EP4260166A1 - Procedes et dispositifs d'immersion d'un utilisateur dans une scene immersive et de traitement d'objets 3d - Google Patents
Procedes et dispositifs d'immersion d'un utilisateur dans une scene immersive et de traitement d'objets 3dInfo
- Publication number
- EP4260166A1 EP4260166A1 EP21848173.7A EP21848173A EP4260166A1 EP 4260166 A1 EP4260166 A1 EP 4260166A1 EP 21848173 A EP21848173 A EP 21848173A EP 4260166 A1 EP4260166 A1 EP 4260166A1
- Authority
- EP
- European Patent Office
- Prior art keywords
- eye
- avatar
- scene
- img
- image
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three-dimensional [3D] modelling for computer graphics
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input 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
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
- G06F3/013—Eye tracking input arrangements
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T19/00—Manipulating three-dimensional [3D] models or images for computer graphics
- G06T19/006—Mixed reality
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T3/00—Geometric image transformations in the plane of the image
- G06T3/06—Topological mapping of higher dimensional structures onto lower dimensional surfaces
- G06T3/067—Reshaping or unfolding three-dimensional [3D] tree structures onto two-dimensional [2D] planes
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06V—IMAGE OR VIDEO RECOGNITION OR UNDERSTANDING
- G06V10/00—Arrangements for image or video recognition or understanding
- G06V10/70—Arrangements for image or video recognition or understanding using pattern recognition or machine learning
- G06V10/74—Image or video pattern matching; Proximity measures in feature spaces
- G06V10/761—Proximity, similarity or dissimilarity measures
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T2215/00—Indexing scheme for image rendering
- G06T2215/16—Using real world measurements to influence rendering
Definitions
- Title of the invention Methods and devices for immersing a user in an immersive scene and for processing 3D objects.
- the present invention belongs to the general field of virtual reality. It relates more particularly to a solution for displaying synthetic objects in an immersive scene.
- immersion device designates a device which allows a user to be immersed in an immersive scene displayed on the screen of the device, in particular a scene reproduction device in N dimensions, N being greater than or equal to 3.
- virtual reality helmets and glasses 3D reproduction terminals or more, such as 3D televisions, 3D projection systems and more used, for example, in cinemas, virtual reality, etc., holographic devices, etc. constitute immersion devices within the meaning of the invention.
- Some of its devices allow the user to move around the immersive scene and manipulate synthetic objects modeled in three dimensions.
- a complex object can be modeled by a mesh broken down into polygons, for example triangles, each polygon being covered with a texture.
- autonomous immersion devices are distinguished which embed the hardware and software means necessary for the processing of synthetic objects for their display and their manipulation by the user in the immersive scene.
- These devices have computing power and memory capacity which may prove to be insufficient to process complex objects, for example objects comprising a large number of meshes, polygons or textures.
- a solution to overcome this difficulty consists in connecting the immersion device to a more powerful device, in deporting the calculations of the synthetic objects (calculation of the positions and orientations of the objects, of the shadows cast, of the occlusions, etc.) on this powerful device, to send a stream of data representative of the immersive scene thus calculated to the immersion device for display on its screen.
- the immersion device communicates the positioning information of the user's eyes, the immersive scene is recalculated by the remote device based on this information and sent back to the immersion device.
- the object of the present invention is to remedy all or part of the drawbacks of the prior art, in particular those set out above.
- the invention relates to a method for immersing a user in an immersive scene, this method being implemented by an immersion device and comprising:
- - a step of sending, to a device for processing three-dimensional objects, a request comprising a position and an orientation of an eye of an avatar of the user in the immersive scene and display parameters of an object modeled in three dimensions in said scene;
- the invention relates to a device for immersing a user in an immersive scene, this device comprising:
- - a module for receiving a two-dimensional image and a position of said image in said scene, calculated by said device for processing three-dimensional objects, said image representing a point of view of the eye of the avatar on said object;
- the invention relates to a method for processing at least one object modeled in three dimensions, this method comprising:
- - a step of receiving, from a device for immersing a user in an immersive scene, a request comprising a position and an orientation of an eye of an avatar of a user in said immersive scene and display parameters of said object in said scene;
- the invention relates to an object processing device configured to process at least one object modeled in three dimensions, this method comprising:
- the invention also relates to a virtual reality system comprising a device for immersing a user in an immersive scene and a device for processing objects as presented above and interconnected by a communications network.
