WO2019106390A1 - Immersive three-dimensional environment - Google Patents

Immersive three-dimensional environment Download PDF

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Publication number
WO2019106390A1
WO2019106390A1 PCT/GB2018/053490 GB2018053490W WO2019106390A1 WO 2019106390 A1 WO2019106390 A1 WO 2019106390A1 GB 2018053490 W GB2018053490 W GB 2018053490W WO 2019106390 A1 WO2019106390 A1 WO 2019106390A1
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WO
WIPO (PCT)
Prior art keywords
viewers
immersive
projection screen
projector device
video content
Prior art date
Application number
PCT/GB2018/053490
Other languages
French (fr)
Inventor
Virgil LUND
Original Assignee
Holovis International Limited
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Holovis International Limited filed Critical Holovis International Limited
Publication of WO2019106390A1 publication Critical patent/WO2019106390A1/en

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Classifications

    • 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
    • A63F13/525Changing parameters of virtual cameras
    • 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
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/837Shooting of targets
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/332Displays for viewing with the aid of special glasses or head-mounted displays [HMD]
    • H04N13/341Displays for viewing with the aid of special glasses or head-mounted displays [HMD] using temporal multiplexing
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers
    • H04N13/363Image reproducers using image projection screens

Definitions

  • This invention relates to geometrically correct multi-person design eye points in relation to real time interactive and pre-rendered immersive three-dimensional content.
  • an interactive gaming system comprising a projector device for projecting a plurality of three- dimensional stereoscopic video content on to a single projection screen, first and second viewers located side-by-side, a real world object associated with the first and second viewers, the first and second viewers having wearable stereoscopic glasses, a design eye reference point located between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object.
  • a method of geometrically correcting design eye points for an interactive gaming system comprising projecting a plurality of three-dimensional stereoscopic video content on to a single projection screen from a projector device, first and second viewers located side-by-side for viewing the content, a real world object associated with the first and second viewers, the first and second viewers wearing stereoscopic glasses to view the content, the content being rendered such as to locate a design eye reference point between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object.
  • an immersive entertainment attraction comprising a projection screen defining an immersive environment, a plurality of guest support units located within the immersive environment, and a plurality of projector devices arranged for projecting respective media onto the projection screen, wherein the projected media is rendered from a plurality of different design eye reference points corresponding to the number of guest support units, each projector device capable of projecting its media from each of the different design eye reference points, and whereby a guest in one of the guest support units has wearable stereoscopic glasses synchronised with the appropriate frames from the appropriate projector devices so that they only view the projected media rendered for that guest support unit.
  • each guest support unit has its own individual design eye reference point in order to minimise distortions in the projected media viewed through the stereoscopic glasses.
  • each guest support unit is connected to a motion base in order to impart motion to the guest support unit for enhancing the immersive nature of the attraction ride.
  • the projection screen is a curved projection screen.
  • the immersive environment is an immersive tunnel having a plurality of projections screens at least partially defining a tunnel.
  • the immersive environment is an immersive dome including a 360-degree curved domed projection screen.
  • the guest support units are preferably ride vehicles in which riders are seated, or may be seating sections within the immersive environment.
  • Figures 1 a and 1 b show in plan view a conventional two-player interactive gaming system having a design eye point located at one of the two players,
  • Figures 2a to 2c show similar views to Figures 1a and 1 b but of two-player interactive gaming systems with design eye points located between the two players,
  • Figure 3 is a perspective view of the arrangement shown in Figure 2c
  • Figure 4 is a perspective view of an immersive tunnel ride
  • Figure 5 is a top plan view of the immersive tunnel ride of Figure 4,
  • Figure 6 is a cross-sectional view of a domed theatre attraction
  • Figure 7 is a top plan view of the domed theatre attraction of Figure 6.
  • an interactive gaming system for first and second viewers or players 2 and 4 located side-by-side comprising a projector device 6 (see Figure 3) for rear projection of video content from a server/computer 8 onto a projection screen 10.
  • the first and second players 2 and 4 wear stereoscopic glasses 12 for a three-dimensional immersive gaming content.
  • a design eye reference point 14 is located by way of the three-dimensional content rendering in front of the first player 2 and gives a correct perspective of a virtual 3D object 16a, such as a virtual projectile, in front of a real-world object 18, such as a gaming gun.
  • the virtual 3D projectile 16b for the second player 4 does not appear in front of the second player’s real-world gun 18 and thus breaks the intended illusion and does not provide the full immersive gaming content to the second player 4.
  • the design eye reference point 14 is located, by rendering of the display content, between the first and second players 2 and 4 and by using a multi view projector device 6 it is possible to have three pairs of distinct design eye points set between three pairs of players (see Figure 3).
