Method of creating a virtual game environment and interactive game system employing the method
11504623 · 2022-11-22
Assignee
Inventors
- Jesper Soederberg (Galten, DK)
- Philip Kongsgaard Døssing (Aarhus C, DK)
- Andrei Zavada (Horsens, DK)
- Bjørn Carlsen (Kolding, DK)
Cpc classification
A63F13/98
HUMAN NECESSITIES
A63F13/213
HUMAN NECESSITIES
International classification
A63F13/65
HUMAN NECESSITIES
A63F13/98
HUMAN NECESSITIES
Abstract
The invention relates to a method of creating a virtual game environment. The method comprises: selecting one or more physical objects according to pre-determined physical properties; providing a physical model of the game environment/scene using the selected physical objects; scanning the physical model to obtain a digital three dimensional representation of the physical model including information on the pre-determined physical properties; converting the digital three-dimensional representation of the physical model into a virtual toy construction model made up of virtual toy construction elements; and defining game-controlling elements in the virtual toy construction model using information on the pre-determined physical properties, thereby creating the virtual game environment/scene. The invention further relates to an interactive game system including an implementation of the method.
Claims
1. A method of creating a virtual game environment/scene from a physical model, the method comprising the steps of: receiving a mesh digital three-dimensional representation of the physical model; converting the mesh digital three-dimensional representation into a voxel representation of the physical model including a plurality of voxels at voxel locations, a portion of the plurality of voxels intersecting the mesh digital three-dimensional representation; assigning a voxel attribute identification to the portion of the plurality of voxels intersecting the mesh digital three-dimensional based on an attribute of the mesh digital three-dimensional representation; converting the voxel representation into a virtual toy construction model including virtual toy construction elements; and defining game controlling elements in the virtual toy construction model based on physical attributes of the physical model.
2. The method according to claim 1, wherein the game controlling elements include animated properties based on the virtual toy construction model and the physical attributes of the physical model.
3. The method according to claim 1, further comprising the step of discriminating exterior voxels from interior voxels of the plurality of voxels by equating the portion of the plurality of voxels intersecting the mesh digital three-dimensional representation and adjacent voxels to exterior voxels.
4. The method according to claim 3, further comprising the step of filling interior voxels of the plurality of voxels with color information.
5. The method according to claim 1, further comprising the step of trimming the voxel representation of the physical model by: discriminating the plurality of voxels to determine occupied voxels and unoccupied voxels; checking each occupied voxel to determine if there is an adjacent unoccupied voxel; and removing the adjacent unoccupied voxel.
6. The method according to claim 1, wherein converting the voxel representation of the physical model into a virtual toy construction model includes: parsing the voxel representation of the physical model to create a list of virtual toy construction elements that are configured to match a color and size of a respective voxel; and dimensioning the virtual toy construction elements to a location of the respective voxel by recursively applying larger virtual toy construction elements on the list to the location of the respective voxel while maintaining a color match, beginning with the smallest virtual toy construction element, yielding a correct virtual toy construction element.
7. The method according to claim 6, further comprising the step of clearing the location of the respective voxel once the correct virtual toy construction element has been determined.
8. The method according to claim 6, further comprising the step of dimensioning the virtual toy construction elements for all voxel locations of the voxel representation, wherein the total virtual toy construction elements dimensioned to all voxel locations of the voxel representation tallies to an integer multiple of the dimensions of the smallest virtual toy construction element.
9. The method according to claim 1, wherein the mesh digital three-dimensional representation of the physical model includes mesh vertices, mesh triangles, and the attribute, wherein the attribute is selected from the group consisting of a color, texture, transparency, material.
10. The method according to claim 1, wherein assigning a voxel attribute identification to the plurality of voxels intersecting the mesh digital three-dimensional is also based on a palette of colors based on virtual toy construction elements.
11. The method according to claim 1, further comprising the step of, prior to receiving the mesh digital three-dimensional representation of the physical model, scanning the physical model using a capturing device.
12. The method according to claim 1, wherein converting the mesh digital three-dimensional representation into a voxel representation includes: creating an axis-aligned bounding box around the physical model to form a voxel space; dividing the voxel space into the plurality of voxels matching, the size of the plurality of voxels corresponding to the smallest virtual toy construction elements of a system of virtual toy construction elements.
13. The method according to claim 1, wherein converting the mesh digital three-dimensional representation into a voxel representation includes processing the mesh digital three-dimensional representation by: analyzing a triangle of the mesh digital three-dimensional representation; and determining the intersection of the triangle with the voxel representation.
