Application (pre-grant publication)
REAL-TIME PROJECTION IN A MIXED REALITY ENVIRONMENT
- Number
- 20210110598
- Published
- 2021-04-15
- Filed
- 2019-10-10
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Evans; Leslie M., Scerbo; Siroberto, Carroll; Clare M., Hager, IV; Joseph G., Newberg; Nicholas S., Wieland; Alexis P., Becker; Jonathan
- CPC
- G06F3/011; G06T19/006; G06T15/50
- Verdict
- Low Hardware
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Real-time projection mapping hardware for mixed reality.
Abstract
The present disclosure relates generally to systems and methods for creating a mixed reality environment. A mixed reality system includes a performance area for generating a mixed reality environment, a motion determination module that determines and tracks the motion of an object within the performance area, a physical article module that generates a physical article within the performance area, and a mixed reality display that displays a virtual article within the performance area, wherein the physical article and the virtual article are correlated to the motion of the object.
Background
TECHNICAL FIELD
The technology described herein generally relates systems and methods to project light onto and around objects in real time in a mixed reality environment. BACKGROUND
Traditional mixed reality, virtual reality, and augmented reality environments involve the merging of real and virtual components in a user environment such that virtual and physical objects may coexist and interact. Many mixed reality implementations do not include virtual object to physical object interactions (e.g., virtual light emitted from a virtual object does not wash adjacent physical objects with light), since such interactions are difficult to generate virtually in a realistic manner. In particular, such interactions may require high-resolution three-dimensional scans of the environment that are time and computing resource intensive, as well as modeling of surface reflections, refractions, and other light interactions that are difficult and computationally intensive to determine.
For example, with “see through” mixed reality systems, such as head worn displays that pass through light from the environment, these systems can generally perform “additive effects,” such as adding effects or objects to a scene, but subtractive effects, such as creating shadows, are difficult to produce realistically and typically will not generate downstream or supplemental effects that would be expected in object-to-object interactions in the physical world. Similarly, traditional techn