  • the origins and trajectories of the individuals’ virtual projectiles 16a and 16b can be offset to give the correct view point for each of the six players.
  • the first player 2 With the use of specific purpose stereoscopic glasses 12, the first player 2 will be able to see just one of these three stereoscopic images, whilst the second player 4 and possibly a third player will be able to view their own respective stereoscopic images in 3D stereo from their own perspective.
  • the first and second players 2 and 4 are able to view the same image on the screen 10 but from their own perspective so that the immersive experience of the game is fully experienced by both players.
  • an immersive environment 20 in the form of a tunnel ride attraction comprises a pair of projection screens 22 which are, in the example shown, compound-curved projection screens. Screen sections at respective ends of the tunnel 20 are curved in two orthogonal axes, namely a vertical axis and a horizontal axis, whereas screen sections between the respective end screens are curved only in one axis, namely a horizontal axis.
  • the ride attraction 20 also comprises a plurality of guest support units 24 being ride vehicles, each one capable of carrying a plurality of riders, each vehicle 24 aligned along substantially a centre line of the tunnel ride 20. Each ride vehicle is preferably mounted on a motion base 26 which acts to impart motion to the ride vehicle 24 to enhance the ride experience to the riders in the vehicle.
  • Each projector device is a multi-view, high-frame rate type of projector (as discussed above) and can project media content rendered from a plurality of design eye reference points corresponding to the number of ride vehicles 24, this being three in the example shown.
  • electroacoustic transducers are placed both on the ride vehicle and behind the screens 22 at substantially the level of the riders to provide a directional audio output.
  • the electroacoustic transducers are provided in a plurality of sets, each set including two loudspeakers 32 either side of a subwoofer 34.
  • three sets of loudspeakers and subwoofers are located along the length of each screen 22 in a manner such that each set is aligned with one of the ride vehicles 24.
  • Each ride vehicle 24 therefore has two sets of electroacoustic transducers facing it with one set on either side of each ride vehicle.
  • the electrical cables from the sets of electroacoustic transducers and projector devices 30 connect with corresponding audio-visual racks 36 located in a separate location, and preferably, a separate room.
  • a single version of the media content to be projected is produced and therefore, by its nature, must have a single design eye reference point from which the geometry of the media content when projected looks correct (i.e. a square shape looks like a square shape without any significant distortion).
  • the design eye reference point is usually in the middle of a centre ride vehicle to provide the best average for an entire ride attraction.
  • the projected media content exhibits noticeable geometric distortions simply because the media content is not being viewed from the ideal design eye reference point.
  • the media content in the attraction 20 of Figures 4 and 5 is rendered out three times, each with a design eye reference point from the centre of each different ride vehicle 24.
  • Each rider in the ride vehicles 24 wears stereoscopic glasses synced with the appropriate frames from the relevant projector device 30 so that by using the shuttered glasses technique, individual riders only see the media content rendered for that vehicle and for that design eye reference point.
  • one or more rider loading platforms may be provided on one or both lateral sides of the ride vehicles 24 if necessary in order for riders to board the ride vehicles.
  • the rider loading platform may be arranged to be moveable between a non-loading position and a loading position or they may be static. Such a platform may take the form of a set of steps leading up to the ride vehicles 24.
  • the immersive environment may be a 360-degree dome theatre 40 in which guests sit in concentric circles facing toward the centre of the dome and divided into different seating zones 42, each seating zone forming a guest support unit.
  • Each seating zone may be connected to a motion base to impart a degree of motion to the seating zone.
  • There are a plurality of projection devices 44 (ten in the example shown) arranged to project media content onto the domed screen 40 in an overlapping manner in order to cover the whole of the domed screen.
  • the concentric circles are divided into four guest support units or quadrants.
  • the media content to be projected was only a single image with a single design eye reference point projected onto the dome projection screen 44 by the plurality of projection devices whose overlapping edges are blended to form a seamless image over the whole of the domed screen, then some guests would have to look behind them to see a point of interest.
  • each projector device as the multi-view projector devices previously mentioned, it is possible to project media content rendered from a plurality of design eye reference points corresponding to the number of seating zones 42, this being the four quadrants in the example shown.
  • the multi-view projector devices could also be used in other immersive attraction experiences, such as a flying theatre ride, and, in particular, a face-down flying theatre ride, where guests/riders are in a face-down prone position during the ride and suspended over a domed projection screen on to which a seamless media content is projected by the plurality of projector devices.
  • the multi-view projector devices could be arranged to project the desired media content rendered from a plurality of design eye reference points and thus guests/riders would see, by way of the stereoscopic glasses synced with the appropriate frames from the relevant multi-view projector devices, the media content rendered for their particular position relative to the domed screen.