- the invention is advantageous if the object processing device has computing capacities (processor, memory, etc.) greater than those of the immersion device.
- the invention proposes a virtual reality system in which, for at least one object modeled in three dimensions which should be displayed by the immersion device, one displays in the immersive scene, instead of this three-dimensional object (or 3D object) a two-dimensional image of this object, which represents the point of view of the user's eye on the object.
- the method implemented by the immersion device for displaying this 3D object is very simple since it essentially consists in displaying a two-dimensional image of this object according to a position and an orientation determined by the object processing device.
- the data flow between the immersion device and the object processing device is limited since it essentially consists of a two-dimensional image.
- the recalculated 3D model of the object does not need to be exchanged.
- the image calculated by the object processing device comprises a projection of the object on a plane perpendicular to the orientation of the eye of the avatar and centered on the avatar's eye position.
- the image sent to the immersion device consists exactly of this projection. In one embodiment of the invention, the image is a rectangle comprising this projection and transparent pixels.
- the fact that the rest of the rectangular image, in other words the background of the image, is made up of transparent pixels avoids unnecessarily obscuring other objects which would be behind this background in the immersive scene.
- the image must be positioned between the user's avatar and the position of the complex object in the immersive scene.
- the position of the image is located at a predetermined distance from the eye of the avatar, if this distance is less than a distance separating the position of the eye of the avatar and that of the object;
- the user continues to see the object even if he approaches the object in the immersive scene.
- the object processing method includes:
- the immersion method comprises:
- said display step comprising the display of said pixel of said image or the display of the pixel of said other synthetic object according to the result of said search.
- This embodiment of the invention very advantageously makes it possible to manage the occlusions (which masks which) between the various objects of the synthetic scene. Indeed, conventionally, the problems of occlusion between the synthetic objects are managed by knowing the position of the 3D objects in the immersive scene and that of the avatar with respect to these objects.
- the object processing device calculates the two-dimensional image and its position without taking into account the position of the other synthetic objects of the immersive scene. The calculation is therefore very fast, even for a complex 3D object. But on the other hand, this device cannot manage the occlusion between this object and the other objects of the immersive scene.
- the immersion device does not know the position that each pixel of the 3D object would have in the immersive scene, if this object were represented in 3D in the immersive scene as in the conventional way.
- the immersion device before displaying a pixel of the two-dimensional image representing the point of view of the object by the user, determines the position that a pixel of the 3D virtual object if it was displayed in 3D in the immersive scene and whether or not this pixel would have been obscured by another object in the scene.
- this calculation is performed only for the pixels of the two-dimensional image and not for all the points of the 3D object.
- the invention also relates to a computer program comprising instructions for implementing the immersion method according to the invention when said program is executed by a computer.
- the invention also relates to a computer program comprising instructions for implementing the method for processing objects according to the invention when said program is executed by a computer.
- These programs may use any programming language, and be in the form of source code, object code, or intermediate code between source code and object code, such as in partially compiled form, or in any other desirable form.
- the invention relates to a computer-readable information or recording medium on which a computer program according to the invention is recorded.
- the information or recording medium can be any entity or device capable of storing the program.
- the medium may comprise a storage means, such as a ROM, for example a CD ROM or a microelectronic circuit ROM, or else a magnetic recording means, for example a hard disk.
- the information or recording medium can be a transmissible medium such as an electrical or optical signal, which can be conveyed via an electrical or optical cable, by radio or by other means.
- the program according to the invention can in particular be downloaded from an Internet-type network.
- the information or recording medium may be an integrated circuit in which the program is incorporated, the circuit being adapted to execute or to be used in the execution of the method in question.
- FIG. 1 schematically represents a virtual reality system according to the invention.
- FIG. 2 schematically represents an example of hardware architecture of an immersion device according to a particular embodiment of the invention
- FIG. 3 represents an example of an immersive scene
- FIG. 4 represents, in the form of a flowchart, the main steps of an immersion method and the main steps of a method of processing objects in accordance with a particular example of implementation of the invention
- FIG. 5 schematically represents an example of hardware architecture of an object processing device according to a particular embodiment of the invention
- FIG. 6 represents an example of obtaining a two-dimensional image of an object according to a particular embodiment of the invention.
