CN102681663A - 身临其境的显示体验 - Google Patents

身临其境的显示体验 Download PDF

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CN102681663A
CN102681663A CN2012100517451A CN201210051745A CN102681663A CN 102681663 A CN102681663 A CN 102681663A CN 2012100517451 A CN2012100517451 A CN 2012100517451A CN 201210051745 A CN201210051745 A CN 201210051745A CN 102681663 A CN102681663 A CN 102681663A
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G·佩雷兹
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Microsoft Technology Licensing LLC
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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
    • A63F13/50Controlling 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
    • 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
    • A63F13/25Output arrangements for video game devices
    • A63F13/26Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
    • 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
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/213Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • 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
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • A63F13/428Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F3/00Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
    • G06F3/01Input arrangements or combined input and output arrangements for interaction between user and computer
    • G06F3/011Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
    • A63F2300/1087Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
    • A63F2300/1093Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/301Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device using an additional display connected to the game console, e.g. on the controller
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/30Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
    • A63F2300/308Details of the user interface
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands

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  • General Physics & Mathematics (AREA)
  • Controls And Circuits For Display Device (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)
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Abstract

本发明涉及身临其境的显示体验。提供了保持可由逻辑子系统执行的指令的数据保持子系统。该指令可被配置为将主图像输出到主显示器以供由主显示器显示,并将外围图像输出到环境显示器以供由环境显示器投影到显示环境的环境表面上,以使得外围图像看上去是主图像的延伸。

Description

身临其境的显示体验
技术领域
本发明涉及显示技术,尤其涉及身临其境的显示体验。
背景技术
用户对视频游戏的欣赏和相关的媒体体验可通过使得游戏体验更真实来提升。使体验更真实的先前的尝试包括从二维动画技术切换到三维动画化技术、增加游戏图形的分辨率、产生增强的声音效果以及创建更自然的游戏控制器。
发明内容
通过将外围图像投影到人类用户周围的环境表面上来向人类用户提供了身临其境的显示环境。外围图像充当在主显示器上显示的主图像的延伸。
提供本发明内容以便以简化的形式介绍将在以下具体实施方式中进一步描述的一些概念。本发明内容并不旨在标识所要求保护主题的关键特征或必要特征,也不旨在用于限制所要求保护主题的范围。此外,所要求保护的主题不限于解决在本发明的任一部分中提及的任何或所有缺点的实现。
附图说明
图1示意性地示出身临其境的显示环境的实施例。
图2示出向用户提供身临其境的显示体验的示例方法。
图3示意性地示出被显示为主图像的延伸的外围图像的实施例。
图4示意性地示出外围图像的示例屏蔽区域,该屏蔽区域屏蔽了外围图像在用户位置处的显示。
图5示意性地示出被调整为在稍后的时间跟踪用户移动的图4的屏蔽区域。
图6示意性地示出根据本发明的一实施例的交互式计算系统。
具体实施方式
诸如视频游戏之类的交互式媒体体验通常由高质量、高分辨率的显示器来传递。这样的显示器通常是可视内容的唯一源,使得媒体体验以显示器的边框为界。即使聚焦于显示器,用户也可经由用户的外围视觉来感知显示器所在的房间的架构和装饰特征。这些特征对于所显示的图像而言通常是脱离上下文的,从而使媒体体验的娱乐可能静音。此外,因为某些娱乐体验涉及(engage)用户的情景知晓(例如,在类似上述的视频游戏场景的体验中),感知运动并标识外围环境中(即,在高分辨率显示器外部的区域中)的对象的能力可增强娱乐体验。
此处描述了通过显示主显示器上的主图像以及对用户而言看似是主图像的延伸的外围图像来向用户提供身临其境的显示体验的各实施例。
图1示意性地示出身临其境的显示环境的实施例。显示环境100被标绘为被配置成用于用户家中的休闲和社交活动的房间。在图1所示的示例中,显示环境100包括家具和墙,但应该理解还可出现未在图1中示出的各装饰元素和架构固定物。
如图1所示,用户102正使用交互式计算系统110(诸如游戏控制台)在玩视频游戏,该交互式计算系统110将主图像输出到主显示器104并经由环境显示器116将外围图像投影到显示环境100内的环境表面(例如,墙、家具)上。交互式计算系统110的实施例将在下文中参照图6更详细地描述。
在图1所示的示例中,主图像被显示在主显示器104上。如图1所描绘的,主显示器104是平板显示器,但可以理解,任何合适的显示器都可用于主显示器104而不背离本发明的范围。在图1所示的游戏场景中,用户102聚焦于主显示器104上显示的主图像。例如,用户102可能正参与在主显示器104上示出的攻击视频游戏敌人。
如图1所描绘的,交互式计算系统110在操作上与各外围设备连接。例如,交互式计算系统110在操作上与环境显示器116连接,环境显示器116被配置为在显示环境的环境表面上显示外围图像。外围图像被配置为当被用户查看时看上去是主显示器上显示的主图像的延伸。因此,环境显示器116可投影与主图像具有相同图像上下文的图像。当用户用用户的外围视觉感知到外围图像时,用户可以在情景上知晓外围视觉中的图像和对象同时聚焦于主图像。
