CN113398596A - AR processing system based on multidimensional game - Google Patents

AR processing system based on multidimensional game Download PDF

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CN113398596A
CN113398596A CN202110867390.2A CN202110867390A CN113398596A CN 113398596 A CN113398596 A CN 113398596A CN 202110867390 A CN202110867390 A CN 202110867390A CN 113398596 A CN113398596 A CN 113398596A
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game
game scene
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朴铉春
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Guangzhou Bianzai Xiaofeng Network Technology Co ltd
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Guangzhou Bianzai Xiaofeng Network Technology Co ltd
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating 3D models or images for computer graphics
    • G06T19/006Mixed reality

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Abstract

The invention discloses an AR processing system based on a multidimensional game, which comprises: a comfortable visual field data acquisition module, a data processing center, an optimal viewpoint analysis module, a game environment simulation test module, a game scene adjustment module and a mixed reality display module, wherein the big data retrieval technology retrieves the clear sight angle and the corresponding sight distance of different users collected by the comfortable visual field data acquisition module when playing games in the past, the optimal viewpoint positions of different users are confirmed by the optimal viewpoint analysis module when playing the multi-dimensional game, the simulation game environment is established through the game environment simulation test module, the size of the current game scene is tested, the game scene adjusting module compares the calling data with the current data to adjust the size of the game scene to the comfortable visual field range of the user, so that the user does not need to scan the display picture frequently any more, the harm to eyes of the user when playing the multi-dimensional game is reduced, and the comfort of the user when playing the multi-dimensional game is improved.

Description

AR processing system based on multidimensional game
Technical Field
The invention relates to the technical field of computer multidimensional games, in particular to an AR processing system based on a multidimensional game.
Background
AR (augmented reality technology) is an experience mode for interaction between a user and a real world environment, information of virtual things such as graphics, video, audio and even tactile perception can be overlaid into the environment which can be experienced by people in reality, and the user can see combined scenes through a certain device or approach, the AR technology is developed on the basis of VR technology, and is different from the VR technology, the AR technology can integrate real world and virtual world information, the VR (virtual reality technology) is used for creating and experiencing a virtual world, along with the development of scientific technology, games are not only limited to a plane and are developed in a multi-dimensional direction, the AR technology is also applied to the development and development process of multi-dimensional games, the AR represents the real world, games are virtual, and the processing by the AR is also suitable, however, the user plays the multi-dimensional games by using eyes on the most body parts, if the game scene is not in the comfortable visual field range of the user, the user needs to scan the displayed picture up, down, left and right, eye fatigue is easily caused, the eye is invisibly damaged, especially for the crowd with myopia or defective vision, the eye injury is more or less, the game scene needs to be adjusted according to the clear visual field range of different users, the user does not need to scan the displayed picture frequently any more, the eye fatigue of the user when playing a multi-dimensional game is relieved, and the comfort of the user when playing the multi-dimensional game is improved.
Therefore, there is a need for an AR processing system based on a multidimensional game to solve the above problems.
Disclosure of Invention
The present invention is directed to a processing system based on a multidimensional game AR to solve the problems of the background art.
In order to solve the technical problems, the invention provides the following technical scheme: a processing system based on multi-dimensional game AR is characterized in that: the system comprises: the system comprises a comfortable visual field data acquisition module, a data processing center, an optimal viewpoint analysis module, a game environment simulation test module, a game scene adjustment module and a mixed reality display module;
the comfortable visual field data acquisition module acquires clear visual angle and visual distance data of different users when playing games in the past, the acquired data are transmitted to the data processing center, the data processing center counts and sorts the received data and transmits the data to the optimal viewpoint analysis module, the optimal viewpoint analysis module judges and positions the optimal viewpoint positions of the different users according to the received visual angle and visual distance data, and simultaneously analyzes the proportion of the height and width of the visual angle according to the visual distance data and transmits the optimal viewpoint positions and visual distance proportion data of the different users to the game scene adjustment module;
the game environment simulation testing module collects a multi-dimensional game scene image, simulates the multi-dimensional game scene, fuses and superposes a virtual image into a real image, models the game environment, simultaneously measures the width and the height of the game scene, transmits the measured data to the game scene adjusting module, the game scene adjusting module judges whether the size of the current game scene is in a comfortable visual field range of a corresponding user or not by comparing the measured data with historical data, automatically adjusts the size of the game scene according to the optimal visual distance proportion if the size of the current game scene is not in the comfortable visual field range, transmits the adjusted game scene to a mixed reality display module of the corresponding user, and the mixed reality display module presents a final mixed reality game picture to the user.
