformation is completed," the furthest distance at which the virtual object can trigger an interaction (i.e., the length of the hypotenuse of the right triangle formed by the X and Y axes of the displacement coordinates in both world coordinate systems) can be set.

[0181] Referring to Figure 4E, Figure 4E is a diagram showing a fifth example of an application scene for the virtual scene interaction data processing method according to an embodiment of the present invention. If A is the standard position (second position) that triggers the interaction and C is the current position of the virtual object (first position), then the length of AB is the difference in their Y-axis coordinates, the length of BC is the difference in their X-axis coordinates, and the actual distance between them is the length of the hypotenuse AC of this triangle.

[0182] For example, this situation can be effectively prevented by setting a threshold and controlling the display of interaction controls for virtual objects if the AC length exceeds a certain value. For instance, if the maximum movement speed of a virtual object in the game is set to 1000, the speed calculated as AC length / 1S must not exceed 1000, meaning that the AC length must not exceed 1000.

[0183] Referring to Figure 5, Figure 5 is a schematic flowchart of the application scene of the virtual scene interaction data processing method according to the embodiment of the present application.

[0184] First, when the virtual object approaches the vicinity of the interactable object, it is determined whether the distance between the virtual object and the interactable object is within a distance threshold. If it is not within the range, the interaction control is not displayed; if it is within the range, the interaction control is displayed.

[0185] Next, in response to a trigger operation on the interaction control by the player, the current position and orientation of the virtual object when it clicks the interaction control is obtained, and it is determined whether the first position, first orientation, and first orientation of the virtual object match the reference position and orientation, respectively. For position and orientation components that do not match, adjustments are made using the virtual scene interaction data processing method provided in the embodiment of this application.

[0186] Finally, the adjusted data is reviewed again, and if any current position / pose components still do not match the reference position / pose, the data is recorded and adjusted again, repeating until all current position / pose components match the reference position / pose, triggering interaction controls, and performing the corresponding interaction actions to enable interaction between the virtual object and the interactable object.

[0187] The embodiment of this application makes the interaction process between a virtual object and an interactable object more natural by converting the current position and orientation component of a virtual object at the first time step to the reference position and orientation at the second time step, frame by frame. Furthermore, by adjusting the virtual object to the reference position and orientation, it makes it easier to trigger interaction controls, avoids repeated triggering, and reduces the waste of resources.

[0188] The following describes exemplary configurations in which the virtual scene interaction data processing device 455 provided in the embodiments of the present application is implemented as a software module. In some embodiments, as shown in Figure 2, the software module in the virtual scene interaction data processing device 455 stored in memory 450 may include a display module 4551, an acquisition module 4552, a first decision module 4553, a second decision module 4554, and a data adjustment module 4555.

[0189] The display module 4551 is configured to display virtual objects and interactable objects in the virtual scene.

[0190] The acquisition module 4552 is configured to acquire the current position and orientation of a virtual object at a first time step in response to the virtual object satisfying the interaction conditions between the virtual object and the interactable object at a first time step.

[0191] The first determination module 4553 is configured to determine the positional difference between the current positional orientation and the reference positional orientation, where the reference positional orientation is the initial positional orientation in the interaction between the virtual object and the interactable object.

[0192] The second decision module 4554 is configured to determine the position and orientation adjustment value as the ratio of the position and orientation difference to the number of transition frames, where the number of transition frames is the number of image frames between the first time step and the second time step.

[0193] The data adjustment module 4555 is configured to control the virtual object to perform position and orientation adjustments in each image frame starting from the first time step, up to the second time step.

[0194] In some embodiments, the interaction condition includes satisfying the condition that, at the first time step, the distance between the virtual object and the interactable object is less than or equal to a distance threshold.

[0195] In some embodiments, the second time is a time after a predetermined time interval has elapsed since the first time, and the distance threshold is determined by obtaining the velocity of a virtual object, determining the product of the velocity and the predetermined time interval, and using this product as the distance threshold.

