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Archives · 2020 · 20200058168

Application (pre-grant publication)

SYSTEM AND METHOD FOR ALIGNING VIRTUAL OBJECTS ON PERIPHERAL DEVICES IN LOW-COST AUGMENTED REALITY/VIRTUAL REALITY SLIP-IN SYSTEMS

Number
20200058168
Published
2020-02-20
Filed
2018-08-17
Assignee
Disney Enterprises, Inc.
Inventors
NOCON; Nathan D., NELSON; Amy E., GOSLIN; Michael P., DAVIS; Seth A., DAVIS; Randall S.
CPC
G06T19/20; G06F3/0346; G06F3/012; G06T19/006; G06F3/011
Verdict
Low Hardware
Source
Google Patents · FreePatentsOnline

The keeper's note

Low-cost AR/VR peripheral slip-in device alignment hardware.

Abstract

Techniques for aligning a virtual object with a physical object in an Augmented Reality (AR) or Virtual Reality (VR) application are described. An electronic peripheral includes a first inertial measurement unit (“IMU”). A head mounted display includes a second IMU. An estimated attitude for the electronic peripheral is generated using data from the first IMU. An estimated attitude for the head mounted display is generated using data from the second IMU. An orientation of a virtual object is determined based on the estimated first and second attitudes, such that the virtual object is aligned with an object in a user's physical environment when the virtual object is displayed to the user. The virtual object is displayed on the head mounted display.

Background

BACKGROUNDField of the Invention

The present disclosure generally relates to alignment of virtual objects in an augmented reality (AR) and/or virtual reality (VR) system.Description of the Related Art

Computer graphics technology has significantly progressed since the first video games were developed. Relatively inexpensive 3D graphics engines now provide nearly photo-realistic interactive gameplay 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.

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 world, and any interactio

Claims

1. A system, comprising: an electronic peripheral for an Augmented Reality (AR) or Virtual Reality (VR) application, the peripheral comprising a first inertial measurement unit (“IMU”), the first IMU comprising: a first magnetometer; a first gyroscope; and a first accelerometer; a head mounted display, comprising a second IMU, the second IMU comprising: a second magnetometer; a second gyroscope; and a second accelerometer; a processor; and a memory storing a program, which, when executed on the processor, performs an operation, the operation comprising: receiving a first estimated attitude for the electronic peripheral, the first estimated attitude generated using data from the first IMU; receiving a second estimated attitude for the head mounted display, the second estimated attitude generated using data from the second IMU; determining an orientation of a virtual object for display on the head mounted display based on the estimated first and second attitudes, such that the virtual object is aligned with an object in a user's physical environment when the virtual object is displayed to the user; and displaying the virtual object on the head mounted display. 9. A computer implemented method of aligning a virtual object with a physical object in an AR or VR application, comprising: receiving a first estimated attitude for an electronic peripheral for an AR or VR application, the electronic peripheral comprising a first IMU, the first IMU comprising a first magnetometer, a first gyroscope, and a first accelerometer, wherein the first estimated attitude is generated using data from the first IMU; receiving a second estimated attitude for a head mounted display, the head mounted display comprising a second IMU, the second IMU comprising a second magnetometer, a second gyroscope, and a second accelerometer, wherein the second estimated attitude is generated using data from the second IMU; determining an orientation of a virtual object for display on the head mounted display based on the estimated first and second attitudes, such that the virtual object is aligned with an object in a user's physical environment when the virtual object is displayed to the user; and displaying the virtual object on the head mounted display. 15. A computer program product for aligning a virtual object with a physical object in an AR or VR application, the computer program product comprising: a computer-readable storage medium having computer-readable program code embodied therewith, wherein the code, when executed by a processor, performs an operation, the operation comprising: receiving a first estimated attitude for an electronic peripheral for an AR or VR application, the electronic peripheral comprising a first IMU, the first IMU comprising a first magnetometer, a first gyroscope, and a first accelerometer, wherein the first estimated attitude is generated using data from the first IMU; receiving a second estimated attitude for a head mounted display, the head mounted display comprising a second IMU, the second IMU comprising a second magnetometer, a second gyroscope, and a second accelerometer, wherein the second estimated attitude is generated using data from the second IMU; determining an orientation of a virtual object for display on the head mounted display based on the estimated first and second attitudes, such that the virtual object is aligned with an object in a user's physical environment when the virtual object is displayed to the user; and displaying the virtual object on the head mounted display.