Furthermore, the comfortable visual field data acquisition module comprises a clear visual angle acquisition unit and a clear visual distance acquisition unit, the clear visual angle acquisition unit acquires clear visual angles of different users when playing games in the past and transmits the clear visual angles and the visual distance data of the different users to the data processing center, and the data processing center transmits the clear visual angles and the visual distance data of the different users to the optimal viewpoint analysis module.
Furthermore, the optimal viewpoint analysis module comprises a three-dimensional positioning and tracking unit, an optimal viewpoint fixing unit and a visual distance proportion analysis unit, the optimal viewpoint fixing unit confirms the optimal viewpoint of different users when playing games according to a clear visual angle and a corresponding visual distance, the three-dimensional positioning and tracking unit positions and tracks the viewpoint and transmits the viewpoint coordinates to the game scene adjustment module, the visual distance proportion analysis unit is used for confirming the proportion of the vertical and the left and the right visual distances according to the clear visual distance and transmitting the proportion data to the game scene adjustment module, the confirmation of the visual distance proportion is beneficial to adjusting only one of the height or the width of a scene when the size of the game scene is adjusted, and then only the other one is adjusted according to the visual distance proportion, so that the calculation amount of the data is reduced.
Further, the game environment simulation test module comprises a multi-dimensional game scene simulation unit, a game environment modeling unit, a virtual scene fusion unit, an image acquisition unit and a scene size measurement unit, wherein the multi-dimensional game scene simulation unit simulates a multi-dimensional game scene, the game environment modeling unit establishes a three-dimensional coordinate system with zoy planes as the plane where the game scene nearest to a user is located, the image acquisition unit acquires a game scene image to the virtual scene fusion unit, the virtual scene fusion unit superimposes the acquired virtual scene image on a real thing to complete the construction of the game scene, transmits the game scene image to the scene size measurement unit, measures the height and width of the game scene through the scene size measurement unit, and transmits measurement data to the game scene adjustment module, the game scene adjusting module comprises a visual angle range comparing unit and a game scene automatic adjusting unit, wherein the visual angle range comparing unit compares the size of a scene with visual distance data when the optimal viewpoint plays the game, the comparison data is transmitted to the game scene automatic adjusting unit, if the size of the scene exceeds the optimal visual distance, the game scene is reduced to the optimal visual distance through the game scene automatic adjusting unit, the adjusted game scene is transmitted to the mixed reality display module to be displayed, and the adjustment of the game scene to the respective comfortable visual field range aiming at different users is beneficial to reducing the harm of the user to eyes when the user regularly scans the game scene when playing the game.
Furthermore, the clear visual angle acquisition unit acquires a set of clear left and right visual angles of different users playing games in the past
Figure 919304DEST_PATH_IMAGE001
The upper and lower angles of sight are integrated
Figure 408054DEST_PATH_IMAGE002
The set of widths of the corresponding visual angles acquired by the clear visual distance acquisition unit is a = { a = { (a)1,a2,...,anCorresponding to the angle of viewHeight set is b = { b = { (b)1,b2,...,bnN represents the number of users, and the acquired data are transmitted to the optimal viewpoint analysis module through the data processing center.
