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TWI490628B - Virtual reality video control method - Google Patents

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TWI490628B
TWI490628B TW100134264A TW100134264A TWI490628B TW I490628 B TWI490628 B TW I490628B TW 100134264 A TW100134264 A TW 100134264A TW 100134264 A TW100134264 A TW 100134264A TW I490628 B TWI490628 B TW I490628B
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camera
virtual reality
control method
video control
reality video
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TW100134264A
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TW201314349A (en
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Han Bin Chang
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Nat Inst Chung Shan Science & Technology
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Description

虛擬實境視訊控制方法 Virtual reality video control method

本發明係有關於一種虛擬實境視訊控制方法,特別是指一種比對前後兩個攝影機的資料差異,所得到一較自然的攝影機影像切換的方法。 The invention relates to a virtual reality video control method, in particular to a method for comparing data differences between two cameras before and after, and obtaining a more natural camera image switching.

虛擬實境場景中,攝影機(Camera)是由一組特殊的資料結構所組成,用來顯示特定方向的畫面給予使用者查看,因此在畫面呈現上,需要使用多個攝影機才能給予使用者較為自然的瀏覽感覺,在攝影上設定種種的參數例如畫面比例(Aspect Ratio)、視距(Field of View)以及設定初始條件(Initial Condition)等,使得在進行多組攝影機設定時,需耗費眾多的時間及人力,且於一次使用多組攝影機時,所產生之初始條件資料量負擔大,會降低該虛擬場景開發及執行時的效能。 In a virtual reality scene, a camera is composed of a special set of data structures, which is used to display a specific direction of the screen for the user to view. Therefore, in the screen presentation, multiple cameras are needed to give the user a more natural appearance. The browsing feeling, setting various parameters such as Aspect Ratio, Field of View, and Initial Condition on the shooting makes it necessary to spend a lot of time when setting up multiple sets of cameras. And manpower, and when using multiple sets of cameras at a time, the initial condition data burden generated is large, which will reduce the performance of the virtual scene development and execution.

鑒於上述習知技術之缺點,本發明之主要目的在於提供一種虛擬實境視訊控制方法,比對前後兩個攝影機的資料差異,並進行智慧型選擇處理方式,藉以得到較為自然的攝影機切換效果。 In view of the above disadvantages of the prior art, the main object of the present invention is to provide a virtual reality video control method, which compares the data difference between the two cameras before and after, and performs a smart selection processing method, thereby obtaining a more natural camera switching effect.

本發明另一目的在於提供一種虛擬實境視訊控制方法,採用單一的攝影機物件,當使用者需要進行其他攝影 機的切換時,控制模組僅紀錄該攝影機的世界矩陣(World Matrix)等資訊於陣列(Array)中,如此可以節省數量眾多的攝影機初始條件資料及設定步驟。 Another object of the present invention is to provide a virtual reality video control method using a single camera object when the user needs to perform other photography. When the machine is switched, the control module only records information such as the World Matrix of the camera in an array, which can save a large number of camera initial condition data and setting steps.

為達上述之目的,本發明提供一種虛擬實境視訊控制方法,係包括提供複數攝影機,並儲存各該攝影機產生之視訊資料,並顯示該複數攝影機其中一攝影機之視訊資料,接收一轉換要求,擷取已顯示攝影機之視訊資料,並儲存該攝影機之視訊資料,透過一控制模組比對該前後兩攝影機的資料差異,其中,該視訊資料包括攝影機編號、世界矩陣、布林屬性(Boolean)及三維向量,將各該攝影機之視訊資料進行處理,藉以得到一較為自然的攝影機切換效果。 For the purpose of the present invention, the present invention provides a virtual reality video control method, which includes providing a plurality of cameras, storing video data generated by each camera, and displaying video information of one of the plurality of cameras to receive a conversion request. The video data of the displayed camera is captured, and the video data of the camera is stored, and the data difference between the two cameras is compared by a control module, wherein the video data includes the camera number, the world matrix, and the Boolean property (Boolean). And the three-dimensional vector, the video data of each camera is processed to obtain a more natural camera switching effect.