14. The method according to claim 1, wherein assigning a voxel attribute identification includes: computing a raw voxel color of the portion of the plurality of voxels intersecting the mesh digital three-dimensional representation; determining the color ID of the closest color to the raw voxel color; and marking the voxel with the determined color ID.
15. The method according to claim 1, wherein the attribute is selected from the group consisting of a color, texture, transparency, and material; and wherein the voxel attribute identification is a closest voxel attribute identification of a predetermined set.
16. A method of creating a toy construction element game environment/scene from a physical model, the method comprising the steps of: receiving a digital three-dimensional representation of the physical model; converting the digital three-dimensional representation of the physical model into a voxel representation of the physical model including a plurality of voxels at voxel locations; parsing the voxel representation of the physical model to create a list of virtual toy construction elements that are configured to match the color and size of a respective voxel of the plurality of voxels; and dimensioning a virtual toy construction element to a location of the respective voxel by recursively applying larger virtual toy construction elements on the list to the location of the respective voxel while maintaining a color match, beginning with the smallest virtual toy construction element, yielding a correct virtual toy construction element, wherein the toy construction element game environment/scene includes one or more correct virtual toy construction elements.
17. The method according to claim 16, further comprising the step of, prior to receiving a digital three-dimensional representation of the physical model, scanning the physical model using a capturing device.
18. The method according to claim 16, further comprising the step of clearing the location of the respective voxel once the correct virtual toy construction element has been determined.
19. The method according to claim 16, wherein dimensioning a virtual toy construction element to a location of the respective voxel includes evolving the virtual toy construction element by: determining if there are adjacent voxels of the plurality of voxels having the same color; and extending the virtual toy construction element to a larger size based on the determination of adjacent voxels.
20. A non-transitory computer program product comprising program code configured to cause, when executed by a data processing system, the data processing system to: receive a digital three-dimensional representation of the physical model; convert the digital three-dimensional representation of the physical model into a voxel representation of the physical model including a plurality of voxels at voxel locations; parse the voxel representation of the physical model to create a list of virtual toy construction elements that are configured to match the color and size of a respective voxel of the plurality of voxels; and dimension the virtual toy construction elements to a location of the respective voxel by recursively applying larger virtual toy construction elements on the list to the location of the respective voxel while maintaining a color match, beginning with the smallest virtual toy construction element, yielding a correct virtual toy construction element, wherein the toy construction element game environment/scene includes one or more correct virtual toy construction elements.
Description
BRIEF DESCRIPTION OF THE DRAWINGS
(1) Preferred embodiments of the disclosure will be described in more detail in connection with the appended drawings.
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DETAILED DESCRIPTION
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(23) Referring to
(24) Now referring to
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(26) An important step in creating the virtual game environment is the conversion of the digital three-dimensional representation obtained from, or at least created on the basis of data received from, the capturing device into a virtual toy construction model constructed from virtual toy construction elements or into another voxel-based representation. In the following an example will be described of a conversion engine adapted for performing such a conversion, in particular a conversion engine for conversion from a mesh representation into an LXFML representation. It will be appreciated that other examples of a conversion engine may perform a conversion into another type of representation.
(27) With the evolution of computers and computer vision it is becoming easier for computers to analyze and represent 3D objects in a virtual world. Different technologies exist nowadays that facilitate the interpretation of the environment, creating 3D meshes out of normal pictures obtained from normal cameras or out of depth camera information.
(28) This means that computers, smartphones, tablets and other devices will increasingly be able to represent real objects inside an animated world as 3D meshes. In order to provide an immersive game experience or other types of virtual game experiences, it would be of great value if whatever a computer could “see” and represent as a mesh could then be transformed into a model built out of toy construction elements such as those available under the name LEGO or at least as a voxel-based representation.
(29) Virtual toy construction models may be represented in a digital representation identifying which virtual toy construction elements are comprised in the model, their respective positions and orientations and, optionally, how they are interconnected with each other. For example, the so-called LXFML format is a digital representation suitable for describing models constructed from virtual counterparts of construction elements available under the name. It is thus desirable to provide an efficient process for converting a digital mesh representation into a LEGO model in LXFML format or into a virtual construction model represented in another suitable digital representation.
(30) Usually, 3D models are represented as meshes. These meshes are typically collections of colored triangles defined by the corners of the triangles (also referred to as vertices) and an order of how these corners should be grouped to form these triangles (triangle indexes). There is other information that a mesh could store but the only other thing relevant for this algorithm is the mesh color.
