Patent classifications
G06T2219/024
METHOD TO FACILITATE MASS CONVERSION OF 2D DRAWINGS TO 3D MODELS
An internet or cloud-based system, method, or platform (“platform”) used to facilitate the conversion of electronic two-dimensional drawings to three-dimensional models. A group of people (“crowd”) that has been found qualified to make such conversions, are selected for the conversion. The two-dimensional drawings are transmitted to the crowd for conversion to three-dimensional models. In some embodiments, multiple instances of the same two-dimensional drawings (or image data) is sent to multiple, independent crowd members in order that multiple versions of the same three-dimensional model can be created. Once the models are complete and returned, they are compared to each other on multiple features or characteristics. If two or more three-dimensional models are found to match within the prescribed tolerances, they are determined to be an accurate representation of the product or device shown in the two-dimensional drawings. In some embodiments, the two-dimensional drawings can be divided into subparts and submitted to different crowd members for conversion.
Private control interfaces for extended reality
Systems, methods, and non-transitory media are provided for generating private control interfaces for extended reality (XR) experiences. An example method can include determining a pose of an XR device within a mapped scene of a physical environment associated with the XR device; detecting a private region in the physical environment and a location of the private region relative to the pose of the XR device, the private region including an area estimated to be within a field of view (FOV) of a user of the XR device and out of a FOV of a person in the physical environment, a recording device in the physical environment, and/or an object in the physical environment; based on the pose of the XR device and the location of the private region, mapping a virtual private control interface to the private region; and rendering the virtual private control interface within the private region.
Computer ball device for mixed reality, virtual reality, or augmented reality
Implementations of various computer methods to couple a computerized ball device which acts as a mobile computing device to record the users environment and project light towards waveguide eyeglasses or contacts which then allows a user to view imbedded light structure holograms in the waveguide while viewing the actual world. The computer ball device additionally has the ability to be docked in a drone cradle which creates a database map of the user's environment while not being utilized by the user for an immediate task. The device may also attach to a wrist band for mobility. The device also has the ability to couple the projected light structures so that a plurality of users may view the same light structure content to build an environment of trust. The device decouples the traditional design of head mounted virtual and mixed reality that place together the camera with the head mounted device.
COLLABORATIVE AUGMENTED REALITY
Augmented reality presentations are provided at respective electronic devices. A first electronic device receives information relating to modification made to an augmented reality presentation at a second electronic device, and the first electronic device modifies the first augmented reality presentation in response to the information.
SYSTEM AND METHODS OF VIRTUAL WORLD INTERACTION
Systems and methods of virtual world interaction, operation, implementation, instantiation, creation, and other functions related to virtual worlds (note that where the term “virtual world” is used herein, it is to be understood as referring to virtual world systems, virtual environments reflecting real, simulated, fantasy, or other structures, and includes information systems that utilize interaction within a 3D environment). Various embodiments facilitate interoperation between and within virtual worlds, and may provide consistent structures for operating virtual worlds. The disclosed embodiments may further enable individuals to build new virtual worlds within a framework, and allow third party users to better interact with those worlds.
System and method for augmented reality via data crowd sourcing
The present teaching relates to method, system, medium, and implementations for augmenting data via data crowd sourcing. Local data are acquired by one or more sensors deployed on a first device. Augmented data are obtained where such augmented data are generated based on the local data and remote data from at least one second device and are rendered on the first device.
Cross reality system for large scale environment reconstruction
An extended or cross reality system includes a computing device communicably connected to a plurality of portable electronic devices via a network component, a repository accessible by the computing device and the plurality of portable electronic devices, and a dense map merge component. The extended or cross reality system determines a representation for multiple portions of a 3D environment based at least in part upon on a set of dense maps received from the plurality of portable devices, wherein the set of dense maps is grouped into multiple subgroups based at least in part upon pose data pertaining to the set of dense maps or surface information in the set of dense maps. The extended or cross reality system storing the representation as at least a portion of a shared persistent dense map.
Placing virtual location-based experiences into a real-world space where they don't fit
Techniques for creating a virtual space correlated with the geometry of a real space, to enable a user to experience the virtual space by moving virtually in the real space. Multiple users, each in a different real space, can share a single generated virtual space. If the real space is too small to fit the virtual space, the virtual space is laid out hanging over the edge of the real space. When the user reaches this edge, the virtual space is flipped over and re-correlated with the real space, so that by turning around in the real space, the may continue straight ahead in the virtual space. Also described are other ways a large virtual space can be placed and flipped over a smaller real space, recursively, for example to reduce the user's overall walking.
Computer Ball Device for Mixed Reality, Virtual Reality, or Augmented Reality
Implementations of various computer methods to couple a computerized ball device which acts as a mobile computing device to record the users environment and project light towards waveguide eyeglasses or contacts which then allows a user to view imbedded light structure holograms in the waveguide while viewing the actual world. The computer ball device additionally has the ability to be docked in a drone cradle which creates a database map of the user's environment while not being utilized by the user for an immediate task. The device may also attach to a wrist band for mobility. The device also has the ability to couple the projected light structures so that a plurality of users may view the same light structure content to build an environment of trust. The device decouples the traditional design of head mounted virtual and mixed reality that place together the camera with the head mounted device.
Augmented Reality Experiences Based on Qualities of Interactions
Techniques for creating more compelling augmented reality environments, and other computer-assisted experiences, are provided. In some embodiments, an augmented reality system, including a computer hardware- and software-based control system, controls a specialized headset and an array of sensors and actuators to produce an augmented environment with compelling display and social interaction features. In some embodiments, the augmented reality system creates and provides enhanced data access, permissions and experiences for users, based on different ratings of interactions between users. In some embodiments, a first such rating sets a level of access to gameplay leading to a second such rating. In some such embodiments, one user's experience related to another user is modified aesthetically, haptically or otherwise, depending on the levels granted by another user, among other factors.