Abstract

An interactive gaming system comprising a projector device for projecting a plurality of three-dimensional stereoscopic video content on to a single projection screen, first and second viewers located side-by-side, a real world object associated with the first and second viewers, the first and second viewers having wearable stereoscopic glasses, a design eye reference point located between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object. Also disclosed is an immersive entertainment attraction comprising a projection screen, a plurality of guest support units, and a plurality of projector devices arranged for projecting media rendered from a plurality of different design eye reference points, each projector device capable of projecting its media from each of the different design eye reference points, so that guests view the projected media rendered for their own viewpoint.

Description

IMMERSIVE THREE-DIMENSIONAL ENVIRONMENT
This invention relates to geometrically correct multi-person design eye points in relation to real time interactive and pre-rendered immersive three-dimensional content.
Conventional single projection display apparatus with a fixed design eye point will only give the correct image for one person in relationship to real-world objects placed within an immersive environment, such as within an immersive gaming experience. This means that for a two-viewer system, only one viewer located at the design eye point will experience the graphical interface as it should appear. For example, in the case of a real-world gaming gun device to be used in, for instance, a gaming experience, only one viewer/player will properly and accurately see a virtual projectile leaving the gun; whereas to the second player the illusion of tying their real world with the virtual gaming one is broken because their virtual projectile will appear to emanate from an off-set starting position. This diminishes the immersive gaming experience for the second player. This is because when creating immersive three-dimensional content, it is rendered from a design eye point (DEP) and if a viewer is located at the design eye point, then the content will look geometrically correct; to other viewers, it will not look geometrically correct.
According to one aspect of the present invention, there is provided an interactive gaming system comprising a projector device for projecting a plurality of three- dimensional stereoscopic video content on to a single projection screen, first and second viewers located side-by-side, a real world object associated with the first and second viewers, the first and second viewers having wearable stereoscopic glasses, a design eye reference point located between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object.
According to a second aspect of the present invention, there is provided a method of geometrically correcting design eye points for an interactive gaming system comprising projecting a plurality of three-dimensional stereoscopic video content on to a single projection screen from a projector device, first and second viewers located side-by-side for viewing the content, a real world object associated with the first and second viewers, the first and second viewers wearing stereoscopic glasses to view the content, the content being rendered such as to locate a design eye reference point between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object.
Owing to these aspects of the present invention, by locating the design eye point between the first and second viewers it is possible to correctly offset the video content in relation to the real-world object.
Advantageously, the offset to the video content is in relation to the origin and trajectory of two virtual projectiles fired from a gaming gun being the real-world object, thus giving a geometrically correct eye point view for two players sitting side-by-side. According to a third aspect of the present invention, there is provided an immersive entertainment attraction comprising a projection screen defining an immersive environment, a plurality of guest support units located within the immersive environment, and a plurality of projector devices arranged for projecting respective media onto the projection screen, wherein the projected media is rendered from a plurality of different design eye reference points corresponding to the number of guest support units, each projector device capable of projecting its media from each of the different design eye reference points, and whereby a guest in one of the guest support units has wearable stereoscopic glasses synchronised with the appropriate frames from the appropriate projector devices so that they only view the projected media rendered for that guest support unit.
Owing to this aspect, it is possible to provide in an immersive attraction where each guest support unit has its own individual design eye reference point in order to minimise distortions in the projected media viewed through the stereoscopic glasses.
Advantageously, each guest support unit is connected to a motion base in order to impart motion to the guest support unit for enhancing the immersive nature of the attraction ride. Preferably, the projection screen is a curved projection screen.
Advantageously, the immersive environment is an immersive tunnel having a plurality of projections screens at least partially defining a tunnel. Alternatively, the immersive environment is an immersive dome including a 360-degree curved domed projection screen.
The guest support units are preferably ride vehicles in which riders are seated, or may be seating sections within the immersive environment.