[0196] In some embodiments, the predetermined time length is determined by one of the following methods: a method of selecting any time length from a predetermined time length selection range as the predetermined time length; a method of determining the predetermined time length based on the velocity of a virtual object, wherein the predetermined time length and the velocity of the virtual object are positively correlated; and a method of determining the predetermined time length based on a machine learning model, wherein the machine learning model is trained by acquiring training samples and label data, the training samples including video clips of multiple virtual scenes, each video clip of a virtual scene including the process of switching from a state in which the virtual object is not interacting with an interactable object to a state in which the virtual object is interacting with an interactable object, and the label data representing the predetermined time length that is actually labeled; and the predetermined time length is determined by calling the machine learning model based on the training samples to obtain prediction results, determining a loss value based on the label data and prediction results, updating the parameters of the machine learning model based on the loss value, and obtaining a trained machine learning model.

[0197] In some embodiments, the interaction condition includes receiving an operation command that triggers a control item at a first time step, where the control item is used to control the interaction between an interactable object and a virtual object.

[0198] In some embodiments, the current position and orientation includes the components of a first position, first orientation, and first orientation of the virtual object at a first time; the reference position and orientation includes the components of a second position, second orientation, and second orientation in the interaction between the virtual object and the interactable object; the first determination module 4553 is further configured to determine the position difference between the first position and the second position as a position difference, the orientation difference between the first orientation and the second orientation as an orientation difference, and to combine the position difference, orientation difference, and orientation difference to obtain a position-orientation difference.

[0199] In some embodiments, the data adjustment module 4555 is configured to further determine the ratio of the position difference to the number of transition frames as a position adjustment value, and in response to the position adjustment value being non-zero, to control the virtual object to perform the position adjustment value in each image frame from the first time step to the second time step, based on the position of the root bone point of the virtual object in the frame immediately preceding the virtual object, thereby forming the position in the current frame.

[0200] In some embodiments, the first position includes a first planar coordinate corresponding to the world coordinate system of the virtual object at a first time step, the first planar coordinate includes a first horizontal coordinate and a first vertical coordinate; the second position includes a second planar coordinate corresponding to the world coordinate system of the virtual object at a second time step, the second planar coordinate includes a second horizontal coordinate and a second vertical coordinate; the data adjustment module 4555 further determines the horizontal coordinate difference between the first horizontal coordinate and the second horizontal coordinate, determines the ratio of the horizontal coordinate difference to the number of transition frames as the horizontal position adjustment value; determines the vertical coordinate difference between the first vertical coordinate and the second vertical coordinate, determines the ratio of the vertical coordinate difference to the number of transition frames as the vertical position adjustment value; and is configured to control the virtual object to adjust its horizontal position according to the horizontal position adjustment value and its vertical position according to the vertical position adjustment value.

[0201] In some embodiments, the data adjustment module 4555 is further configured to determine the ratio of the pose difference to the number of transition frames as a pose adjustment value, and in response to the pose adjustment value being non-zero, to control the virtual object in each image frame from the first time step to the second time step to perform the pose adjustment based on the pose of the virtual object in the previous frame, thereby forming the pose in the current frame.

[0202] In some embodiments, the virtual object is in a pose holding an item in the first time frame image, and is in a pose with bare hands in the second time frame image.

[0203] In some embodiments, the data adjustment module 4555 is further configured to determine the ratio of the orientation difference to the number of transition frames as the orientation adjustment value if the current position-orientation component includes a first orientation, and in response to the orientation adjustment value being non-zero, to control the virtual object in each image frame from the first time step to the second time step to perform the orientation adjustment based on the orientation of the root bone in the previous frame of the virtual object, thereby forming the orientation in the current frame.

[0204] In some embodiments, the first orientation includes a first rotation coordinate corresponding to the world coordinate system at the first time point of the virtual object, and the second orientation includes a second rotation coordinate corresponding to the world coordinate system at the second time point of the virtual object. The data adjustment module 4555 is further configured to determine the rotation coordinate difference between the first and second rotation coordinates, determine the ratio of the rotation coordinate difference to the number of transition frames as the orientation adjustment value, and control the virtual object to rotate by the orientation adjustment value around the vertical reference axis of the world coordinate system by the orientation adjustment value, where the vertical reference axis is perpendicular to the plane of the world coordinate system.

[0205] In some embodiments, the data adjustment module 4555 is further configured to hide the interaction controls of an interactable object in response to the failure to meet the interaction conditions, and to display the interaction controls of the interactable object from a first time point in response to the meeting of the interaction conditions.