在图1所示的示例中,用户102聚焦于主显示器104上显示的墙,但从用户对环境表面112上显示的外围图像的感知中可以知晓正在迫近的视频游戏敌人。在某些实施例中,外围图像被这样配置,使得对于用户而言当外围图像被环境显示器投影时外围图像看上去围绕着用户。因此,在图1所示的游戏场景的上下文中,用户102可转过身并观察到从后方偷偷走近的敌人。
在图1所示的实施例中,环境显示器116是被配置为将外围图像投影在围绕环境显示器116的360度场中的投影显示设备。在某些实施例中,环境显示器116可包括面向左侧和面向右侧(相对于主显示器104前方的)广角RGB投影仪之一。在图1中,环境显示器116位于主显示器104顶部,尽管这不是必需的。环境显示器可位于接近主显示器的另一位置,或者位于远离主显示器的位置。
虽然图1所示的示例主显示器104和环境显示器116包括2-D显示设备,但可以理解,可以使用合适的3-D显示器而不背离本发明的范围。例如,在某些实施例中,用户102可使用合适的头盔来欣赏身临其境的3-D体验,该头盔诸如被配置为与主显示器104和环境显示器116处的合适的交替帧图像定序同步操作的活动快门式眼镜(未示出)。在某些实施例中,身临其境的3-D体验可由合适的互补色彩眼镜来提供,互补色彩眼镜用于查看由主显示器104和环境显示器116显示的合适的立体图像。
在某些实施例中,用户102可在不使用头盔的情况下欣赏身临其境的3-D显示体验。例如,主显示器104可配备有合适的视差障碍或晶体状透镜,以在环境显示器116以适当快速连续地呈现外围图像的视差视图的同时提供自动立体显示,从而经由“摆动”立体视觉来实现外围图像的3-D显示。可以理解,可采用包括上述方法在内的3-D显示技术的任何合适的组合而不背离本发明的范围。此外,可以理解,在某些实施例中,3-D主图像可经由主显示器104来提供,而2-D外围图像经由环境显示器116或类似的其他方式来提供。
交互式计算系统110还在操作上与深度相机114连接。在图1所示的实施例中,深度相机114被配置为生成显示环境100的三维深度信息。例如,在某些实施例中,深度相机114可被配置为飞行时间相机,飞行时间相机被配置为通过计算发射光脉冲和反射光脉冲的启动和捕捉时间之差来确定空间距离信息。另选地,在某些实施例中,深度相机114可包括三维扫描仪,三维扫描仪被配置为收集反射结构化光,诸如由MEMS激光发射的光图案或LCD、LCOS或DLP投影仪投影的红外光图案。可以理解,在某些实施例中,光脉冲或结构化光可由环境显示器116或由任何合适的光源发射。
在某些实施例中,深度相机114可包括多个合适的图像捕捉设备以捕捉显示环境100内的三维深度信息。例如,在某些实施例中,深度相机114可包括前向和背向(相对于面向用户102的前侧主显示器104)鱼眼图像捕捉设备中的每一个,该设备被配置为从显示环境100接收反射光并提供环绕深度相机114的360度视野的深度信息。另外地或另选地,在某些实施例中,深度相机114可包括被配置为从多个捕捉到的图像缝合全景图像的图像处理软件。在这样的实施例中,多个图像捕捉设备可被包括在深度相机114中。
如下文所说明的,在某些实施例中,深度相机114或伴随相机(未示出)还可被配置为收集来自显示环境100的色彩信息,诸如通过从收集到的RGB图案中生成色彩反射性信息。然而,可以理解,可使用其他合适的外围设备来收集和生成色彩信息,而不背离本发明的范围。例如,在一场景中,可从由CCD摄像机收集的图像中生成色彩信息,该CCD摄像机在操作上与交互式计算系统110或深度相机114连接。
在图1所示的实施例中,深度相机114与环境显示器116共享共同的外壳。通过共享共同的外壳,深度相机114和环境显示器116可具有接近公共的角度,与深度相机114和环境显示器116彼此离的较远的情况相比,这可增强外围图像中的失真校正。然而,可以理解,深度相机114可以是在操作上与交互式计算系统110耦合的独立的外围设备。
如图1的实施例中所示,交互式计算系统110在操作上与用户跟踪设备118耦合。用户跟踪设备118可包括被配置为跟踪用户移动和特征(例如,头部跟踪、眼部跟踪、身体跟踪等)的合适的深度相机。进而,交互式计算系统110可标识和跟踪用户102的用户位置,并且响应于由用户跟踪设备118检测到的用户移动来进行动作。因此,在用户102玩在交互式计算系统110上运行的视频游戏的同时执行的姿势可被识别和解释为游戏控制。换言之,跟踪设备118允许用户在不使用常规手持式游戏控制器的情况下来控制游戏。在向用户呈现3-D图像的某些实施例中,用户跟踪设备118可跟踪用户的眼睛来确定用户凝视的方向。例如,可跟踪用户的眼睛,以便与不跟踪用户的眼睛的方法相比,相对地提高主显示器104处的自动立体显示所显示图像的外观,或者相对地放大主显示器104处的自动立体显示的立体“甜区(sweet spot)”的大小。