以上之概述與接下來的詳細說明及附圖,皆是為了能進一步說明本發明達到預定目的所採取的方式、手段及功效。而有關本發明的其他目的及優點,將在後續的說明及圖示中加以闡述。 The above summary, the following detailed description and the accompanying drawings are intended to further illustrate the manner, the Other objects and advantages of the present invention will be described in the following description and drawings.

以下係藉由特定的具體實例說明本發明之實施方式,熟悉此技藝之人士可由本說明書所揭示之內容輕易地瞭解本發明之其他優點與功效。 The embodiments of the present invention are described below by way of specific examples, and those skilled in the art can readily appreciate other advantages and functions of the present invention from the disclosure herein.

請參閱第1圖所示,為本發明虛擬實境視訊控制方法較佳實施步驟示意圖,如圖所示,其步驟係包括: 步驟1:提供複數攝影機,並儲存各該攝影機產生之視訊資料;步驟2:顯示該複數攝影機其中一攝影機之視訊資料;步驟3:接收一轉換要求;步驟4:擷取已顯示攝影機之視訊資料,並儲存該攝影機之視訊資料;步驟5:透過一控制模組比對該前後兩攝影機的資料差異,將各該攝影機之視訊資料進行處理;步驟6:藉以得到一較為自然的攝影機切換效果。 Please refer to FIG. 1 , which is a schematic diagram of a preferred implementation procedure of a virtual reality video control method according to the present invention. As shown in the figure, the steps include: Step 1: providing a plurality of cameras and storing video data generated by each camera; step 2: displaying video data of one of the cameras of the plurality of cameras; step 3: receiving a conversion request; and step 4: capturing video data of the displayed camera And storing the video data of the camera; Step 5: processing the video data of each camera by comparing the data difference between the two cameras before and after the control module; Step 6: thereby obtaining a more natural camera switching effect.

其中,步驟1中所提到之視訊資料,係包括攝影機編號、世界矩陣、布林屬性(Boolean)及三維向量,該攝影機編號係由程式自動產生,於攝影機進行切換時,該攝影機編號會由編號小的切換至編號大的,該世界矩陣係用以紀錄各該攝影機的位置及方向,該布林屬性係用來記錄該攝影機是否需要停止切換,如果為真(True),則切換至此攝影機會停止切換,等待使用者進行正確互動後在進行下一次切換;如果為假(False),則會切換到下一個攝影機,該布林屬性係用於攝影機的切換,於切換過程中,使用者需要好幾個攝影機連續切換才會轉到需要呈現的角度,這時候就建立一組(若干個)攝影機資訊,最後一個將布林屬性設定為真,待使用者進行互動後切換至另一組攝影機資訊,該三維向量係用以記錄目前攝影機的Z軸方向。 The video data mentioned in step 1 includes a camera number, a world matrix, a Boolean attribute, and a three-dimensional vector. The camera number is automatically generated by the program. When the camera switches, the camera number is determined by the camera number. The number is small and the number is large. The world matrix is used to record the position and direction of each camera. The Boolean attribute is used to record whether the camera needs to stop switching. If it is true, switch to this camera. Will stop switching, wait for the user to make the correct interaction and then switch to the next; if false (False), it will switch to the next camera, the Boolean property is used for camera switching, during the switching process, the user It takes several cameras to switch continuously to go to the angle that needs to be presented. At this time, a set of (several) camera information is created. The last one sets the Boolean property to true. After the user interacts, it switches to another camera. Information, the three-dimensional vector is used to record the Z-axis direction of the current camera.

