Outer Rim Archives
Archives · 2019 · 10304446

Granted patent

Self calibration for smartphone goggles

Number
10304446
Published
2019-05-28
Filed
2016-12-22
Assignee
Disney Enterprises, Inc.
Inventors
Goslin; Michael P., Haseltine; Eric C.
CPC
G10L15/22; G06F3/011; A63F13/25; G02B27/0172; G09G5/38; G06T19/20; G06F3/013; A63F13/212
Verdict
Medium Hardware
Source
Google Patents · FreePatentsOnline

The keeper's note

Self calibration for smartphone goggles.

Abstract

Systems, methods and articles of manufacture for calibrating an augmented reality headset. Embodiments output for display an interface depicting a plurality of virtual reference lines. The augmented reality headset includes a plurality of physical reference lines. Each of the plurality of virtual reference lines corresponds to a respective one of the plurality of physical reference lines. A user indication specifying an adjustment for a first one of the plurality of virtual reference lines is received, and the interface is updated to adjust a position of the first virtual reference line. Upon receiving a user confirmation, a calibration profile is generated for the augmented reality headset based on the adjusted position of the first virtual reference line. Embodiments render one or more frames, in which a depiction of at least one virtual object is dynamically generated based at least in part on the calibration profile.

Background

BACKGROUND(1) Field of the Invention(2) The present invention generally relates to entertainment systems, and more specifically to techniques for calibrating an augmented reality headset coupled with a mobile device.(3) Description of the Related Art(4) Computer graphics technology has come a long way since video games were first developed. Relatively inexpensive 3D graphics engines now provide nearly photo-realistic interactive game play on hand-held video game, home video game and personal computer hardware platforms costing only a few hundred dollars. These video game systems typically include a hand-held controller, game controller, or, in the case of a hand-held video game platform, an integrated controller. A user interacts with the controller to send commands or other instructions to the video game system to control a video game or other simulation. For example, the controller may include a joystick and buttons operated by the user.(5) While video games allow the user to interact directly with the video game system, such interactions primarily influence the graphical depiction shown on the video game device (or on a connected display), and rarely influence any other objects outside of the virtual world. That is, a user may specify an input to the video game system, indicating that the user's avatar should perform a jump action, and in response the video game system could display the user's avatar jumping. However, such interactions are typically limited to the virtual

Claims

1. A computer-implemented method of calibrating an augmented reality headset to reduce perceived misalignment between virtual and physical objects, the computer-implemented comprising: outputting, using a display device of the augmented reality headset, a graphical user interface depicting a plurality of virtual reference lines, wherein the augmented reality headset includes a plurality of physical reference lines, wherein each of the plurality of virtual reference lines corresponds to a respective one of the plurality of physical reference lines; receiving a user indication specifying an adjustment to be applied to a first one of the plurality of virtual reference lines; updating the graphical user interface to adjust a position of the first virtual reference line, based on the received user indication; upon receiving a user confirmation, generating a calibration profile for the augmented reality headset based on the adjusted position of the first virtual reference line; and rendering one or more frames for display, wherein a depiction of at least one virtual object within the one or more frames is dynamically generated based at least in part on the calibration profile in order to reduce a measure of misalignment, as perceived by a user, of the at least one virtual object relative to one or more physical objects within a physical environment in the depiction. | 15. A non-transitory computer-readable medium containing computer program code executable to perform an operation of calibrating an augmented reality headset to reduce perceived misalignment between virtual and physical objects, the operation comprising: outputting, using a display device of the augmented reality headset, a graphical user interface depicting a plurality of virtual reference lines, wherein the augmented reality headset includes a plurality of physical reference lines, and wherein each of the plurality of virtual reference lines corresponds to a respective one of the plurality of physical reference lines; receiving a user indication specifying an adjustment to be applied to a first one of the plurality of virtual reference lines; updating the graphical user interface to adjust a position of the first virtual reference line, based on the received user indication; upon receiving a user confirmation, generating a calibration profile for the augmented reality headset based on the adjusted position of the first virtual reference line; and rendering one or more frames for display, wherein a depiction of at least one virtual object within the one or more frames is dynamically generated based at least in part on the calibration profile in order to reduce a measure of misalignment, as perceived by a user, of the at least one virtual object relative to one or more physical objects within a physical environment in the depiction. | 20. An augmented reality headset with calibration to reduce perceived misalignment between virtual and physical objects, the augmented reality headset comprising: one or more computer processors; a display device; and a memory containing computer program code that, when executed by operation of the one or more computer processors, performs an operation comprising: outputting, using the display device of the augmented reality headset, a graphical user interface depicting a plurality of virtual reference lines, wherein the augmented reality headset includes a plurality of physical reference lines, and wherein each of the plurality of virtual reference lines corresponds to a respective one of the plurality of physical reference lines; receiving a user indication specifying an adjustment to be applied to a first one of the plurality of virtual reference lines; updating the graphical user interface to adjust a position of the first virtual reference line, based on the received user indication; upon receiving a user confirmation, generating a calibration profile for the augmented reality headset based on the adjusted position of the first virtual reference line; and rendering one or more frames for display, wherein a depiction of at least one virtual object within the one or more frames is dynamically generated based at least in part on the calibration profile in order to reduce a measure of misalignment, as perceived by a user, of the at least one virtual object relative to one or more physical objects within a physical environment in the depiction.