Further, the optimal viewpoint of different users playing the game is confirmed by the optimal viewpoint fixing unit according to the clear viewing angle and the corresponding viewing distance: calculating an optimal distance d to a game scene when a random user plays a game according to the following formulai
Figure 941804DEST_PATH_IMAGE003
Wherein, aiIndicating the view angle width corresponding to a random user,
Figure 324243DEST_PATH_IMAGE004
representing the left and right angles of the sight line corresponding to the random user, and obtaining the optimal distance set d = { d) from different users to the game scene when playing games1,d2,...,dnFixing the position of the optimal viewpoint, and positioning the coordinate set of the optimal viewpoint into a coordinate set by the three-dimensional positioning and tracking unit
Figure 72798DEST_PATH_IMAGE005
={
Figure 376741DEST_PATH_IMAGE006
Figure 120706DEST_PATH_IMAGE007
,...,
Figure 623231DEST_PATH_IMAGE008
And the sight distance proportion analysis unit confirms the proportion of the up-down sight distance and the left-right sight distance according to the acquired width and height of the sight angle: calculating the line-of-sight proportionality coefficient W of the corresponding user according to the following formulai
Figure 20714DEST_PATH_IMAGE009
Obtaining a set of line-of-sight scaling coefficients W = { W of different users1,W2,...,WnAnd transmitting the optimal viewpoint coordinate data and the view distance scale coefficient to the game scene adjusting module, constructing a right-angled triangle in a triangle formed by the sight line range and a game scene plane closest to the user, and obtaining the optimal distance from the user to the game scene when playing the game through a tangent function so as to confirm the position of the optimal viewpoint, wherein the game scene seen by the user at the respective optimal viewpoint can be in the comfortable visual field range of the user, and the confirmation of the optimal viewpoint is beneficial to judging whether the current game scene is in the comfortable visual field of the user in the game simulation environment.
Further, the image acquisition unit acquires a game scene image to the virtual scene fusion unit, the virtual scene fusion unit superimposes the acquired virtual scene image on a real object to complete construction of a game scene, the multi-dimensional game scene simulation unit simulates the multi-dimensional game scene, the game environment modeling unit establishes a three-dimensional coordinate system with zoy planes as a plane facing a nearest game scene of a user, the scene size measurement unit measures that the width of the current game scene is A and the height of the current game scene is B, and the measured data are transmitted to the game scene adjustment module.
Furthermore, the visual angle range comparing unit compares the current game scene width A with the user visual angle width a under the condition that the optimal viewpoint is fixed, compares the current game scene height B with the user visual angle height B under the condition that the optimal viewpoint is fixed, and if the current game scene width A is not the same as the user visual angle width a under the condition that the optimal viewpoint is fixed, compares the current game scene height B with the user visual angle height B under the condition that the optimal viewpoint is fixed
Figure 47839DEST_PATH_IMAGE010
The current game scene is in the optimal comfortable visual field range of the user, and the size does not need to be adjusted; if it is
Figure 861074DEST_PATH_IMAGE011
When the current game scene exceeds the optimal comfortable visual field range of the user and needs to be adjusted, the comparison result is transmitted to the automatic game scene adjusting unit, and the game fieldThe automatic scene adjusting unit adjusts the size of the game scene exceeding the optimal comfortable visual field of the corresponding user, and after the width A of the current game scene is adjusted, the height B is adjusted according to the corresponding visual distance scale coefficient:
Figure 421368DEST_PATH_IMAGE012
the method comprises the steps of adjusting, transmitting the adjusted game scene to a mixed reality display module corresponding to a user, presenting a final mixed reality game picture to the user by the mixed reality display module, comparing historical data with the current data, adjusting the game scene according to the clear visual field range of different users, avoiding the user from frequently glancing the display picture, relieving eye fatigue of the user when playing the multi-dimensional game, and improving the comfort of the user when playing the multi-dimensional game.