[0206] In some embodiments, the data adjustment module 4555 is further configured to control the virtual object to perform position and orientation adjustments in each image frame starting from the first time, up to a second time step, and then, in response to a trigger operation on the interaction control, to control the interactable object to interact with the virtual object.

[0207] In some embodiments, an interactable object includes an interaction control, which is in a non-triggerable state in response to not meeting the interaction conditions and in a triggerable state in response to meeting the interaction conditions.

[0208] In some embodiments, the data adjustment module 4555 is further configured to hide the interaction controls of an interactable object in response to the virtual object's position and orientation at a second time step being different from a predetermined standard position and orientation, and to display the interaction controls of an interactable object at a second time step in response to the virtual object's position and orientation at a second time step being the same as a predetermined standard position and orientation.

[0209] Embodiments of the present application provide a computer program product including a computer program or computer executable instructions, which are stored in a computer-readable storage medium. The processor of an electronic device reads the computer executable instructions from the computer-readable storage medium, and the processor executes the computer executable instructions, thereby causing the electronic device to execute the virtual scene interaction data processing method described in embodiments of the present application.

[0210] Embodiments of the present application provide a computer-readable storage medium in which computer executable instructions are stored, and when a computer executable instruction or computer program is executed by a processor, the processor is instructed to execute a virtual scene interaction data processing method provided in embodiments of the present application, for example, the virtual scene interaction data processing method shown in Figure 3A.

[0211] In some embodiments, the computer-readable storage medium may be RAM, ROM, flash memory, magnetic memory, optical disk, or CD-ROM, and may be a variety of devices including one or any combination of the above-mentioned memories.

[0212] In some embodiments, computer executable instructions can take the form of programs, software, software modules, scripts, or code, and can be written in any form of programming language (including compiled or interpreted languages, declarative or procedural languages), and can be arranged in any form, including independent programs, modules, components, subroutines, or other units suitable for use in a computing environment.

[0213] For example, computer executable instructions do not necessarily correspond to files in a file system, but may be stored in one or more scripts within a file that holds other programs or data, such as one or more scripts within a Hyper Text Markup Language (HTML) document, in a single file dedicated to the program being discussed, or in multiple collaborative files (such as files that store one or more modules, subroutines, or code sections).

[0214] For example, a computer executable instruction may be configured to run on a single electronic device, on multiple electronic devices located at a single location, or on multiple electronic devices distributed across multiple locations and interconnected via a communication network.

[0215] As described above, the embodiment of the present invention makes the interaction process between virtual objects and interactable objects more natural by transforming the virtual object from its current position and orientation at the first time step to its reference position and orientation at the second time step on a frame-by-frame basis. Furthermore, by adjusting the virtual object to its reference position and orientation, it makes it easier to trigger interaction controls, avoids repeated triggering, and reduces resource waste.

[0216] The foregoing is merely an example of the present application and is not intended to limit the scope of protection. Any modifications, equivalent substitutions, and improvements made in the spirit and within the scope of the present application shall be included within the scope of protection.

Claims

1. A method for processing virtual scene interaction data, which is performed by an electronic device, The steps include displaying virtual objects and interactable objects in a virtual scene, The steps include: obtaining the current position and orientation of the virtual object at a first time in response to the virtual object satisfying the interaction conditions between the virtual object and the interactable object at a first time; A step of determining the positional difference between the current positional orientation and the reference positional orientation, wherein the reference positional orientation is the initial positional orientation in the interaction between the virtual object and the interactable object. A step of determining the ratio of the position and orientation difference to the number of transition frames as a position and orientation adjustment value, wherein the number of transition frames is the number of image frames between the first time and the second time; A virtual scene interaction data processing method comprising the step of controlling the virtual object to perform the position and orientation adjustment values ​​in each image frame starting from the first time, up to the second time.

2. The aforementioned interaction conditions are: The first time step includes satisfying the condition that the distance between the virtual object and the interactable object is less than or equal to a distance threshold, The virtual scene interaction data processing method according to claim 1.

3. The second time is the time after a predetermined time period has elapsed since the first time, and the virtual scene interaction data processing method is To obtain the speed of the aforementioned virtual object, The further step includes determining the distance threshold by determining the product of the speed and the predetermined time length, and setting the product as the distance threshold, The virtual scene interaction data processing method according to claim 2.