In order that the present invention can be completely understood, reference will now be made, by way of example only, to the accompanying drawings, in which:-
Figures 1 a and 1 b show in plan view a conventional two-player interactive gaming system having a design eye point located at one of the two players,
Figures 2a to 2c show similar views to Figures 1a and 1 b but of two-player interactive gaming systems with design eye points located between the two players,
Figure 3 is a perspective view of the arrangement shown in Figure 2c,
Figure 4 is a perspective view of an immersive tunnel ride, and
Figure 5 is a top plan view of the immersive tunnel ride of Figure 4,
Figure 6 is a cross-sectional view of a domed theatre attraction, and
Figure 7 is a top plan view of the domed theatre attraction of Figure 6.
Referring to Figures 1a and 1 b, an interactive gaming system for first and second viewers or players 2 and 4 located side-by-side is shown, the system comprising a projector device 6 (see Figure 3) for rear projection of video content from a server/computer 8 onto a projection screen 10. The first and second players 2 and 4 wear stereoscopic glasses 12 for a three-dimensional immersive gaming content. A design eye reference point 14 is located by way of the three-dimensional content rendering in front of the first player 2 and gives a correct perspective of a virtual 3D object 16a, such as a virtual projectile, in front of a real-world object 18, such as a gaming gun. Flowever, the virtual 3D projectile 16b for the second player 4 does not appear in front of the second player’s real-world gun 18 and thus breaks the intended illusion and does not provide the full immersive gaming content to the second player 4.
In Figure 1 b, this is the same as Figure 1 a, but in reverse where the design eye point 14 is placed in front of the second player 4.
Referring to Figure 2a, the design eye reference point 14 is located, by rendering of the display content, between the first and second players 2 and 4 and by using a multi view projector device 6 it is possible to have three pairs of distinct design eye points set between three pairs of players (see Figure 3). The origins and trajectories of the individuals’ virtual projectiles 16a and 16b can be offset to give the correct view point for each of the six players. The multi-view projector device 6 is a projector device with a high refresh rate, has a 4k resolution and able to run at 360hz and thus project three different, separate 120hz (120x3 =360 hz) 3D stereoscopic images onto one screen 10. Alternatively, resolutions of HD (1920x1080), WUXGA (1920x1200) and WQXGA
(2560x1600) are possible and able to run at frame rates of 240hz and 360hz as they are derivatives of 60hz per eye.
With the use of specific purpose stereoscopic glasses 12, the first player 2 will be able to see just one of these three stereoscopic images, whilst the second player 4 and possibly a third player will be able to view their own respective stereoscopic images in 3D stereo from their own perspective. Thus, the first and second players 2 and 4 are able to view the same image on the screen 10 but from their own perspective so that the immersive experience of the game is fully experienced by both players.
The placing of the design eye point 14 between the first and second players alone reduces the offset error, but still breaks the illusion and thus still effects the immersive experience in the game. However, computer software stored on the computer or server 8 connected to the multiview projector device 6 or another computer or server can adjust the exit point of each virtual 3D object 16a, 16b to give each of the first and second players 2 and 4 the correct perspective for their respective real-world gaming gun 18 and respective virtual 3D object 16a, 16b. By adding a second multi-view projector device also displaying a frame-sequential image over the first mentioned multi-view projector device 6, the number of players viewing their own uniquely displayed image can be increased to six; for example, three pairs of players.
In a configuration where the three pairs of players are in tandem, as shown in Figure 3, the virtual projectiles from the players in the front of the configuration will appear to be in closer proximity to the associated real-world object 18. By using a shuttered glasses technique, individual players not only see different 3D stereoscopic images but also see the same stereoscopic image from each player’s respective position.
Referring to Figures 4 and 5, an immersive environment 20 in the form of a tunnel ride attraction comprises a pair of projection screens 22 which are, in the example shown, compound-curved projection screens. Screen sections at respective ends of the tunnel 20 are curved in two orthogonal axes, namely a vertical axis and a horizontal axis, whereas screen sections between the respective end screens are curved only in one axis, namely a horizontal axis. The ride attraction 20 also comprises a plurality of guest support units 24 being ride vehicles, each one capable of carrying a plurality of riders, each vehicle 24 aligned along substantially a centre line of the tunnel ride 20. Each ride vehicle is preferably mounted on a motion base 26 which acts to impart motion to the ride vehicle 24 to enhance the ride experience to the riders in the vehicle. Located above the ride vehicles 24 is a stable, rigid and secure gantry 28 required for access, maintenance and installation of a plurality of multi-view projector devices 30. Each projector device is a multi-view, high-frame rate type of projector (as discussed above) and can project media content rendered from a plurality of design eye reference points corresponding to the number of ride vehicles 24, this being three in the example shown.