Compared with the prior art, the invention has the following beneficial effects:
1. the invention transfers clear sight angle and corresponding sight distance (namely sight width and height corresponding to clear visual angle) when different users play games in the past through big data transfer technology, the transferred data is transmitted to an optimal sight point fixing unit through a data processing center, the optimal sight point fixing unit confirms the optimal sight point when different users play games according to the clear visual angle and the corresponding sight distance, simultaneously confirms the proportion of the upper visual distance, the lower visual distance, the left visual distance and the right visual distance through a sight distance proportion analyzing unit, collects multi-dimensional game scene images through a game environment simulation testing module, simulates multi-dimensional game scenes, fuses and superposes virtual images into real images, models the game environment, measures the width and the height of the current game scene, compares the measured data with historical data through a game scene adjusting module to judge whether the size of the current game scene is in the range of comfortable visual field of the corresponding users, if the user does not in the comfortable visual field range, the size of the game scene is automatically adjusted according to the optimal visual distance proportion, the adjusted game scene is transmitted to the mixed reality display module corresponding to the user, the mixed reality display module presents a final mixed reality game picture to the user, the game scene is adjusted according to the clear visual field range of different users through comparing historical data with the current data, the user does not need to scan the display picture frequently any more, the eye fatigue of the user when playing a multi-dimensional game is relieved, and the comfort of the user when playing the multi-dimensional game is improved.
Drawings
The accompanying drawings, which are included to provide a further understanding of the invention and are incorporated in and constitute a part of this specification, illustrate embodiments of the invention and together with the description serve to explain the principles of the invention and not to limit the invention. In the drawings:
FIG. 1 is a block diagram of an AR processing system based on a multi-dimensional game according to the present invention.
Detailed Description
The preferred embodiments of the present invention will be described in conjunction with the accompanying drawings, and it will be understood that they are described herein for the purpose of illustration and explanation and not limitation.
Referring to fig. 1, the present invention provides a technical solution: a processing system based on multi-dimensional game AR is characterized in that: the system comprises: a comfortable visual field data acquisition module S1, a data processing center S2, an optimal viewpoint analysis module S3, a game environment simulation test module S4, a game scene adjustment module S5 and a mixed reality display module S6;
the comfortable visual field data acquisition module S1 acquires clear visual angle and visual distance data of different users when playing games in the past, the acquired data is transmitted to the data processing center S2, the data processing center S2 counts and sorts the received data and transmits the data to the optimal viewpoint analysis module S3, the optimal viewpoint analysis module S3 judges and positions the optimal viewpoint positions of different users according to the received visual angle and visual distance data, and simultaneously analyzes the proportion of the height and width of the visual angle according to the visual distance data and transmits the optimal viewpoint positions and visual distance proportion data of different users to the game scene adjustment module S5;
the game environment simulation testing module S4 collects multidimensional game scene images, simulates multidimensional game scenes, fuses and superposes virtual images into real images, models the game environment, measures the width and height of the game scenes at the same time, transmits the measured data to the game scene adjusting module S5, the game scene adjusting module S5 judges whether the size of the current game scene is in the comfortable visual field range of the corresponding user by comparing the measured data with historical data, automatically adjusts the size of the game scene according to the optimal visual distance proportion if the size of the current game scene is not in the comfortable visual field range, transmits the adjusted game scene to the mixed reality display module S6 of the corresponding user, and the mixed reality display module S6 presents the final mixed reality game pictures to the user.
The comfortable visual field data acquisition module S1 comprises a clear visual angle acquisition unit and a clear visual distance acquisition unit, the clear visual angle acquisition unit acquires clear visual angles of different users playing games to the data processing center S2, the clear visual distance acquisition unit acquires visual distances corresponding to the clear visual angles of the different users to the data processing center S2, and the data processing center S2 transmits the clear visual angles and the visual distance data of the different users to the optimal viewpoint analysis module S3.