4. The aforementioned virtual scene interaction data processing method is: A method of selecting any time length from a predetermined time length selection range as the predetermined time length. A method for determining the predetermined time length based on the velocity of the virtual object, wherein the predetermined time length and the velocity of the virtual object are positively correlated, and A method for determining the predetermined time length based on a machine learning model, the method further includes the step of determining the predetermined time length by any one of the following methods: the machine learning model is trained by acquiring training samples and label data, the training samples comprising a plurality of video clips of the virtual scenes, each video clip of the virtual scene comprising a process in which the virtual object switches from a state in which the virtual object is not interacting with the interactable object to a state in which the virtual object interacts with the interactable object, and the label data representing the predetermined time length that is actually labeled; calling the machine learning model based on the training samples to obtain prediction results; determining a loss value based on the label data and the prediction results; updating the parameters of the machine learning model based on the loss value to obtain a trained machine learning model. The virtual scene interaction data processing method according to claim 3.

5. The aforementioned interaction conditions are: This includes receiving an operation command that triggers a control item at the first time step, the control item being used to control the interaction between the interactable object and the virtual object. A method for processing virtual scene interaction data according to any one of claims 1 to 4.

6. The current position and orientation include the components of a first position, a first orientation, and a first orientation of the virtual object at the first time, and the reference position and orientation include the components of a second position, a second orientation, and a second orientation in the interaction between the virtual object and the interactable object. The step of determining the positional difference between the current positional orientation and the reference positional orientation is: The step of determining the positional difference between the first position and the second position as the positional difference, The steps include determining the difference in posture between the first posture and the second posture as the posture difference, The step of determining the difference in orientation between the first orientation and the second orientation as the orientation difference, The step includes combining the position difference, the orientation difference, and the orientation difference to obtain the position and orientation difference, A method for processing virtual scene interaction data according to any one of claims 1 to 6.

7. If the current position and orientation component includes the first position, the step of controlling the virtual object to perform the position and orientation adjustment values ​​in each image frame starting from the first time until the second time is: The step of determining the ratio of the position difference to the number of transition frames as the position adjustment value, The step of controlling the virtual object to perform the position adjustment value in each image frame from the first time to the second time, based on the position of the root bone point of the virtual object in the frame immediately preceding the virtual object, in response to the position adjustment value being non-zero, and forming the position of the virtual object in the current frame, is included. A method for processing virtual scene interaction data according to any one of claims 1 to 6.

8. The first position includes a first planar coordinate system corresponding to the world coordinate system of the virtual object at the first time, and the first planar coordinate system includes a first horizontal coordinate and a first vertical coordinate; the second position includes a second planar coordinate system corresponding to the world coordinate system of the virtual object at the second time, and the second planar coordinate system includes a second horizontal coordinate and a second vertical coordinate; The step of controlling the virtual object to perform the position adjustment value is: The steps include determining the difference in horizontal coordinates between the first horizontal coordinate and the second horizontal coordinate, The step of determining the ratio of the horizontal coordinate difference to the number of transition frames as the horizontal position adjustment value, A step of determining the difference in vertical coordinates between the first vertical coordinate and the second vertical coordinate, The step of determining the ratio of the vertical coordinate difference to the number of transition frames as the vertical position adjustment value, The steps include controlling the virtual object to adjust its horizontal position according to the horizontal position adjustment value and its vertical position according to the vertical position adjustment value, The virtual scene interaction data processing method according to claim 7.

9. If the current position and orientation component includes the first orientation, the step of controlling the virtual object to perform the position and orientation adjustment values ​​in each image frame starting from the first time until the second time is: The steps include determining the ratio of the posture difference to the number of transition frames as the posture adjustment value, The process includes the step of, in response to the pose adjustment value being non-zero, controlling the virtual object in each image frame from the first time to the second time to perform the pose adjustment based on the pose of the virtual object in the previous frame, thereby forming the pose in the current frame, A method for processing virtual scene interaction data according to any one of claims 1 to 6.

10. The virtual object is in a position where it is holding an item in the image frame at the first time step, and the virtual object is in a position where it is barehanded in the image frame at the second time step. The virtual scene interaction data processing method according to claim 9.