- FIG. 7 represents this two-dimensional image
- FIG. 8 illustrates the distances of a depth matrix according to a particular embodiment of the invention
- FIG. 9 represents the objects of an immersive scene in accordance with the invention with an avatar
- FIG. 10 represents the objects of an immersive scene in accordance with the invention with two avatars;
- FIG. 11 represents an example of occlusion in an immersive scene according to the invention
- FIG. 12 represents the functional architecture of an immersion device according to the invention.
- FIG. 12 represents the functional architecture of an object processing device according to the invention.
- FIG. 1 schematically represents a virtual reality system SYS in accordance with the invention.
- This system 10 comprises a device HLM for immersing a user USR in an immersive scene SI and a device DTOC for processing objects interconnected to the immersion device by a communication network NET.
- the HLM immersion device is a virtual reality headset.
- the object processing device DTOC is included in a server SRV.
- FIG. 2 represents the hardware architecture of the HLM immersion device in one embodiment of the invention.
- This immersion device comprises an SCR screen, a processor 11, a RAM 12, a ROM 13, a non-volatile memory 14 and a communication module 15 interconnected by a bus.
- the read only memory 13 constitutes a recording medium in accordance with the invention, readable by the processor 11 and on which is recorded a computer program PROGHLM in accordance with the invention, comprising instructions for the execution of the steps of the method of immersion PIMM according to the invention and whose main steps will be described with reference to Figure 4.
- This computer program PROGHLM includes a state-of-the-art RV3D module for displaying, moving and manipulating synthetic three-dimensionally modeled objects (3D objects) in the SI immersive scene.
- the user USR is equipped with the virtual reality headset HLM and a glove GLV. It operates in a real EVR environment in which there are one or more CAM sensors configured to determine the position and orientation of the HLM virtual reality headset and the GLV glove.
- FIG. 3 represents an example of an immersive scene SI in which an avatar AVT of the user USR can move.
- the immersive scene SI comprises three synthetic objects, namely an object TB representing a table, an object representing a part of the body of the avatar AVT and an object representing a hand of the avatar AVT.
- the immersive scene SI is projected onto the SCR screen of the HLM immersion device.
- the images projected on the SCR screen are calculated in real time to adapt to the movement of the head and therefore to the point of view of the USR user.
- the images are calculated at least 72 times per second to prevent the USR user from feeling the effect of motion sickness (or motion sickness).
- the PIMM immersion method comprises a PCAP process to obtain (step E10):
- the PIMM immersion process includes a PA T process to control:
- the position and orientation of the eye of the avatar can correspond to those of an eye of the user.
- the invention can be implemented for one eye or independently for each of the user's two eyes.
- the eye of the avatar can correspond to a fictitious point placed between the two eyes of the user.
- the position of the eye of the avatar represents, in the immersive scene SI, a point situated between the two eyes of the user USR in the real world.
- the avatar control PAVT process positions and orients the eye and the hand of the avatar AVT at positions of origin and according to predetermined origin orientations (step E15).
- the PIMM immersion process has a PAFOS process to display 3D synthetic objects in the SL immersive scene
- the immersion device HLM carries out a different processing depending on whether the 3D object to be displayed is a simple synthetic object or a complex synthetic object.
- simple 3D synthetic objects can be processed locally by the HLM immersion device, more precisely by its RV3D module.
- a complex 3D synthetic object OC is too complex to be able to be processed by the hardware and software elements of the immersion device HLM, in particular the processor 11 and the RAM 12, and the RV3D module.
- the models of complex 3D synthetic objects are stored in a BDOC database of the SRV server.
- a complex synthetic object is represented here by a cube.
- a cube is a simple synthetic object within the meaning of the invention.
- a complex synthetic object can consist for example of a synthetic object representing a car.
- FIG. 5 represents the hardware architecture of the object processing device DTOC in one embodiment of the invention.
- This device comprises a processor 21, a random access memory 22, a read only memory 23, a non-volatile memory 24 and a communication module 25 interconnected by a bus.