The optimal viewpoint analysis module S3 comprises a three-dimensional positioning and tracking unit, an optimal viewpoint fixing unit and a visual distance proportion analysis unit, wherein the optimal viewpoint fixing unit confirms the optimal viewpoint of different users when playing games according to a clear visual angle and a corresponding visual distance, the three-dimensional positioning and tracking unit positions and tracks the viewpoint and transmits the viewpoint coordinates to the game scene adjustment module S5, the visual distance proportion analysis unit is used for confirming the proportion of the vertical and the left and right visual distances according to the clear visual distance and transmitting the proportion data to the game scene adjustment module S5, the confirmation of the visual distance proportion is beneficial to adjusting one of the height or the width of a scene firstly when the size of the game scene is adjusted, and then only the other one needs to be adjusted according to the visual distance proportion, so that the calculated amount of the data can be reduced.
The game environment simulation testing module S4 comprises a multidimensional game scene simulation unit, a game environment modeling unit, a virtual scene fusion unit, an image acquisition unit and a scene size measurement unit, wherein the multidimensional game scene simulation unit simulates a multidimensional game scene, the game environment modeling unit establishes a three-dimensional coordinate system with zoy planes facing the nearest game scene of a user, the image acquisition unit acquires a game scene image to the virtual scene fusion unit, the virtual scene fusion unit superposes the acquired virtual scene image on a real object to complete the establishment of the game scene, the game scene image is transmitted to the scene size measurement unit, the height and the width of the game scene are measured through the scene size measurement unit, the measurement data are transmitted to the game scene adjustment module S5, the game scene adjustment module S5 comprises a visual angle range comparison unit and a game scene automatic adjustment unit, the visual angle range comparing unit compares the size of the scene with the visual distance data when the optimal viewpoint plays the game, the compared data is transmitted to the automatic game scene adjusting unit, if the size of the scene exceeds the optimal visual distance, the game scene is reduced to the optimal visual distance through the automatic game scene adjusting unit, the adjusted game scene is transmitted to the mixed reality display module S6 to be displayed, and the game scene is adjusted to the respective comfortable visual field range according to different users, so that the harm of the users to eyes when the users often glance at the game picture when playing the game is reduced.
The clear visual angle acquisition unit acquires a clear visual line left and right angle set of different users playing games in the past
Figure 255332DEST_PATH_IMAGE001
The upper and lower angles of sight are integrated
Figure 268287DEST_PATH_IMAGE002
The width set of the corresponding visual angle acquired by the clear visual distance acquisition unit is a = { a = { (a) }1,a2,...,anIs set as height of corresponding view angle b = { b = { b }1,b2,...,bnN represents the number of users, and the collected data is transmitted to the optimal viewpoint analysis module S3 through the data processing center S2.
And confirming the optimal viewpoint of different users when playing games according to the clear visual angle and the corresponding visual distance through the optimal viewpoint fixing unit: calculating an optimal distance d to a game scene when a random user plays a game according to the following formulai
Figure 446065DEST_PATH_IMAGE013
Wherein, aiIndicating the view angle width corresponding to a random user,
Figure 657604DEST_PATH_IMAGE014
representing the left and right angles of the sight line corresponding to the random user, and obtaining the optimal distance set d = { d) from different users to the game scene when playing games1,d2,...,dnFixing the position of the optimal viewpoint, and positioning the coordinate set of the optimal viewpoint into a coordinate set by a three-dimensional positioning tracking unit
Figure 396890DEST_PATH_IMAGE015
={
Figure 897141DEST_PATH_IMAGE016
Figure 52179DEST_PATH_IMAGE017
,...,
Figure 822951DEST_PATH_IMAGE018
And determining the proportion of the vertical and horizontal visual distances by a visual distance proportion analysis unit according to the acquired visual angle width and height: calculating the line-of-sight proportionality coefficient W of the corresponding user according to the following formulai
Figure 529876DEST_PATH_IMAGE019
Obtaining a set of line-of-sight scaling coefficients W = { W of different users1,W2,...,WnAnd transmitting the optimal viewpoint coordinate data and the view distance scale coefficient to a game scene adjusting module S5, constructing a right-angle triangle in a triangle formed by a view range and a game scene plane closest to the user, and obtaining the optimal distance from the user to the game scene when playing the game by a tangent function so as to confirm the position of the optimal viewpoint, wherein the game scene seen by the user at the respective optimal viewpoint can be in the comfortable view range of the user, and the confirmation of the optimal viewpoint is convenient for judging whether the current game scene is in the comfortable view of the user in the game simulation environment.