(31) As described earlier, the algorithm receives, as an input, mesh information representing one or more objects. The mesh information comprises: Mesh vertices/vertex positions: the coordinates of the points that form the triangles, meaning points in space, e.g. represented as vectors (x,y,z), where x,y,z can be any real number. Triangle indexes: the indexes of the vertices in consecutive order so that they form triangles, i.e. the order in which to choose the vertices from the positions in order to draw the triangles in the mesh. For example,
(32) Embodiments of the process create a representation of a virtual construction model, e.g. an LXFML string format version 5 or above. The LXFML representation needs to include the minimum information that would be needed by other software tools in order to load the information inside. The following example will be used to explain an example of the information included n an LXFML file:
(33) TABLE-US-00001 1 <?xml version=“1.0” encoding=“UTF-8” standalone=“no” ?> 2 <LXFML versionMajor=“5” versionMinor=“0” name=“Untitled”> 3 <Meta> 4 <Application name=“VoxelBrickExporter” versionMajor=“0” ver- sionMinor=“1”/> 5 </Meta> 6 <Bricks> 7 <Brick refID=“0” designID=“3622”> 8 <Part refID=“0” designID=“3622” materials=“316”> 9 <Bone refID=“0” transformati- on=“5.960464E−08,0,0.9999999,0,1,0,−0.9999999,0,5.960464E−08,0,1.6,20”> 10 </Bone> 11 </Part> 12 </Brick> 13 </Bricks> 14 </LXFML>
(34) The first line merely states the format of the file.
(35) The second line contains information about the LXFML version and the model name. The LXFML version should preferably be 5 or higher. The model name serves as information only. It does not affect the loading/saving process in any way.
(36) A <Meta> section is where optional information is stored. Different applications can store different information in this section if they need to. The information stored here does not affect the loading process.
(37) Line 4 provides optional information about what application exported the LXFML file. This may be useful for debugging purposes.
(38) The subsequent lines include the information about the actual toy construction elements (also referred to as bricks). The refID should be different for every brick of the model (a number that is incremented every time a brick is exported will do just fine). The design ID gives information about the geometry of the brick and the materials give information about the color. The transformation is the position and rotation of the brick represented by a 4 by 4 matrix but missing the 3.sup.rd column.
(39) This information is considered sufficient. One could test the validity of an LXFML file by loading it with the free tool LEGO Digital Designer that can be found at http://ldd.lego.com.
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(41) In initial step S1, the process receives a mesh representation of one or more objects. For the purpose of the present description, it will be assumed that the process receives a mesh including the following information: Vm=mesh vertices. Tm=mesh triangles. Cm=mesh color; (Per vertex color)
(42) It will be appreciated that, instead of a mesh color, the mesh may represent another suitable attribute, such as a material or the like. Nevertheless, for simplicity of the following description, reference will be made to colors.
(43) In an initial conversion step S2, the process converts the mesh into voxel space. The task addressed by this sub-process may be regarded as the assignment of colors (in this example colors from a limited palette 2101 of available colors, i.e. colors from a finite, discrete set of colors) to the voxels of a voxel space based on a colored mesh. The mesh should fit the voxel space and the shell that is represented by the mesh should intersect different voxels. The intersecting voxels should be assigned the closest color from the palette that corresponds to the local mesh color. As this technology is used in computer-implemented applications such as gaming, performance is very important.
(44) The initial sub-process receives as an input a mesh that has color information per vertex associated with it. It will be appreciated that color may be represented in different ways, e.g. as material definitions attached to the mesh. Colors or materials may be defined in a suitable software engine for 3D modelling, e.g. the system available under the name “Unity”.
(45) The mesh-to-voxel conversion process outputs a suitable representation of a voxel space, e.g. as a 3-dimensional array of integer numbers, where each element of the array represents a voxel and where the numbers represent the color ID, material ID or other suitable attribute to be assigned to the respective voxels. All the numbers should be 0 (or another suitable default value) if the voxel should not be considered an intersection; otherwise, the number should represent a valid color (or other attribute) ID from the predetermined color/material palette, if a triangle intersects the voxel space at the corresponding voxel. The valid color should preferably be the closest color from the predetermined palette to the one the triangle intersecting the voxel has.
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(47) So the task to be performed by the initial sub-process may be regarded as: given a mesh model, determine a voxel representation that encapsulates the mesh model and has as voxel color the closest one of a predetermined set of discrete colors to the mesh intersecting the voxel(s).
