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Navigating through a virtual environment having a real-world elevation characteristics using motion capture

机译:使用动作捕捉在具有真实世界高程特征的虚拟环境中导航

摘要

A computer generates one or more geometric rays at a predetermined height above one or more portions of an avatar's body in a virtual environment. Once the rays are generated, the computer computes intersections of the one or more rays with a collision mesh that defines a terrain of the virtual environment at the location of the avatar. Then, the computer computes the point of intersection of each of the one or more rays with the collision mesh. Using the points of intersection, the computer calculates an offset in an elevation and/or an offset in an orientation of the avatar with respect to the terrain in the virtual environment. Further, the computer adjusts the elevation and/or the orientation of the avatar based on the calculated offset in the elevation and/or the elevation in the orientation, respectively, such that the adjusted elevation and/or orientation compensates for the calculated offsets.
机译:在虚拟环境中,计算机在化身的身体的一个或多个部分上方的预定高度处生成一个或多个几何射线。一旦生成了射线,计算机就会计算一条或多条射线与碰撞网格的相交点,该碰撞网格定义了虚拟形象所在位置的虚拟环境的地形。然后,计算机计算一条或多条光线​​与碰撞网格的交点。使用相交点,计算机相对于虚拟环境中的地形计算化身的仰角偏移和/或化身的方位偏移。此外,计算机分别基于所计算出的高程偏移和/或取向高程来调整化身的高程和/或方位,使得所调整的高程和/或定向补偿所计算的偏移。

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