WO2021163624A1 - Tool bridge - Google Patents

Tool bridge Download PDF

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Publication number
WO2021163624A1
WO2021163624A1 PCT/US2021/018035 US2021018035W WO2021163624A1 WO 2021163624 A1 WO2021163624 A1 WO 2021163624A1 US 2021018035 W US2021018035 W US 2021018035W WO 2021163624 A1 WO2021163624 A1 WO 2021163624A1
Authority
WO
WIPO (PCT)
Prior art keywords
data
virtual
virtual content
content
user
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.)
Ceased
Application number
PCT/US2021/018035
Other languages
English (en)
French (fr)
Inventor
Richard St. Clair Bailey
Chun-Ip FONG
Erle Robert BRIDGEWATER
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Magic Leap Inc
Original Assignee
Magic Leap Inc
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 Magic Leap Inc filed Critical Magic Leap Inc
Priority to JP2022548904A priority Critical patent/JP2023514573A/ja
Priority to EP21753843.8A priority patent/EP4104000A4/en
Priority to CN202180028410.5A priority patent/CN115516364B/zh
Priority to CN202410421677.6A priority patent/CN118276683A/zh
Publication of WO2021163624A1 publication Critical patent/WO2021163624A1/en
Anticipated expiration legal-status Critical
Ceased legal-status Critical Current

Links

Classifications

    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/10Geometric CAD
    • G06F30/12Geometric CAD characterised by design entry means specially adapted for CAD, e.g. graphical user interfaces [GUI] specially adapted for CAD
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/017Head mounted
    • G02B27/0172Head mounted characterised by optical features
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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
    • G06F3/012Head tracking input arrangements
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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
    • G06F3/017Gesture based interaction, e.g. based on a set of recognized hand gestures
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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
    • G06F3/03Arrangements for converting the position or the displacement of a member into a coded form
    • G06F3/033Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
    • G06F3/0346Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a three-dimensional [3D] space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; 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
    • G06F3/16Sound input; Sound output
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F30/00Computer-aided design [CAD]
    • G06F30/30Circuit design
    • G06F30/31Design entry, e.g. editors specifically adapted for circuit design
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating three-dimensional [3D] models or images for computer graphics
    • G06T19/006Mixed reality
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T19/00Manipulating three-dimensional [3D] models or images for computer graphics
    • G06T19/20Editing of three-dimensional [3D] images, e.g. changing shapes or colours, aligning objects or positioning parts
    • GPHYSICS
    • G02OPTICS
    • G02BOPTICAL ELEMENTS, SYSTEMS OR APPARATUS
    • G02B27/00Optical systems or apparatus not provided for by any of the groups G02B1/00 - G02B26/00, G02B30/00
    • G02B27/01Head-up displays
    • G02B27/0101Head-up displays characterised by optical features
    • G02B2027/0141Head-up displays characterised by optical features characterised by the informative content of the display
    • GPHYSICS
    • G06COMPUTING OR CALCULATING; COUNTING
    • G06FELECTRIC DIGITAL DATA PROCESSING
    • G06F2111/00Details relating to CAD techniques
    • G06F2111/18Details relating to CAD techniques using virtual or augmented reality