In order to provide audio output to enhance further the immersive effect, electroacoustic transducers are placed both on the ride vehicle and behind the screens 22 at substantially the level of the riders to provide a directional audio output. Advantageously, the electroacoustic transducers are provided in a plurality of sets, each set including two loudspeakers 32 either side of a subwoofer 34. In the example shown, three sets of loudspeakers and subwoofers are located along the length of each screen 22 in a manner such that each set is aligned with one of the ride vehicles 24. Each ride vehicle 24 therefore has two sets of electroacoustic transducers facing it with one set on either side of each ride vehicle.
The electrical cables from the sets of electroacoustic transducers and projector devices 30 connect with corresponding audio-visual racks 36 located in a separate location, and preferably, a separate room.
Typically, a single version of the media content to be projected is produced and therefore, by its nature, must have a single design eye reference point from which the geometry of the media content when projected looks correct (i.e. a square shape looks like a square shape without any significant distortion). The design eye reference point is usually in the middle of a centre ride vehicle to provide the best average for an entire ride attraction. However, from ride vehicles located forwardly and rearwardly of the centre ride vehicle, the projected media content exhibits noticeable geometric distortions simply because the media content is not being viewed from the ideal design eye reference point.
The media content in the attraction 20 of Figures 4 and 5 is rendered out three times, each with a design eye reference point from the centre of each different ride vehicle 24. Each rider in the ride vehicles 24 wears stereoscopic glasses synced with the appropriate frames from the relevant projector device 30 so that by using the shuttered glasses technique, individual riders only see the media content rendered for that vehicle and for that design eye reference point. Thus, it is possible to provide each ride vehicle 24 with it’s own unique view of their correctly rendered media content and thus provide a more believable and immersive experience. In addition, one or more rider loading platforms (not shown) may be provided on one or both lateral sides of the ride vehicles 24 if necessary in order for riders to board the ride vehicles. The rider loading platform may be arranged to be moveable between a non-loading position and a loading position or they may be static. Such a platform may take the form of a set of steps leading up to the ride vehicles 24.
The projected media content is advantageously pre-rendered, but could also be rendered in real-time. In a similar manner, and referring to Figures 6 and 7, the immersive environment may be a 360-degree dome theatre 40 in which guests sit in concentric circles facing toward the centre of the dome and divided into different seating zones 42, each seating zone forming a guest support unit. Each seating zone may be connected to a motion base to impart a degree of motion to the seating zone. There are a plurality of projection devices 44 (ten in the example shown) arranged to project media content onto the domed screen 40 in an overlapping manner in order to cover the whole of the domed screen. In Figures 6 and 7, the concentric circles are divided into four guest support units or quadrants. If the media content to be projected was only a single image with a single design eye reference point projected onto the dome projection screen 44 by the plurality of projection devices whose overlapping edges are blended to form a seamless image over the whole of the domed screen, then some guests would have to look behind them to see a point of interest. By providing each projector device as the multi-view projector devices previously mentioned, it is possible to project media content rendered from a plurality of design eye reference points corresponding to the number of seating zones 42, this being the four quadrants in the example shown. With the same image projected 4 times, but with the design eye reference point rotated by about 90 degrees to correspond to the different seating zones 42, the individual guests who would be wearing stereoscopic glasses synced with the appropriate frames from the multi-view projector devices, using the shuttered glasses technique, would see the media content rendered for that seating zone 42 and for that design eye reference point and thereby see an image in the correct relationship to their seating zone, thus removing the necessity to look behind themselves to see a point of interest in the media content. Moreover, the multi-view projector devices could also be used in other immersive attraction experiences, such as a flying theatre ride, and, in particular, a face-down flying theatre ride, where guests/riders are in a face-down prone position during the ride and suspended over a domed projection screen on to which a seamless media content is projected by the plurality of projector devices. In order to enable guests to get a truly immersive experience with little or no noticeable distortion in the media content projected onto the domed screen, especially of those guests/riders located towards the edges of the domed screen, the multi-view projector devices could be arranged to project the desired media content rendered from a plurality of design eye reference points and thus guests/riders would see, by way of the stereoscopic glasses synced with the appropriate frames from the relevant multi-view projector devices, the media content rendered for their particular position relative to the domed screen.