The game environment modeling unit establishes a three-dimensional coordinate system by taking the plane of the nearest game scene facing a user as zoy, and the scene size measuring unit measures that the width of the current game scene is A and the height of the current game scene is B and transmits the measured data to the game scene adjusting module S5.
Comparing the current game scene width A with the user visual angle width a under the condition that the optimal viewpoint is fixed, comparing the current game scene height B with the user visual angle height B under the condition that the optimal viewpoint is fixed, and if the current game scene width A is not the same as the user visual angle width a under the condition that the optimal viewpoint is fixed, comparing the current game scene height B with the user visual angle height B under the condition that the optimal viewpoint is fixed by a visual angle range comparison unit
Figure 189528DEST_PATH_IMAGE020
The current game scene is in the optimal comfortable visual field range of the user, and the size does not need to be adjusted; if it is
Figure 210573DEST_PATH_IMAGE021
And after the width A of the current game scene is adjusted, the height B is adjusted according to a corresponding visual distance proportional coefficient:
Figure 131125DEST_PATH_IMAGE023
the adjusted game scene is transmitted to a mixed reality display module S6 corresponding to the user, the mixed reality display module S6 presents the final mixed reality game picture to the user, the game scene is adjusted according to the clear visual field range of different users through comparing historical data with the current data, the user does not need to frequently scan the display picture any more, the eyestrain of the user when playing the multi-dimensional game is conveniently relieved, and meanwhile, the comfort of the user when playing the multi-dimensional game can be improved.
The first embodiment is as follows: the clear visual angle acquisition unit acquires a clear visual line left and right angle set of different users playing games in the past
Figure 976328DEST_PATH_IMAGE024
The upper and lower angles of sight are integrated
Figure 185592DEST_PATH_IMAGE025
The width set of the corresponding visual angle acquired by the clear visual distance acquisition unit is a = { a = { (a) }1,a2,a3} = {46, 40, 36} and the set of heights for corresponding views is b = { b =1,b2,b3And = {27, 24, 20}, the unit is centimeter, and the optimal viewpoint of different users playing the game is confirmed according to the clear viewpoint and the corresponding view distance by the optimal viewpoint fixing unit: according to the formula
Figure 948012DEST_PATH_IMAGE026
Obtaining the optimal distance set from different users to the game scene as d = { d = { (d) }1,d2,d3}
Figure 723070DEST_PATH_IMAGE027
{72.9cm, 74.6cm, 78.0cm }, locating the coordinate set of the optimal viewpoint as the coordinate set by the three-dimensional positioning and tracking unit
Figure 709480DEST_PATH_IMAGE028
= { (23, 72.9, 13.5), (20, 74.6, 12), (18, 78.0, 10) }, the multidimensional game scene simulation unit simulates a multidimensional game scene, the game environment modeling unit establishes a three-dimensional coordinate system with zoy planes as planes of the game scene closest to the user, and the scene size measurement unit measures that the current game scene width is a =42 (cm), the height is B =26 (cm), a>a2,B>b2Adjusting the width A of the current game scene<40 (cm), height B<24 (cm), transmitting the adjusted game scene to a mixed reality display module S6 corresponding to the user, the mixed reality display module S6 presenting the final mixed reality game picture to the user 2; a. the>a3,B>b3Adjusting the width A of the current game scene<36 (cm), height B<20 (cm), and transmitting the adjusted game scene to the corresponding applicationIn the mixed reality display module S6, the mixed reality display module S6 presents the final mixed reality game screen to the user 3.