請參閱第2圖所示,為本發明虛擬實境視訊控制方法之兩種不同的攝影機移動路線示意圖,如圖所示,以特定物件A為中心旋轉的路線應該為C路線,攝影機由A的正上方移動到右方,但是為了減少使用者操作上的困難,我們不紀錄A的相關資訊,而是以前後攝影機的資訊來建立兩個攝影機之間的移動路線,所以B路線就建立出來了,由於缺乏A的資訊,B路線在移動過程中,與A的距離無法保持一致,所以不建議在一次的鏡頭移動中使用超過90度的變化,其中,攝影機在進行切換時,控制模組會依據前後兩個攝影機的資訊進行比對,然後進行以下的切換動作: Please refer to FIG. 2 , which is a schematic diagram of two different camera movement routes of the virtual reality video control method according to the present invention. As shown in the figure, the route rotated by the specific object A should be the C route, and the camera is composed of A. Moving directly to the right, but in order to reduce the user's operational difficulties, we do not record the relevant information of A, but the information of the previous camera to establish the movement route between the two cameras, so the B route is established. Due to the lack of information of A, the distance between B and A cannot be consistent during the movement of B. Therefore, it is not recommended to use more than 90 degrees in one lens movement. When the camera is switched, the control module will Compare the information of the two cameras before and after, and then perform the following switching actions:

1.平滑移動:當前後兩個攝影機的位置有所差異,但Z軸方向相同時,表示攝影機進行的是平滑移動。程式模組利用Bezier Progression這個Virtools內建的行為模組(Behavior Block),將第一個攝影機的世界矩陣慢慢地切換成第二個攝影機的資料數值。 1. Smooth movement: The position of the last two cameras is different, but when the Z-axis direction is the same, it means that the camera is moving smoothly. The program module uses Bezier Progression, the Virtools built-in Behavior Block, to slowly switch the world matrix of the first camera to the data value of the second camera.

2.旋轉:當前後兩個攝影機的Z軸方向有所差異,而位置相同時,則進行攝影機以自己為中心,進行旋轉動作。旋轉的效果就像第一人稱視角,使用者將頭部往左右或上下方向進行旋轉。程式模組同平滑移動之程序,漸漸將攝影機進行Z軸的方向轉換。 2. Rotation: The current two cameras have different Z-axis directions, and when the positions are the same, the camera performs the rotation motion centering on itself. The effect of the rotation is like the first person perspective, and the user rotates the head to the left or right or up and down. The program module is the same as the smooth moving program, and the camera is gradually converted to the Z axis.

3.以特定物件為中心旋轉:當前後兩個攝影機的位置及Z軸方向皆有差異時,程式模組則進行以特定物件為 中心旋轉的動作。事實上要加入目標物件的做法較為繁瑣,所以我們採用的是同時進行攝影機的移動及旋轉,也就是上述兩種控制方式同時進行。由於採取這種方式,所以一次旋轉的角度是有限制的,如果超過90度,則建議用多次的攝影機切換來取代,否則會造成異常的攝影機移動。 3. Rotate the specific object as the center: When there are differences between the position of the last two cameras and the direction of the Z axis, the program module performs the specific object The action of the center rotation. In fact, it is more complicated to add the target object, so we use the camera to move and rotate at the same time, that is, the above two control methods are carried out simultaneously. Since this method is adopted, the angle of one rotation is limited. If it exceeds 90 degrees, it is recommended to replace it with multiple camera switches, otherwise abnormal camera movement will be caused.

上述之實施例僅為例示性說明本發明之特點及其功效,而非用於限制本發明之實質技術內容的範圍。任何熟習此技藝之人士均可在不違背本發明之精神及範疇下,對上述實施例進行修飾與變化。因此,本發明之權利保護範圍,應如後述之申請專利範圍所列。 The above-described embodiments are merely illustrative of the features and functions of the present invention and are not intended to limit the scope of the technical scope of the present invention. Modifications and variations of the above-described embodiments can be made by those skilled in the art without departing from the spirit and scope of the invention. Therefore, the scope of protection of the present invention should be as set forth in the scope of the claims described below.

1、2、3、4、5、6‧‧‧虛擬實境視訊控制方法較佳實施例步驟示意圖 1, 2, 3, 4, 5, 6‧ ‧ ‧ virtual reality video control method preferred embodiment steps

A、B、C‧‧‧虛擬實境視訊控制方法之兩種不同的攝影機移動路線示意圖 A, B, C‧‧‧Two different camera movement routes for virtual reality video control methods

第1圖係為本發明虛擬實境視訊控制方法較佳實施例步驟示意圖;以及第2圖係為本發明虛擬實境視訊控制方法之兩種不同的攝影機移動路線示意圖。 1 is a schematic diagram of steps of a preferred embodiment of a virtual reality video control method according to the present invention; and FIG. 2 is a schematic diagram of two different camera movement paths of the virtual reality video control method of the present invention.