11. If the current position and orientation component includes the first orientation, the step of controlling the virtual object to perform the position and orientation adjustment value in each image frame starting from the first time is: The step of determining the ratio of the orientation difference to the number of transition frames as the orientation adjustment value, The process includes: in response to the orientation adjustment value being non-zero, controlling the virtual object in each image frame from the first time to the second time to perform the orientation adjustment based on the orientation of the root bone of the virtual object in the frame immediately preceding it, thereby forming the orientation in the current frame; A method for processing virtual scene interaction data according to any one of claims 1 to 6.

12. The first orientation includes a first rotation coordinate corresponding to the world coordinate system of the virtual object at the first time, and the second orientation includes a second rotation coordinate corresponding to the world coordinate system of the virtual object at the second time. The step of controlling the virtual object to perform the orientation adjustment value is: The steps include determining the difference in rotational coordinates between the first rotational coordinate and the second rotational coordinate, The step of determining the ratio of the rotational coordinate difference to the number of transition frames as the orientation adjustment value, A step of controlling the virtual object so that it rotates by the orientation adjustment value around the vertical reference axis of the world coordinate system by the orientation adjustment value, wherein the vertical reference axis is perpendicular to the plane of the world coordinate system, The virtual scene interaction data processing method according to claim 11.

13. The aforementioned virtual scene interaction data processing method is: In response to the failure to meet the interaction conditions, the interaction controls of the interactable object are hidden. The process further includes the step of displaying the interaction controls of the interactable object from the first time point in response to the fulfillment of the interaction conditions, A method for processing virtual scene interaction data according to any one of claims 1 to 12.

14. Up to the second time step, the virtual object is controlled to perform the position and orientation adjustment values ​​in each image frame starting from the first time step. After that, the virtual scene interaction data processing method performs the following: The further step includes controlling whether the interactable object interacts with the virtual object in response to a trigger operation on the interaction control, The virtual scene interaction data processing method according to claim 13.

15. The interactable object includes an interaction control, and the virtual scene interaction data processing method is In response to the failure to meet the aforementioned interaction conditions, the interaction control is set to a non-triggerable state. The process further includes the step of setting the interaction control to a triggerable state in response to the fulfillment of the interaction condition, A method for processing virtual scene interaction data according to any one of claims 1 to 14.

16. Up to the second time step, the virtual object is controlled to perform the position and orientation adjustment values ​​in each image frame starting from the first time step. After that, the virtual scene interaction data processing method performs the following: In response to the position and orientation of the virtual object at the second time point being different from a predetermined standard position and orientation, the interaction controls of the interactable object are hidden. The process further includes the step of displaying the interaction controls of the interactable object at the second time in response to the position and orientation of the virtual object at the second time being the same as a predetermined standard position and orientation, A method for processing virtual scene interaction data according to any one of claims 1 to 15.

17. A virtual scene interaction data processing device, A display module configured to display virtual objects and interactable objects in a virtual scene, An acquisition module configured to acquire the current position and orientation of the virtual object at a first time in response to the virtual object satisfying an interaction condition between the virtual object and the interactable object at a first time; A first determination module configured to determine the positional difference between the current positional orientation and the reference positional orientation, wherein the reference positional orientation is the initial positional orientation in the interaction between the virtual object and the interactable object; A second determination module configured to determine the ratio of the position-orientation difference to the number of transition frames as a position-orientation adjustment value, wherein the number of transition frames is the number of image frames between the first time and the second time; A virtual scene interaction data processing device comprising: a data adjustment module configured to control the virtual object to perform the position and orientation adjustment values ​​in each image frame starting from the first time, up to the second time.

18. It is an electronic device, Memory configured to store computer executable instructions, An electronic device comprising: a processor configured to implement the virtual scene interaction data processing method described in any one of claims 1 to 16 when executing a computer executable instruction stored in the memory.

19. A computer-readable storage medium storing computer-executable instructions or computer programs that, when executed by a processor, realize the virtual scene interaction data processing method described in any one of claims 1 to 16.

20. A computer program product comprising a computer executable instruction or computer program that, when executed by a processor, implements the virtual scene interaction data processing method described in any one of claims 1 to 16.