- the ROM 23 constitutes a recording medium in accordance with the invention, readable by the processor 21 and on which is recorded a computer program PROGTOC in accordance with the invention, comprising instructions for the execution of the steps of the PTOC method. treatment synthetic object according to the invention and whose main steps will be described with reference to Figure 4.
- the communication means 15 of the immersion device HLM and the communication means 25 of the device DTOC are configured to allow the immersion device HLM and the device DTOC to communicate with each other via the network NET.
- the immersion device HLM determines whether this synthetic object OS is simple or complex.
- the result of the E25 test is negative, and the 3D synthetic object is displayed by the RV3D three-dimensional object display module conforming to the state of the art.
- each complex object is modeled at scale 1
- the display size SZoc is a number defining a scale factor
- the immersion device HLM sends a request RQ to the object processing device DTOC, this request comprising the position POSYA T and the orientation ORYA T of the eye of the avatar AVT in the reference mark REPsi of the immersive scene SI and of the display parameters of the complex object OC in the immersive scene.
- the display parameters of the complex object OC comprise the identifier IDoc of the complex object OC, its position POSoc and its orientation ORoc in the reference mark REPsi of the immersive scene SI and the size SZoc of the complex object.
- This request is received by the device DTOC during a step F30.
- the object processing device DTOC defines a plane P perpendicular to the orientation ORYAVT and positioned between the eye of the avatar AVT and the object OC complex.
- a plane P perpendicular to the orientation ORYAVT and positioned between the eye of the avatar AVT and the object OC complex.
- the plane P is located at a predetermined distance dAP from the position POSYAVT of the eye of the avatar, if this distance is less than the distance separating the eye of the avatar AVT and the complex object OC;
- the object processing device DTOC performs a Poe projection of the complex object on the plane P, centered on the position POSYA T of the eye of the avatar AVT.
- the object processing device DTOC obtains a two-dimensional image IMG whose outline corresponds to the smallest rectangle of the plane P in which the Poe projection can be inscribed.
- the pixels of the two-dimensional IMG image which are not part of the Poe projection of the complex object in other words the pixels of the background of the image, are transparent.
- the object processing device DTOC calculates, for each pixel p of the projection Poe, the distance d P between this pixel and the complex object OC, according to the direction defined by the position POSYA T of the avatar AVT and this pixel p. For the pixels p of the IMG image which are not part of the Poe projection of the complex object, this distance dp is considered infinite.
- the object processing device DTOC forms a matrix of these distances dp for each pixel of the image IMG, called the “depth matrix” MP.
- the object processing device DTOC sends, in response to the request RQ, to the immersion device HLM:
- the immersion device HLM knows the orientation of the two-dimensional image IMG since it is situated in a plane P perpendicular to the orientation ORYAVT of the eye of the avatar AVT.
- the immersion device HLM receives this response during a step E60.
- FIG. 9 represents the objects of the immersive scene SI as present in the non-volatile memory 14 of the immersion device HLM.
- Figure 10 represents the objects of the immersive scene with two avatars. It is understood that this scene comprises two two-dimensional images, each corresponding to the point of view of a user on the complex object OC.
- the frame HLM displays the image IMG in the immersive scene SI.
- this display step takes into account the depth matrix MP.
- the immersion device HLM determines a distance dyo corresponding to the sum of the distance dy P between the eye of the avatar YAT and the pixel p and of the distance dp included in the MP depth matrix for this pixel. This distance corresponds to the distance which would separate the eye of the avatar AVT from the complex object OC if the latter were displayed in 3D in the immersive scene.
- the immersion device HLM determines, if there is a pixel p' of another synthetic object 00 of the immersive scene SI located on the line defined by the eye of the avatar Y AT and the pixel p, at a distance from the eye YAT less than the dyo distance. If this is the case, this means that there would exist this other synthetic object (known as an occluding object) between the eye of the avatar and the complex object OC if the latter were displayed in 3D in the immersive scene.
- this other synthetic object known as an occluding object
- the immersion device displays the pixel p' of the occluding object 00, otherwise it displays the pixel p of the image IMG.
