JP6408629B2 - ヘッドマウントディスプレイでユーザーの動きに応答する画像レンダリング - Google Patents
ヘッドマウントディスプレイでユーザーの動きに応答する画像レンダリング Download PDFInfo
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- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
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- G02B27/017—Head mounted
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- A—HUMAN NECESSITIES
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- A63F13/20—Input arrangements for video game devices
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- A63F13/212—Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
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- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/0093—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00 with means for monitoring data relating to the user, e.g. head-tracking, eye-tracking
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
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- 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
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/105—Features 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 using inertial sensors, e.g. accelerometers, gyroscopes
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features 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
- A63F2300/1087—Features 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
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
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- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/0138—Head-up displays characterised by optical features comprising image capture systems, e.g. camera
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0101—Head-up displays characterised by optical features
- G02B2027/014—Head-up displays characterised by optical features comprising information/image processing systems
-
- G—PHYSICS
- G02—OPTICS
- G02B—OPTICAL ELEMENTS, SYSTEMS OR APPARATUS
- G02B27/00—Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
- G02B27/01—Head-up displays
- G02B27/0179—Display position adjusting means not related to the information to be displayed
- G02B2027/0187—Display position adjusting means not related to the information to be displayed slaved to motion of at least a part of the body of the user, e.g. head, eye
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/012—Head tracking input arrangements
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR 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
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/038—Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
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Description
Claims (12)
- ヘッドマウントディスプレイ(HMD)上に画像をレンダリングするための方法であって、この方法は、
前記HMD内部で1つまたは複数の第一のカメラでユーザーの視線を追跡し、
前記HMDの動きを追跡し、前記動きを追跡することは前記HMD内部にはない第二のカメラで撮影した前記HMDの画像を解析することを含み、前記第二のカメラは赤外光または発光ダイオード(LED)光を検出して前記HMDの動きを追跡するように構成され、前記HMDの動きは仮想世界のレンダリングと前記HMDの追跡された動きにもとづいた前記仮想世界内の移動を引き起こし、