可以理解,在某些实施例中,用户跟踪设备118可与环境显示器116和/或深度相机114共享共同的外壳。在某些实施例中,深度相机114可执行用户跟踪设备118的全部功能,或者另选地,用户跟踪设备118可执行深度相机114的全部功能。此外,环境显示器116、深度相机114和跟踪设备118中的一个或多个可与主显示器104集成。
图2示出向用户提供身临其境的显示体验的方法200。可以理解,方法200的各实施例可使用诸如此处描述的硬件和软件等合适的硬件和软件来执行。此外,可以理解,方法200的次序不是限制性的。
在202,方法200包括在主显示器上显示主图像,以及在204,在环境显示器上显示外围图像,使得外围图像看上去是主图像的延伸。换言之,外围图像可包括与主图像中描绘的场景和对象展示相同的样式和上下文的场景和对象的图像,以使得在可接受的容忍度内,聚焦于主图像的用户在形成完全和完整的场景时感知到主图像和外围图像。在某些情况下,相同的虚拟对象可被部分地显示为主图像的一部分并且被部分地显示为外围图像的一部分。
在某些实施例中,因为用户可能聚焦于主显示器上显示的图像并正与其交互,所以外围图像可以用比主图像分辨率低的分辨率来显示而不会负面地影响用户体验。这可以提供可接受的身临其境的显示环境同时降低计算开销。例如,图3示意性地示出显示环境100的一部分的实施例和主显示器104的实施例。在图3所示的示例中,外围图像302被显示在环境表面112上主显示器104的后方,而主图像304被显示在主显示器104上。外围图像302的分辨率低于主图像304,这在图3中通过外围图像302的像素尺寸比主图像304的像素尺寸相对较大来示意性地示出。
转回图2,在某些实施例中,方法200可包括在206显示失真校正的外围图像。在这样的实施例中,外围图像的显示可被调整以对显示环境内的环境表面的地形和/或色彩进行补偿。
在某些这样的实施例中,地形和/或色彩补偿可基于显示环境的深度图和/或通过构建显示环境的色彩图,该深度图用于校正外围图像中的地形和几何失真,该色彩图用于校正外围图像中的色彩失真。因此,在这样的实施例中,方法200包括在208从与显示环境有关的深度、色彩和/或角度信息中生成失真校正,以及在210将失真校正应用于外围图像。下面描述几何失真校正、角度失真校正和色彩失真校正的非限制性示例。
在某些实施例中,将失真校正应用于外围图像210可包括在212对环境表面的地形进行补偿,以使得外围图像看上去是主图像的经几何失真校正的延伸。例如,在某些实施例中,几何失真校正变形可基于深度信息来计算,并在投影之前被应用于外围图像以对环境表面的地形进行补偿。这样的几何失真校正变形可用任何合适的方式来生成。
在某些实施例中,用于生成几何失真校正的深度信息可通过将结构化光投影到显示环境的环境表面上并从反射的结构化光中构建深度图来生成。这样的深度图可由被配置为测量反射的结构化光(或在使用飞行时间深度相机来收集深度信息的情况下的反射光脉冲)的合适的深度相机来生成。
例如,结构化光可被投影到墙、家具、以及用户的娱乐室的装饰和架构元素上。深度相机可收集特定环境表面所反射的结构化光,以确定该特定环境表面的空间位置和/或与显示环境内的其他环境表面的空间关系。显示环境内的若干环境表面的空间位置可被汇编成显示环境的深度图。尽管以上示例指代结构化光,但可以理解,可使用用于构建显示环境的深度图的任何合适的光。在某些实施例中可使用红外结构化光,而在另外一些实施例中可使用被配置为用于飞行时间深度相机的不可见光脉冲。此外,可使用飞行时间深度分析而不背离本发明的范围。
一旦几何失真校正被生成,它就可由被配置为调整外围图像的图像校正处理器使用,以对由深度信息描述的环境表面的地形进行补偿。图像校正处理器的输出随后被输出到环境显示器,以使得外围图像看上去是主图像的经几何失真校正的延伸。
例如,因为在显示环境中包括的圆柱形灯上显示的水平线的未经校正的投影看上去像半圆,所以交互式计算设备可按合适的校正系数放大要显示在灯表面上的外围图像的部分。因此,灯上的显示像素可在投影之前被调整以形成圆形区域。一旦被投影到灯上,该圆形区域将看上去是水平线。