Finally, it should be noted that: although the present invention has been described in detail with reference to the foregoing embodiments, it will be apparent to those skilled in the art that changes may be made in the embodiments and/or equivalents thereof without departing from the spirit and scope of the invention. Any modification, equivalent replacement, or improvement made within the spirit and principle of the present invention should be included in the protection scope of the present invention.

Claims (8)

1. A processing system based on multi-dimensional game AR is characterized in that: the system comprises: the system comprises a comfortable visual field data acquisition module (S1), a data processing center (S2), an optimal viewpoint analysis module (S3), a game environment simulation test module (S4), a game scene adjustment module (S5) and a mixed reality display module (S6);
the comfortable visual field data acquisition module (S1) acquires clear visual angle and visual distance data of different users during previous game playing, the acquired data is transmitted to the data processing center (S2), the data processing center (S2) statistically sorts the received data and transmits the data to the optimal viewpoint analysis module (S3), the optimal viewpoint analysis module (S3) judges and positions the optimal viewpoint positions of the different users according to the received visual angle and visual distance data, and simultaneously analyzes the proportion of the height and width of the visual angle according to the visual distance data and transmits the optimal viewpoint positions and visual distance proportion data of the different users to the game scene adjustment module (S5);
the game environment simulation testing module (S4) collects multidimensional game scene images, simulates multidimensional game scenes, fuses and superposes virtual images into real images, models the game environment, simultaneously measures the width and the height of the game scenes, transmits measured data to the game scene adjusting module (S5), the game scene adjusting module (S5) judges whether the size of the current game scene is in a comfortable visual field range of a corresponding user by comparing the measured data with historical data, automatically adjusts the size of the game scene according to the optimal visual distance proportion if the size of the current game scene is not in the comfortable visual field range, transmits the adjusted game scene to the mixed reality display module (S6) of the corresponding user, and the mixed reality display module (S6) presents final mixed reality game pictures to the user.
2. The AR processing system for a multi-dimensional based game of claim 1, wherein: the comfortable visual field data acquisition module (S1) comprises a clear visual angle acquisition unit and a clear visual distance acquisition unit, the clear visual angle acquisition unit acquires clear visual angles of different users playing games in the data processing center (S2), the clear visual distance acquisition unit acquires visual distances corresponding to the clear visual angles of the different users in the data processing center (S2), and the data processing center (S2) transmits the clear visual angles and the visual distances of the different users to the optimal viewpoint analysis module (S3).
3. The AR processing system for a multi-dimensional based game of claim 1, wherein: the optimal viewpoint analysis module (S3) comprises a three-dimensional positioning and tracking unit, an optimal viewpoint fixing unit and a visual distance proportion analysis unit, wherein the optimal viewpoint fixing unit confirms the optimal viewpoint of different users when playing games according to a clear visual angle and a corresponding visual distance, the three-dimensional positioning and tracking unit performs positioning and tracking on the viewpoint and transmits viewpoint coordinates to the game scene adjustment module (S5), and the visual distance proportion analysis unit is used for confirming the proportion of the vertical visual distance, the left visual distance and the right visual distance according to the clear visual distance and transmitting proportion data to the game scene adjustment module (S5).
4. The AR processing system for a multi-dimensional based game of claim 1, wherein: the game environment simulation test module (S4) comprises a multidimensional game scene simulation unit, a game environment modeling unit, a virtual scene fusion unit, an image acquisition unit and a scene size measurement unit, wherein the multidimensional game scene simulation unit simulates a multidimensional game scene, the game environment modeling unit establishes a three-dimensional coordinate system by using zoy planes as planes of the game scene nearest to a user, the image acquisition unit acquires game scene images to the virtual scene fusion unit, the virtual scene fusion unit superposes the acquired virtual scene images on real things to complete the construction of the game scene, the game scene images are transmitted to the scene size measurement unit, the scene size measurement unit measures the height and width of the game scene, and the measurement data are transmitted to the game scene adjustment module (S5), the game scene adjusting module (S5) comprises a visual angle range comparing unit and a game scene automatic adjusting unit, wherein the visual angle range comparing unit compares the size of the scene with the visual distance data when the optimal viewpoint plays the game, the comparison data is transmitted to the game scene automatic adjusting unit, if the size of the scene exceeds the optimal visual distance, the game scene is reduced to the optimal visual distance through the game scene automatic adjusting unit, and the adjusted game scene is transmitted to the mixed reality display module (S6) for display.