Claims

1. An interactive gaming system comprising a projector device for projecting a plurality of three-dimensional stereoscopic video content on to a single projection screen, first and second viewers located side-by-side, a real world object associated with the first and second viewers, the first and second viewers having wearable stereoscopic glasses, a design eye reference point located between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object.
2. An interactive gaming system according to claim 1 , wherein the offset to the video content is in relation to the origin and trajectory of virtual projectiles fired from a gaming gun being the real-world object, thus giving a geometrically correct eye point view for two players sitting side-by-side.
3. An interactive gaming system according to claim 1 or 2, wherein the projector device is arranged for rear projection of video content from a server/computer onto the projection screen.
4. An interactive gaming system according to any preceding claim, and further comprising a second projector device also displaying a frame-sequential image over the image of the first mentioned projector device.
5. A method of geometrically correcting design eye points for an interactive gaming system comprising projecting a plurality of three-dimensional stereoscopic video content on to a single projection screen from a projector device, first and second viewers located side-by-side for viewing the content, a real world object associated with the first and second viewers, the first and second viewers wearing stereoscopic glasses to view the content, the content being rendered such as to locate a design eye reference point between the first and second viewers and a computer programme to correct an offset in the video content in relation to the real world object.
6. A method according to claim 5, wherein the offset to the video content is in relation to the origin and trajectory of virtual projectiles fired from a gaming gun being the real-world object, thus giving a geometrically correct eye point view for two players sitting side-by-side.
7. A method according to claim 5 or 6, wherein the projector device is arranged for rear projection of video content from a server/computer onto the projection screen.
8. A method according to any one of claims 5 to 7, and further comprising a second projector device for displaying a frame-sequential image over the image of the first mentioned projector device.
9. An immersive entertainment attraction comprising a projection screen defining an immersive environment, a plurality of guest support units located within the immersive environment, and a plurality of projector devices arranged for projecting respective media onto the projection screen, wherein the projected media is rendered from a plurality of different design eye reference points corresponding to the number of guest support units, each projector device capable of projecting its media from each of the different design eye reference points, and whereby a guest in one of the guest support units has wearable stereoscopic glasses synchronised with the appropriate frames from the appropriate projector devices so that they only view the projected media rendered for that guest support unit.
10. An immersive entertainment attraction according to claim 9, wherein said projection screen is a curved projection screen.
11 .An immersive entertainment attraction according to claim 9 or 10, wherein each guest support unit is connected to a motion base.
12. An immersive entertainment attraction according to claims 9 tol l , and further comprising another curved projection screen, wherein each screen is a compound-curved screen and form an immersive tunnel environment.
13. An immersive entertainment attraction according to claim 12, wherein at respective ends of the tunnel are curved in two orthogonal axes and screen sections between the respective end sections are curved only in one axis.
14. An immersive entertainment attraction according to any one of claims 9 to 13, and further comprising, above the guest support units, a stable, rigid and secure gantry to which the plurality of projector devices are mounted.
15. An immersive entertainment attraction according to any one of claims 9 to 11 , wherein said projection screen is a 360-degree dome theatre.
PCT/GB2018/053490 2017-12-01 2018-12-03 Immersive three-dimensional environment WO2019106390A1 (en)

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