在某些实施例中,可使用用户位置信息来调整外围图像显示的视角度。因为深度相机可能不位于用户的位置处或用户的眼睛水平线处,所以所收集的深度信息可能不表示用户所感知的深度信息。换言之,深度相机可能不具有与用户相同的对显示环境的角度,以使得经几何校正的外围图像可能看上去对用户而言仍然稍有不正确。因此在某些实施例中,外围图像可被进一步校正,以使得外围图像看上去是从用户位置投影的。在这样的实施例中,在212对环境表面的地形进行补偿包括对位于深度相机位置处的深度相机的角度和位于用户位置处用户角度之间的差进行补偿。在某些实施例中,深度相机或其他合适的跟踪设备可跟踪用户的眼睛以调整外围图像的角度。
在3-D外围图像由环境显示器显示给用户的某些实施例中,上述几何失真校正变形可包括被配置为实现3-D显示的合适的变形。例如,几何失真校正变形可包括对环境表面的地形的变形校正,同时提供被配置为提供外围图像的视差视图的交替视图。
在某些实施例中,将失真校正应用于外围图像210可包括在214对环境表面的色彩进行补偿,以使得外围图像看上去是主图像的经色彩失真校正的延伸。例如,在某些实施例中,色彩失真校正变形可基于色彩信息来计算,并在投影之前被应用于外围图像以对环境表面的色彩进行补偿。这样的色彩失真校正变形可用任何合适的方式来生成。
在某些实施例中,用于生成色彩失真校正的色彩信息可通过将合适的色彩图案投影到显示环境的环境表面上并从反射光中构建色彩图来生成。这样的色彩图可由被配置为测量色彩反射性的合适的相机来生成。
例如,RGB图案(或任何合适的色彩图案)可由环境显示器或由任何合适的色彩投影设备投影到显示环境的环境表面上。可收集(例如,由深度相机)从显示环境的环境表面反射的光。在某些实施例中,从所收集的反射光中生成的色彩信息可用于构建显示环境的色彩图。
例如,基于反射的RGB图案,深度相机可感知到用户的娱乐室的墙被刷成蓝色。因为显示在墙上的蓝光的未经校正的投影将看上去是未着色的,所以交互式计算设备可用合适的色彩校正系数来放大要被显示在墙上的外围图像的部分。具体地,墙上的显示像素可在投影之前被调整以增加这些像素的红色内容。一旦被投影在墙上,外围图像对用户而言将看上去是蓝色的。
在某些实施例中,可构造显示环境的色彩简档而不将着色的光投影到显示环境上。例如,相机可用于捕捉在环境光下的显示环境的色彩图像,且可估计合适的色彩校正。
在3-D外围图像由环境显示器显示给佩戴3-D头盔的用户的某些实施例中,上述色彩失真校正变形可包括被配置为实现3-D显示的合适的变形。例如,色彩失真校正变形可被调整以将3-D显示提供给佩戴具有经着色的透镜的眼镜的用户,透镜包括但不限于,琥珀色和蓝色透镜或红色和蓝绿色透镜。
可以理解,外围图像的失真校正可在任何合适的时间并以任何合适的次序来执行。例如,失真校正可在身临其境的显示活动开始时发生和/或在身临其境的显示活动期间以合适的间隔发生。例如,可随着用户在显示环境内四处移动、随着光照水平改变等来调整失真校正。
在某些实施例中,由环境显示器204显示外围图像可包括在216遮挡用户位置的一部分使其不被从由环境显示器投影的光照到。换言之,外围图像的投影可被实际地和/或虚拟地遮掩,以使得用户将感知从外围显示器照射到用户位置的相对较少的光。当外围图像的移动部分看上去沿着用户的身体移动时,这可保护用户的视力并且可避免使用户分心。
在某些这样的实施例中,交互式计算设备使用从深度相机接收的深度输入来跟踪用户位置并输出外围图像,以使得遮挡用户位置的一部分使其不被环境显示器所投影的外围图像光照到。因此,遮挡用户位置的一部分216可包括在218确定用户位置。例如,用户位置可从深度相机或其他合适的用户跟踪设备来接收。可任选地,在某些实施例中,接收用户位置可包括接收用户轮廓。此外,在某些实施例中,在执行上述角度校正时,用户位置信息还可用于跟踪用户的头部、眼部等。
用户位置和/或轮廓可通过用户相对于显示环境的环境表面的运动来标识,或者由任何合适的检测方法来标识。可随着时间跟踪用户位置,以使得被遮挡的外围图像的部分跟踪用户位置的改变。
在跟踪显示环境中的用户位置时,调整外围图像,以使得在用户位置处不显示外围图像。因此,在216遮挡用户位置的部分可包括在220遮掩用户位置使其不在外围图像的部分中。例如,因为显示环境的物理空间中的用户位置是已知的,且因为上述深度图包括显示环境的三维图以及外围图像的哪些特定部分将在显示环境中显示,所以可以标识外围图像中将在用户位置处显示的部分。
一旦被标识,外围图像的该部分可被遮挡和/或遮掩而不在外围图像输出中。这样的遮掩可通过建立外围图像的遮挡区域(在该区域内光不被投影)来发生。例如,DLP投影设备中的像素可被关闭或被设为在用户位置区域中显示黑色。可以理解,在计算遮挡区域时,可包括对投影仪的光学特性和/或对其他衍射情况的校正。因此,投影仪处被遮掩的区域可具有与所投影的遮掩区域不同的外观。