Definitions

  • Virtual environments are ubiquitous in computing environments, finding use in video games (in which a virtual environment may represent a game world); maps (in which a virtual environment may represent terrain to be navigated); simulations (in which a virtual environment may simulate a real environment); digital storytelling (in which virtual characters may interact with each other in a virtual environment); and many other applications.
  • Modem computer users are generally comfortable perceiving, and interacting with, virtual environments.
  • users’ experiences with virtual environments can be limited by the technology for presenting virtual environments. For example, conventional displays (e.g., 2D display screens) and audio systems (e.g., fixed speakers) may be unable to realize a virtual environment in ways that create a compelling, realistic, and immersive experience.
  • VR Virtual reality
  • AR augmented reality
  • MR mixed reality
  • XR augmented reality
  • This disclosure contemplates a distinction between VR, AR, and MR systems (although some systems may be categorized as VR in one aspect (e.g., a visual aspect), and simultaneously categorized as AR or MR in another aspect (e.g., an audio aspect)).
  • a virtual character in a virtual environment may toggle a light switch in the real environment, causing a corresponding light bulb in the real environment to turn on or off.
  • the virtual character may react (such as with a facial expression) to audio signals in the real environment.
  • AR and MR systems may avoid some of the aforementioned drawbacks of VR systems; for instance, motion sickness in users is reduced because visual cues from the real environment (including users’ own bodies) can remain visible, and such systems need not present a user with a fully realized 3D environment in order to be immersive.
  • AR and MR systems can take advantage of real world sensory input (e.g., views and sounds of scenery, objects, and other users) to create new applications that augment that input.
  • the processor can apply laws of kinematics to determine a location of the object at time t1 using basic mechanics.
  • the processor can use any suitable information known about the virtual environment, and/or any suitable input, to determine a state of the virtual environment at a time t1.
  • a corresponding virtual object may include a cylinder of roughly the same height and radius as the real lamp post (reflecting that lamp posts may be roughly cylindrical in shape). Simplifying virtual objects in this manner can allow computational efficiencies, and can simplify calculations to be performed on such virtual objects. Further, in some examples of an MRE, not all real objects in a real environment may be associated with a corresponding virtual object. Likewise, in some examples of an MRE, not all virtual objects in a virtual environment may be associated with a corresponding real object. That is, some virtual objects may solely in a virtual environment of an MRE, without any real-world counterpart.
  • the user/listener/head coordinate system 114 can simplify the representation of locations relative to the user’s head, or to a head-mounted device, for example, relative to the environment/world coordinate system 108. Using Simultaneous Localization and Mapping (SLAM), visual odometry, or other techniques, a transformation between user coordinate system 114 and environment coordinate system 108 can be determined and updated in real-time.
  • SLAM Simultaneous Localization and Mapping
  • visual odometry or other techniques
  • FIG. IB illustrates an example virtual environment 130 that corresponds to real environment 100.
  • the virtual environment 130 shown includes a virtual rectangular room 104B corresponding to real rectangular room 104A; a virtual object 122B corresponding to real object 122 A; a virtual object 124B corresponding to real object 124A; and a virtual object 126B corresponding to real object 126 A.
  • Metadata associated with the virtual objects 122B, 124B, 126B can include information derived from the corresponding real objects 122 A, 124A, 126 A.
  • Virtual environment 130 additionally includes a virtual monster 132, which does not correspond to any real object in real environment 100.
  • Real object 128A in real environment 100 does not correspond to any virtual object in virtual environment 130.
  • a two-dimensional screen may only display virtual objects relative to a position on the screen. As the two-dimensional screen moves, the virtual content may move with the screen.
  • persistent virtual content may be displayed in a comer of a room. An MR user may look at the comer, see the virtual content, look away from the comer (where the virtual content may no longer be visible), and look back to see the virtual content in the comer (similar to how a real object may behave).
  • stereoscopically-adjusted left and right eye imagery can be presented to the user through the imagewise light modulators 2124, 2126 and the eyepieces 2108, 2110.
  • the perceived realism of a presentation of a three-dimensional virtual object can be enhanced by selecting waveguides (and thus corresponding the wavefront curvatures) such that the virtual object is displayed at a distance approximating a distance indicated by the stereoscopic left and right images.
  • This technique may also reduce motion sickness experienced by some users, which may be caused by differences between the depth perception cues provided by stereoscopic left and right eye imagery, and the autonomic accommodation (e.g., object distance-dependent focus) of the human eye.
  • the virtual content comprises 3D graphical content and the host application comprises a computer-aided drawing application.
  • the method further comprises: receiving second user input; and modifying the view of the virtual content based on the second user input.
  • the virtual content comprises 3D graphical content
  • the first data corresponds to a first state of the 3D graphical content
  • the host application is configured to modify the first state of the 3D graphical content based on the second data.
  • the virtual content comprises a 3D model
  • identifying virtual content based on the first data comprises identifying the 3D model in a 3D model library
  • presenting the view of the virtual content comprises presenting a view of the 3D model identified in the 3D model library.

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  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • General Physics & Mathematics (AREA)
  • General Engineering & Computer Science (AREA)
  • Computer Hardware Design (AREA)
  • Human Computer Interaction (AREA)
  • Geometry (AREA)
  • Optics & Photonics (AREA)
  • Architecture (AREA)
  • Software Systems (AREA)
  • Computer Graphics (AREA)
  • Evolutionary Computation (AREA)
  • Mathematical Optimization (AREA)
  • Computational Mathematics (AREA)
  • Mathematical Analysis (AREA)
  • Pure & Applied Mathematics (AREA)
  • Health & Medical Sciences (AREA)
  • Audiology, Speech & Language Pathology (AREA)
  • General Health & Medical Sciences (AREA)
  • User Interface Of Digital Computer (AREA)
  • Processing Or Creating Images (AREA)
PCT/US2021/018035 2020-02-14 2021-02-12 Tool bridge Ceased WO2021163624A1 (en)

Priority Applications (4)

Application Number Priority Date Filing Date Title
JP2022548904A JP2023514573A (ja) 2020-02-14 2021-02-12 ツールブリッジ
EP21753843.8A EP4104000A4 (en) 2020-02-14 2021-02-12 TOOL BRIDGE
CN202180028410.5A CN115516364B (zh) 2020-02-14 2021-02-12 工具桥
CN202410421677.6A CN118276683A (zh) 2020-02-14 2021-02-12 工具桥

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
US202062976995P 2020-02-14 2020-02-14
US62/976,995 2020-02-14

Publications (1)

Publication Number Publication Date
WO2021163624A1 true WO2021163624A1 (en) 2021-08-19

Family

ID=77273493

Family Applications (1)

Application Number Title Priority Date Filing Date
PCT/US2021/018035 Ceased WO2021163624A1 (en) 2020-02-14 2021-02-12 Tool bridge

Country Status (5)

Country Link
US (4) US11494528B2 (https=)
EP (1) EP4104000A4 (https=)
JP (1) JP2023514573A (https=)
CN (2) CN118276683A (https=)
WO (1) WO2021163624A1 (https=)

Cited By (6)

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US11494528B2 (en) 2020-02-14 2022-11-08 Magic Leap, Inc. Tool bridge
US11763559B2 (en) 2020-02-14 2023-09-19 Magic Leap, Inc. 3D object annotation
US11936733B2 (en) 2018-07-24 2024-03-19 Magic Leap, Inc. Application sharing
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