Application (pre-grant publication)
Virtual-World Simulator
- Number
- 20220076484
- Published
- 2022-03-10
- Filed
- 2021-11-18
- Assignee
- Disney Enterprises, Inc.
- Inventors
- Coffey; Dane M., Goldberg; Evan M., Chapman; Steven M., Baker; Daniel L., Deuel; Matthew, Mine; Mark R.
- CPC
- G06T15/20; G06T7/20; G06T15/005; G05B19/4155
- Verdict
- High Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
Virtual-world/robotics simulator technique (continuation).
Abstract
In one implementation, a virtual-world simulator includes a computing platform having a hardware processor and a memory storing a software code, a tracking system communicatively coupled to the computing platform, and a projection device communicatively coupled to the computing platform. The hardware processor is configured to execute the software code to obtain a map of a geometry of a real-world venue including the virtual-world simulator, to identify one or more virtual effects for display in the real-world venue, and to use the tracking system to track a moving perspective of one of a user in the real-world venue or a camera in the real-world venue. The hardware processor is further configured to execute the software code to control the projection device to simulate a virtual-world by conforming the identified one or more virtual effects to the geometry of the real-world venue from a present vantage point of the tracked moving perspective.
Background
BACKGROUND
In augmented reality (AR), the appearance of a real-world environment can be digitally modified to provide a user with the sensation of engaging with a virtual-world. AR is increasingly used to produce entertainment experiences that are more immersive and engaging. Moreover, AR can be used to modify images of the real-world through augmentation in ways that have practical applications. Nevertheless, a user wishing to enjoy or otherwise utilize a virtual environment generated using AR must typically view real-world objects through the viewport of an AR enabled personal device, such as AR glasses or goggles, an AR headset, or a suitably configured smartphone or tablet computer, in order to see those real-world objects overlaid by virtual projections. Moreover, conventional approaches to generating AR imagery produce two-dimensional (2D) digital augmentations to three-dimensional (3D) real-world objects.
Despite their inability to provide a true 3D virtual experience, AR glasses, goggles, and headsets can be costly and inconvenient to wear. In addition, the increased concern over the spread of communicable disease will likely mandate burdensome sanitation procedures in usage environments in which wearable AR viewing equipment is shared by multiple users. Furthermore, requiring the use of an AR enabled personal device to enjoy a virtual environment effectively precludes multiple users from sharing the same experience. Consequently, there is a need in the