图4和5示意性地示出显示环境100的实施例,其中外围图像302在时间T0(图4)和稍后的时间T1(图5)被投影。出于说明的目的,用户102的轮廓在两张附图中示出,用户102随着时间推移从左向右移动。如上所说明的,遮挡区域602(出于说明的目的仅用轮廓线示出)跟踪用户的头部,以使得投影光不被引导至用户的眼睛。尽管图4和5将遮挡区域602描绘为大致椭圆形的区域,但可以理解,遮挡区域602可具有任何合适的形状和大小。例如,遮挡区域602可根据用户的身体形状来成形(从而阻止光投影到用户身体的其他部分上)。此外,在某些实施例中,遮挡区域602可包括合适的缓冲区域。这样的缓冲区域可阻止被投影的光在可接受的容忍度内泄漏到用户身体上。
在某些实施例中,以上所描述的方法和过程可与包括一个或多个计算机的计算系统关联。具体而言,此处描述的方法和过程可被实现为计算机应用程序、计算机服务、计算机API、计算机库和/或其它计算机程序产品。
图6示意性地示出在操作上与交互式计算系统110连接的主显示器104、深度相机114、环境显示器116和用户跟踪设备118的各实施例。具体地,外围输入114a在操作上将深度相机114连接到交互式计算系统110;主显示器输出104a在操作上将主显示器104连接到交互式计算系统110;以及环境显示器输出116a在操作上将环境显示器116连接到交互式计算系统110。如上所介绍的,用户跟踪设备118、主显示器104、环境显示器116和/或深度相机114中的一个或多个可被集成到多功能设备中。由此,上述连接中的一个或多个可以是多功能的。换言之,上述连接中的两个或更多个可被集成到公共连接中。合适的连接的非限制性示例包括,USB、USB 2.0、IEEE 1394、HDMI、802.11x和/或实质上任何其他合适的有线或无线连接。
以简化形式示出交互式计算系统110。应当理解,实际上可使用任何计算机体系结构而不背离本公开的范围。在不同的实施例中,交互式计算系统110可采取大型计算机、服务器计算机、台式计算机、膝上型计算机、平板计算机、家庭娱乐计算机、网络计算设备、移动计算设备、移动通信设备、游戏设备等形式。
交互式计算系统110包括逻辑子系统802和数据保持子系统804。交互式计算系统110还可以任选地包括用户输入设备,诸如例如键盘、鼠标、游戏控制器、相机、话筒和/或触摸屏等等。
逻辑子系统802可包括被配置为执行一个或多个指令的一个或多个物理设备。例如,逻辑子系统可被配置为执行一个或多个指令,该一个或多个指令是一个或多个应用程序、服务、程序、例程、库、对象、组件、数据结构、或其它逻辑构造的部分。可以实现这样的指令以执行任务、实现数据类型、变换一个或多个设备的状态、或以其它方式得到所需结果。
逻辑子系统可包括被配置为执行软件指令的一个或多个处理器。附加地或替代地,逻辑子系统可包括被配置为执行硬件或固件指令的一个或多个硬件或固件逻辑机。逻辑子系统的处理器可以是单核或多核,且在其上执行的程序可被配置为并行或分布式处理。逻辑子系统可以可选地包括遍布两个或多个设备的独立组件,所述设备可远程放置和/或被配置为进行协同处理。逻辑子系统的一个或多个方面可被虚拟化并由以云计算配置进行配置的可远程访问的联网计算设备执行。
数据保持子系统804可包括一个或多个物理的、非瞬态设备,所述设备被配置为保留数据和/或可由逻辑子系统执行的指令,以实现此处描述的方法和过程。在实现此类方法和过程时,可以变换数据保持子系统804的状态(例如,保持不同数据)。
数据保持子系统804可包括可移动介质和/或内置设备。数据保持子系统804可包括光学存储器设备(例如,CD、DVD、HD-DVD、蓝光盘等)、半导体存储器设备(例如,RAM、EPROM、EEPROM等)和/或磁存储器设备(例如,硬盘驱动器、软盘驱动器、磁带驱动器、MRAM等)等等。数据保持子系统804可包括具有以下特性中的一个或多个特性的设备:易失性、非易失性、动态、静态、读/写、只读、随机存取、顺序存取、位置可寻址、文件可寻址、以及内容可寻址。在某些实施例中,可以将逻辑子系统802和数据保持子系统804集成到一个或多个常见设备中,如应用程序专用的集成电路或片上系统。
图6还示出可移动的计算机可读存储介质806形式的数据保持子系统的一方面,该介质可以用于存储和/或传送可执行以实现此处所述的方法和过程的数据和/或指令。可移动的计算机可读存储介质806可采用CD、DVD、HD-DVD、蓝光盘、EEPROM和/或软盘等形式。