- FIG. 11 represents the immersive scene SI, the thumb of the hand HAVT of the avatar constituting an occluding object 00 within the meaning of the invention.
- FIG. 12 represents the functional architecture of an immersion device in accordance with a particular embodiment of the invention. It comprises :
- an ME30 module configured to send requests to a three-dimensional object processing device, a request comprising a position and an orientation of an eye of an avatar of a user in an immersive scene and display parameters for an object modeled in three dimensions in this scene;
- an ME60 module configured to receive a two-dimensional image and a position of this image in the scene, calculated by said three-dimensional object processing device, this image representing a point of view of an eye of the avatar AVT on the object;
- an ME70 module for displaying this two-dimensional image in the immersive scene at the aforementioned position and taking into account the orientation of the avatar's eye.
- FIG. 13 represents the functional architecture of an object processing device configured to process at least one object and in accordance with a particular embodiment of the invention. It comprises :
- module MF30 for receiving, from a device for immersing a user in an immersive scene, a request comprising a position and an orientation of an eye of an avatar of a user in the scene immersive and 3D object display settings;
- a module MF40 for determining a two-dimensional image and a position of this image in the scene, this image representing a point of view of the eye of the avatar on the object; - a module MF60 for sending this two-dimensional image and said position of this image in the immersive scene to the immersion device.
- the two-dimensional image determined by the MF40 module comprises a projection of the object on a plane perpendicular to the orientation of the eye of the avatar and the object processing device comprises a module MF50 to calculate, for at least one pixel of this projection, a distance between this pixel and the object, along a direction defined by the position of the eye of the avatar and this pixel.
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Abstract
Description
Claims
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| FR2013132A FR3117632A1 (fr) | 2020-12-14 | 2020-12-14 | Procédés et dispositifs d’immersion d’un utilisateur dans une scène immersive et de traitement d’objets 3D. |
| PCT/FR2021/052288 WO2022129752A1 (fr) | 2020-12-14 | 2021-12-13 | Procedes et dispositifs d'immersion d'un utilisateur dans une scene immersive et de traitement d'objets 3d |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| EP4260166A1 true EP4260166A1 (fr) | 2023-10-18 |
Family
ID=74592194
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| EP21848173.7A Pending EP4260166A1 (fr) | 2020-12-14 | 2021-12-13 | Procedes et dispositifs d'immersion d'un utilisateur dans une scene immersive et de traitement d'objets 3d |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US12592028B2 (fr) |
| EP (1) | EP4260166A1 (fr) |
| FR (1) | FR3117632A1 (fr) |
| WO (1) | WO2022129752A1 (fr) |
Family Cites Families (6)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US9345957B2 (en) * | 2011-09-30 | 2016-05-24 | Microsoft Technology Licensing, Llc | Enhancing a sport using an augmented reality display |
| JP2013123970A (ja) * | 2011-12-14 | 2013-06-24 | Toshiba Corp | 表示装置 |
| US9607428B2 (en) * | 2015-06-30 | 2017-03-28 | Ariadne's Thread (Usa), Inc. | Variable resolution virtual reality display system |
| US10963931B2 (en) * | 2017-05-12 | 2021-03-30 | Wookey Search Technologies Corporation | Systems and methods to control access to components of virtual objects |
| GB201709199D0 (en) * | 2017-06-09 | 2017-07-26 | Delamont Dean Lindsay | IR mixed reality and augmented reality gaming system |
| US11170579B2 (en) * | 2019-04-09 | 2021-11-09 | Microsoft Technology Licensing, Llc | Hybrid rendering |
-
2020
- 2020-12-14 FR FR2013132A patent/FR3117632A1/fr active Pending
-
2021
- 2021-12-13 US US18/257,410 patent/US12592028B2/en active Active
- 2021-12-13 WO PCT/FR2021/052288 patent/WO2022129752A1/fr not_active Ceased
- 2021-12-13 EP EP21848173.7A patent/EP4260166A1/fr active Pending
Also Published As
| Publication number | Publication date |
|---|---|
| WO2022129752A1 (fr) | 2022-06-23 |
| US12592028B2 (en) | 2026-03-31 |
| US20240046559A1 (en) | 2024-02-08 |
| FR3117632A1 (fr) | 2022-06-17 |
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