5. The AR processing system for a multi-dimensional based game as recited in claim 2, wherein: the clear visual angle acquisition unit acquires a clear visual line left and right angle set of different users playing games in the past
Figure 104275DEST_PATH_IMAGE001
The upper and lower angles of sight are integrated
Figure 785530DEST_PATH_IMAGE002
The set of widths of the corresponding visual angles acquired by the clear visual distance acquisition unit is a = { a = { (a)1,a2,...,anIs set as height of corresponding view angle b = { b = { b }1,b2,...,bnWherein n represents the number of users, transmitting the collected data to the data processing center (S2)The optimal viewpoint analysis module (S3).
6. The AR processing system for a multi-dimensional based game as recited in claim 3, wherein: confirming the optimal viewpoint of different users when playing games according to the clear visual angle and the corresponding visual distance through the optimal viewpoint fixing unit: calculating an optimal distance d to a game scene when a random user plays a game according to the following formulai
Figure 96425DEST_PATH_IMAGE003
Wherein, aiIndicating the view angle width corresponding to a random user,
Figure 819531DEST_PATH_IMAGE004
representing the left and right angles of the sight line corresponding to the random user, and obtaining the optimal distance set d = { d) from different users to the game scene when playing games1,d2,...,dnFixing the position of the optimal viewpoint, and positioning the coordinate set of the optimal viewpoint into a coordinate set by the three-dimensional positioning and tracking unit
Figure 899482DEST_PATH_IMAGE005
The visual distance proportion analysis unit confirms the proportion of the upper visual distance, the lower visual distance and the left visual distance according to the acquired visual angle width and height: calculating the line-of-sight proportionality coefficient W of the corresponding user according to the following formulai
Figure 49841DEST_PATH_IMAGE006
Obtaining a set of line-of-sight scaling coefficients W = { W of different users1,W2,...,WnAnd transmitting the optimal viewpoint coordinate data and the view distance scale coefficient to the game scene adjusting module (S5).
7. The AR processing system for a multi-dimensional based game as recited in claim 4, wherein: the game environment modeling unit establishes a three-dimensional coordinate system by using zoy planes as planes facing the nearest game scene of a user, the scene size measuring unit measures that the width of the current game scene is A and the height of the current game scene is B, and the measured data is transmitted to the game scene adjusting module (S5).
8. The AR processing system for a multi-dimensional based game as recited in claim 7, wherein: comparing the current game scene width A with the user visual angle width a under the condition that the optimal viewpoint is fixed, comparing the current game scene height B with the user visual angle height B under the condition that the optimal viewpoint is fixed by the visual angle range comparing unit, and if the current game scene width A is not the same as the user visual angle width a under the condition that the optimal viewpoint is fixed, comparing the current game scene height B with the user visual angle height B under the condition that the optimal viewpoint is fixed
Figure 582453DEST_PATH_IMAGE007
The current game scene is in the optimal comfortable visual field range of the user, and the size does not need to be adjusted; if it is
Figure 610714DEST_PATH_IMAGE008
When the current game scene exceeds the optimal comfortable visual field range of the user, the adjustment is needed, the comparison result is transmitted to the automatic game scene adjusting unit, the automatic game scene adjusting unit adjusts the size of the game scene exceeding the optimal comfortable visual field of the corresponding user, and after the width A of the current game scene is adjusted, the height B is adjusted according to the corresponding visual distance proportional coefficient:
Figure 810752DEST_PATH_IMAGE010
and adjusting, and transmitting the adjusted game scene to a mixed reality display module (S6) of the corresponding user, wherein the mixed reality display module (S6) presents the final mixed reality game picture to the user.
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