应该理解,数据保持子系统804包括一个或多个物理非瞬态设备。相反,在某些实施例中,此处描述的指令的各方面可用瞬态的方式由物理设备不会保持持续至少有限时间段的纯信号(例如,电磁信号、光信号等)来传播。此外,关于本发明的数据和/或其他形式的信息可由纯信号来传播。
在某些情况下,可以经由逻辑子系统802执行由数据保持子系统804所保存的指令来实例化此处描述的方法。应该理解,这样的方法可采用模块、程序和/或引擎的形式。在某些实施例中,可以从同一应用、服务、代码块、对象、库、例程、API、功能等来实例化不同的模块、程序和/或引擎。同样,可以由不同的应用程序、服务、代码块、对象、例程、API、函数等来实例化同一模块、程序和/或引擎。术语“模块”、“程序”和“引擎”意在涵盖单个或成组的可执行文件、数据文件、库、驱动程序、脚本、数据库纪录等。
应该理解,此处描述的配置和/或方法在本质上是示例性的,且这些具体实施例或示例不应被理解为是局限性的,因为多种变体是可能的。此处描述的具体例程或方法可表示任何数量的处理策略中的一个或多个。由此,所示的各个动作可以按所示的顺序执行、按其他顺序执行、并行地执行、或者在某些情形下省略。同样,可以改变上述过程的顺序。
本发明的主题包括各种过程、系统和配置的所有新颖和非显而易见的组合和子组合、和此处所公开的其它特征、功能、动作、和/或特性、以及其任何和全部等效物。

Claims (10)

1.一种被配置为在显示环境(100)内提供身临其境的显示体验的交互式计算系统(110),所述系统包括:
外围输入(114a),所述外围输入被配置为从深度相机(114)接收深度输入;
主显示器输出(104a),所述主显示器输出被配置为将主图像(304)输出到主显示器设备(104);
环境显示器输出(116a),所述环境显示器输出被配置为将外围图像(302)输出到环境显示器(116);
逻辑子系统(802),所述逻辑子系统在操作上经由外围输入连接到所述深度相机,经由主显示器输出连接到主显示器,以及经由环境显示器输出连接到环境显示器;以及
保持指令的数据保持子系统(804),所述指令能由逻辑子系统执行以:
在所述显示环境内,使用从所述深度相机接收的深度输入来跟踪用户位置,以及
将外围图像输出到所述环境显示器以供投影到所述显示环境的环境表面(112)上,以使得所述外围图像看上去是所述主图像的延伸,并且遮挡用户位置的一部分使其不被所述环境显示器所投影的光照到。
2.如权利要求1所述的系统,其特征在于,所述深度相机被配置为通过测量从所述环境表面反射的结构化、不可见光来检测深度信息。
3.如权利要求1所述的系统,其特征在于,还包括用于以下的指令:
从所述深度相机接收所述显示环境的深度信息和色彩信息中的一个或多个;以及
在所述显示环境的环境表面上显示外围图像,以使得外围图像看上去是主图像的经失真校正的延伸。
4.如权利要求3所述的系统,其特征在于,还包括用于对由深度信息描述的环境表面的地形进行补偿,以使得外围图像看上去是主图像的经几何失真校正的延伸的指令。
5.如权利要求3所述的系统,其特征在于,相机被配置为通过测量来自所述环境表面的色彩反射性来检测色彩信息。
6.如权利要求5所述的系统,其特征在于,还包括用于对由色彩信息描述的环境表面的色彩进行补偿,以使得所述外围图像看上去是所述主图像的经色彩失真校正的延伸的指令。
7.一种保持能由逻辑子系统(802)执行的指令的数据保持子系统(804),所述指令被配置为在显示环境(100)内提供身临其境的显示体验,所述指令被配置为:
将主图像(304)输出到主显示器(104)以供由所述主显示器显示,以及
将外围图像(302)输出到环境显示器(116)以供由所述环境显示器投影到显示环境的环境表面(112)上,以使得所述外围图像看上去是所述主图像的延伸,所述外围图像具有比所述主图像的分辨率低的分辨率。
8.如权利要求7所述的子系统,其特征在于,所述外围图像被配置为对于用户而言,当所述外围图像被所述环境显示器投影时所述外围图像看上去围绕着所述用户。
9.如权利要求7所述的子系统,其特征在于,还包括在所述显示环境中使用从深度相机接收的深度信息来跟踪用户位置的指令,其中所述外围图像的输出被配置为遮挡所述用户位置的一部分使其不被所述环境显示器所投影的光照到。
10.如权利要求7所述的子系统,其特征在于,还包括从所述深度相机接收所述显示环境的深度信息和色彩信息中的一个或多个的指令,其中所述外围图像在所述显示环境的环境表面上的输出被配置为使所述外围图像看上去是所述主图像的经失真校正的延伸。
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