1、2、3、4、5、6‧‧‧虛擬實境視訊控制方法較佳實施例步驟示意圖 1, 2, 3, 4, 5, 6‧ ‧ ‧ virtual reality video control method preferred embodiment steps

Claims (10)

一種虛擬實境視訊控制方法,係包括:提供複數攝影機,並儲存各該攝影機產生之視訊資料;顯示該複數攝影機其中一視訊資料;接收一轉換要求;擷取已顯示攝影機之視訊資料,並儲存該攝影機之視訊資料;透過一控制模組比對該前後兩攝影機的資料差異,並將各該攝影機之視訊資料進行處理,藉以得到一較為自然的攝影機切換效果。 A virtual reality video control method includes: providing a plurality of cameras and storing video data generated by each camera; displaying one of the plurality of video cameras; receiving a conversion request; capturing video information of the displayed camera, and storing The video data of the camera is processed by a control module to compare the data of the two cameras before and after, and the video data of each camera is processed to obtain a more natural camera switching effect. 如申請專利範圍第1項所述的虛擬實境視訊控制方法,其中該視訊資訊係包括攝影機編號、世界矩陣、布林屬性(Boolean)及三維向量。 The virtual reality video control method according to claim 1, wherein the video information comprises a camera number, a world matrix, a Boolean attribute, and a three-dimensional vector. 如申請專利範圍第2項所述的虛擬實境視訊控制方法,其中該攝影機編號係由程式自動產生,於攝影機進行切換時,該攝影機編號會由編號小的切換至編號大的。 The virtual reality video control method according to claim 2, wherein the camera number is automatically generated by a program, and when the camera switches, the camera number is switched from a small number to a large number. 如申請專利範圍第2項所述的虛擬實境視訊控制方法,其中該世界矩陣係用以紀錄各該攝影機的位置及方向。 The virtual reality video control method according to claim 2, wherein the world matrix is used to record the position and direction of each camera. 如申請專利範圍第2項所述的虛擬實境視訊控制方法,其中該布林屬性(Boolean)係用以記錄該攝影機是否需要停止切換。 The virtual reality video control method according to claim 2, wherein the Boolean attribute is used to record whether the camera needs to stop switching. 如申請專利範圍第2項所述的虛擬實境視訊控制方法,其中該三維向量係用以記錄顯示中之攝影機的Z軸方向。 The virtual reality video control method according to claim 2, wherein the three-dimensional vector is used to record a Z-axis direction of a camera in display. 如申請專利範圍第1項所述的虛擬實境視訊控制方法,其中該 攝影機切換動作係包括平滑移動、旋轉及以特定物件為中心旋轉。 The virtual reality video control method according to claim 1, wherein the The camera switching action includes smooth movement, rotation, and rotation about a particular object. 如申請專利範圍第7項所述的虛擬實境視訊控制方法,其中該平滑移動係於前後兩個攝影機的位置有所差異,但Z軸方向相同時進行。 The virtual reality video control method according to claim 7, wherein the smoothing movement is performed when the positions of the two cameras are different, but the Z-axis directions are the same. 如申請專利範圍第7項所述的虛擬實境視訊控制方法,其中該旋轉係於前後兩個攝影機的Z軸方向有所差異,而位置相同時,則以自己為中心進行旋轉動作。 The virtual reality video control method according to claim 7, wherein the rotation is different between the front and rear cameras in the Z-axis direction, and when the positions are the same, the rotation is performed centering on itself. 如申請專利範圍第7項所述的虛擬實境視訊控制方法,其中該以特定物件為中心的旋轉係於前後兩個攝影機的位置及Z軸方向皆有差異時,控制模組則進行以特定物件為中心旋轉的動作。 The virtual reality video control method according to claim 7, wherein the rotation of the specific object is different between the positions of the front and rear cameras and the Z-axis direction, and the control module performs the specific The object rotates in the center.
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