前記HMDのディスプレイ画面に前記仮想世界をレンダリングし、前記レンダリングは、第一の領域を第二の領域よりも高い優先順位でレンダリングすることにより、前記第一の領域に前記第二の領域よりも高い解像度を与えるように構成され、前記第一の領域は、前記HMDの前記ディスプレイ画面を見るときの前記ユーザーの視線が検出された領域であり、
前記仮想世界に対するビューに変化をもたらす前記HMDの前記動きにもとづいて前記ディスプレイ画面上の前記仮想世界の前記レンダリングを更新することを含み、
前記更新することは、前記HMD内の前記第一のカメラによって検出された前記ユーザーの前記視線にもとづいて前記第一の領域の場所を更新し続け、
前記第一の領域および前記第二の領域はそれぞれレンダリング・ポリシーに関連づけられており、前記第一の領域および前記第二の領域に対する前記レンダリング・ポリシーは、前記ユーザーの前記視線の軌跡に基づいて予測される前記視線の動きに基づいて、決定される、方法。 - 前記レンダリング・ポリシーは、前記第一の領域に対して前記第二の領域よりも高い解像度を定義し、前記レンダリング・ポリシーは、さらに前記第一の領域および前記第二の領域に対する1つまたは複数の画面更新頻度と、前記第一の領域および前記第二の領域に画像をレンダリングする複雑度とを含む、請求項1に記載の方法。
- 前記第二のカメラでコントローラの動きを追跡し、
前記コントローラと同期して動くゲームオブジェクトを生成することをさらに含み、前記ゲームオブジェクトは前記仮想世界上でレンダリングされる、請求項1に記載の方法。 - 前記ゲームオブジェクトは、前記コントローラまたは前記コントローラを介した入力と同期して動くゲームまたは仮想空間におけるアバターである、請求項3に記載の方法。
- ヘッドマウントディスプレイ(HMD)上に画像をレンダリングするための方法であって、この方法は、
前記HMDの動きを追跡し、前記動きを追跡することは、前記HMDに関連づけられた慣性センサ情報と、前記HMD内部にはなく前記HMDの相互作用空間をキャプチャするように向けられたカメラで撮影した前記HMDの画像を解析することとを組み合わせることによって実行され、前記カメラは赤外光または発光ダイオード(LED)光を検出して前記HMDの動きに連動した位置と向きを追跡するように構成され、前記HMDの動きは仮想世界に異なるビューのレンダリングと前記HMDの追跡された動きにもとづいた前記仮想世界内の移動を引き起こし、
前記HMDのディスプレイ画面に前記仮想世界をレンダリングし、前記レンダリングは、第一の領域を第二の領域よりも高い優先順位でレンダリングすることにより、前記第一の領域に前記第二の領域よりも高い解像度を与えるように構成され、前記第一の領域は前記ディスプレイ画面の中央領域に配置され、前記第二の領域は前記ディスプレイ画面の前記中央領域の外側に配置され、
前記仮想世界に対するビューに変化をもたらす前記HMDの前記動きにもとづいて前記ディスプレイ画面上の前記仮想世界の前記レンダリングを更新することを含み、
前記更新することは、前記第二の領域の解像度に比べてより高い解像度で前記ディスプレイ画面の中央に前記仮想世界のための画像コンテンツをレンダリングし続け、
前記第一の領域および前記第二の領域はそれぞれレンダリング・ポリシーに関連づけられており、前記第一の領域および前記第二の領域に対する前記レンダリング・ポリシーは、ユーザーの視線の軌跡に基づいて予測される前記視線の動きに基づいて、決定される、方法。 - 前記レンダリング・ポリシーは、前記第一の領域に対して前記第二の領域よりも高い解像度を定義し、前記レンダリング・ポリシーは、さらに前記第一の領域および前記第二の領域に対する1つまたは複数の画面更新頻度と、前記第一の領域および前記第二の領域に画像をレンダリングする複雑度とを含む、請求項5に記載の方法。
- 前記カメラでコントローラの動きを追跡し、
前記コントローラと同期して動くゲームオブジェクトを生成することをさらに含み、前記ゲームオブジェクトは前記仮想世界上でレンダリングされる、請求項5に記載の方法。 - 前記ゲームオブジェクトは、前記コントローラまたは前記コントローラを介した入力と同期して動くゲームまたは仮想空間におけるアバターである、請求項7に記載の方法。
- 前記HMDはコンピュータと通信し、前記コンピュータは前記HMDによって前記仮想世界をレンダリングするための画像フレームを処理するように構成される、請求項5に記載の方法。
- 前記コンピュータは前記画像フレームを生成するためのグラフィックス処理ユニット(GPU)を含む、請求項9に記載の方法。
- 前記第一の領域に比べて低い解像度の前記第二の領域に対してはより少ない画像データを生成する、請求項9に記載の方法。
- 前記HMDは有線接続または無線接続により前記コンピュータと通信する、請求項11に記載の方法。
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US201361832755P | 2013-06-07 | 2013-06-07 | |
US61/832,755 | 2013-06-07 | ||
US14/206,849 | 2014-03-12 | ||
US14/206,849 US9897805B2 (en) | 2013-06-07 | 2014-03-12 | Image rendering responsive to user actions in head mounted display |
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JP2016518339A Division JP6114472B2 (ja) | 2013-06-07 | 2014-05-23 | ヘッドマウントディスプレイでユーザーの動きに応答する画像レンダリング |
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JP2017051072A Active JP6408629B2 (ja) | 2013-06-07 | 2017-03-16 | ヘッドマウントディスプレイでユーザーの動きに応答する画像レンダリング |
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US (3) | US9897805B2 (ja) |
EP (2) | EP3524328B1 (ja) |
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CN (2) | CN109999491B (ja) |
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