First-Person Virtual Camera Control for Posture-Based Avatar Movement
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Solution Overview
Problem
Existing virtual environment interaction technologies fail to accurately simulate avatar movements and interactions in different postures, leading to suboptimal immersion and user experience, particularly in first-person perspectives.
Innovation Solution
The system adjusts virtual camera positioning and movement speed based on the avatar's posture, using angular displacement and lock points to simulate realistic movements, such as changing camera height and orientation relative to the avatar model, and scaling movement speeds based on camera and model orientations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If the virtual camera is positioned at a fixed location relative to the avatar model, then the system complexity is reduced, but the immersion and realism of avatar movements in different postures deteriorate
Solution Approach 1:
The camera position is made dynamic by calculating its location based on the avatar's current posture and the desired view direction. Instead of using a fixed offset, the system continuously adjusts the camera position in 3D space according to the avatar's orientation and posture state, enabling realistic first-person perspective across different postures without requiring multiple predefined camera positions
Solution Approach 2:
The system changes the camera position parameters (x, y, z coordinates) based on the avatar's posture parameters and view direction angles. By dynamically adjusting these spatial parameters according to the avatar's state, the system achieves posture-specific camera positioning that enhances immersion while maintaining a unified camera system
2Device complexity
If the movement speed is kept constant regardless of posture, then the control system is simpler, but the realism of human biomechanics deteriorates
Solution Approach 1:
The movement speed parameter is dynamically adjusted based on the avatar's current posture. The system applies different speed multipliers for different postures (e.g., slower speeds for crouching or prone positions, faster speeds for standing positions), making the movement characteristics match human biomechanics while using a unified movement control system
3Device complexity
If the camera height is fixed relative to the avatar model, then the rendering system is simpler, but the accuracy of first-person perspective in different postures deteriorates
Solution Approach 1:
The camera height is made dynamic by calculating it as a function of the avatar's posture. The system determines the appropriate camera height based on the avatar's current posture state, ensuring that the camera is positioned at the correct vertical level for each posture (e.g., lower for crouching, higher for standing) while maintaining a consistent rendering approach
4Stability of the object's composition
If lock points are not adjusted with angular displacement, then the avatar model stability is maintained, but the realism of posture-based movements deteriorates
Solution Approach 1:
The lock points are made dynamic by adjusting their positions based on the avatar's angular displacement and current posture. The system calculates appropriate lock point positions that maintain model stability while accommodating posture-specific geometries, enabling realistic movement in different postures without compromising model integrity
Data Source
AI summary
A method may include, at a computing device: establishing a virtual camera at a first location relative to an avatar model of the virtual character, wherein the virtual camera has a camera orientation and the avatar model has a model orientation, wherein the virtual camera is configured to view the virtual environment from a first-person perspective and at a camera height, obtaining a posture of the avatar model, obtaining an angular displacement between the camera orientation and the model orientation, determining camera height of the virtual camera based on the posture and the angular displacement, positioning the virtual camera based on the camera height, rendering a video frame of the virtual environment by the virtual camera at the camera height; and providing for display the video frame on a display device.


