Dynamic HUD Perspective Angle Adjustment for Virtual Characters

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Solution Overview

Problem

Existing virtual environment systems have a limited and static mode of displaying information through heads-up displays (HUD) that do not adapt to the dynamic states of virtual characters, which can hinder user interaction and immersion.

Innovation Solution

The method and apparatus dynamically adjust the perspective angle of the HUD control based on the character's state within the virtual environment, simulating real-world effects like lens deformation due to wind resistance, allowing for a more immersive and interactive experience by changing the HUD's position and angle in response to the character's actions and states.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the HUD control is displayed statically above the virtual environment picture, then the display structure is simple and stable, but the information display mode is limited and does not adapt to dynamic character states

Engineering Contradiction:
Improveadaptability to character stateVSAvoiddisplay control complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The HUD control transitions from a static display to a dynamic display that adjusts its perspective angle based on the virtual character's state. The system dynamically calculates and updates the HUD's perspective angle according to character actions (walking, running, attacking, defending), making the display adaptive to real-time game states while maintaining a relatively simple implementation through angle parameter adjustments.

Inventive Principle:
Principle #15Dynamics

2Ease of operation

If the HUD control uses a fixed perspective angle, then the display implementation is simple, but the user immersion and interaction quality are reduced

Engineering Contradiction:
Improveuser interaction qualityVSAvoidperspective angle control
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The system implements feedback by continuously monitoring the virtual character's state (walking, running, attacking, defending) and using this information to adjust the HUD control's perspective angle. This feedback loop enhances user immersion by making the HUD display respond to character actions, creating a more interactive and engaging experience without requiring complex control mechanisms.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system changes the perspective angle parameter of the HUD control based on the virtual character's state. By adjusting this single parameter according to character actions (e.g., different angles for walking vs. running), the system improves user interaction quality while maintaining simple implementation through parameter-based control rather than complex structural changes.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20240316455A1Processing information for virtual environment
Publication Date: 2024.09.26 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20240316455A1 patent drawing
  • US20240316455A1 patent drawing
  • US20240316455A1 patent drawing

AI summary

In some examples, a method for processing information includes generating a virtual environment image for a virtual environment that includes a virtual character carrying out an action in the virtual environment, and determining a perspective angle for displaying a heads-up display (HUD) control with the virtual environment image based on a character state of the virtual character and a region of the virtual environment image for the HUD control. The HUD control provides user interface (UI) information for controlling the virtual character. The perspective angle is an included angle between the HUD control and an imaging plane of the virtual environment image. The method also includes displaying the virtual environment image with the HUD control in the region of the virtual environment image according to the perspective angle.