(48) Initially converting the mesh into a voxel representation is useful as it subsequently facilitates the calculation of where different toy construction elements should be positioned, Voxels may be considered boxes of size X by Y by Z (although other types of voxels may be used). Voxels may be interpreted as 3D pixels. The conversion into voxels may be useful in many situations, e.g. when the model is to be represented as virtual toy construction elements in the form of box-shaped bricks of size X′ by Y′ by Z′. This means that any of the bricks that we might have in the model will take up space equal to a multiple of X, Y, Z by the world axis x, y and z.
(49) In order to create the voxel space needed for the model that is to be converted, the process starts at step S2301 by creating an axis-aligned bounding box around the model. The bounds can be computed from the mesh information. This can be done in many ways; for example the Unity system provides a way to calculate bounds for meshes. Alternatively, a bound can be created out of two points: one containing the minimum coordinates by x, y and z of all the vertices in all the meshes and the other containing the maximum values by x, y and z, like in the following example: Pmin.sub.x=Min.sub.x(Vm1.sub.x,Vm2.sub.x . . . ) Pmax.sub.x=Max.sub.x(Vm1.sub.x,Vm2.sub.x . . . ) Pmin.sub.y=Min.sub.y(Vm1.sub.y,Vm2.sub.y . . . ) Pmax.sub.y=Max.sub.y(Vm1.sub.y,Vm2.sub.y . . . ) Pmin.sub.z=Min.sub.z(Vm1.sub.z,Vm2.sub.z . . . ) Pmax.sub.z=Max.sub.z(Vm1.sub.z,Vm2.sub.z . . . ) Pmin=(Pmin.sub.x,Pmin.sub.y,Pmin.sub.z) Pmax=(Pmax.sub.x, Pmax.sub.y, Pmax.sub.z)
(50) Pmin and Pmax are the minimum and maximum points with coordinates x, y and z. Max and Min are the functions that get the minimum and maximum values from an array of vectors Vm by a specific axis (x, y or z).
(51) Having the opposite corners of a box should be sufficient to define it. The box will have the size B=(bx, by, bz) by axis x, y and z. This means that B=Pmax−Pmin;
(52) In a subsequent step S2302, the process divides the voxel space into voxels of a suitable size, e.g. a size (dimx, dimy, dimz) matching the smallest virtual toy construction element of a system of virtual toy construction elements. Preferably the remaining virtual toy construction elements have dimensions corresponding to integer multiples of the dimensions of the smallest virtual toy construction element. In one example, a voxel has dimensions (dimx, dimy, dimz)=(0.8, 0.32, 0.8) by (x,y,z) which is the size of a 1×1 Plate LEGO plate (LEGO Design ID: 3024). By creating the Voxel Space corresponding to the bounding box we will create a Matrix of size V(vx,vy,vz), where vx=bx/dimx+1, vy=by/dimy+1 and vz=bz/dimz+1. The +1 appears because the division will almost never be exact and any remainder would result in the need of having another voxel that will need filling.
(53) The matrix will contain suitable color IDs or other attribute IDs. This means that a voxel will start with a default value of 0 meaning that in that space there is no color. As soon as that voxel needs to be colored, that specific color ID is stored into the array. In order to process the mesh, the process processes one triangle at a time and determines the voxel colors accordingly, e.g. by performing the following steps: Step S2303: Get next triangle Step S2304: Get the intersection of the triangle with the voxel space Step S2305: Compute a raw voxel color of the intersecting voxel(s). S2306: Get the color ID of the closest color from the raw voxel color and so the subsequent bricks can be created with a valid color. Step S2307: Mark the voxel(s) with the determined color ID.
(54) These steps are repeated until all triangles are processed.
(55) The computation of the raw voxel color to be assigned to the intersecting voxels (Step S2305) may be performed in different ways. Given the input, the color of a voxel can be calculated based on the intersection with the voxel and the point/area of the triangle that intersects with the voxel or, in case of triangles that are small and the color variation is not that big, it could be assumed that the triangle has the same color and that is the average of the 3 colors in the corners. Moreover, it is computationally very cheap to calculate the average triangle color and approximate just that one color to one of the set of target colors. Accordingly: In one embodiment, the process may simply average out the color of the triangle using the 3 vertex colors and then use the average color for all intersections. In an alternative embodiment, the process computes where on the triangle is the intersection with the voxel space.
(56) While the first alternative is faster, the second alternative provides higher quality results.
(57) The determination of the intersection of the triangle with the voxel space (step S2304) may be efficiently performed by the process illustrated in FIGS. 25 and 26 and as described as follows. In particular,
(58) Step S2501: select one corner (corner A in the example of
(59) Step S2502: Define a sequence of points BC1-BC5 that divide the opposite edge (BC) into divisions equal to the smallest dimension of a voxel, e.g. dimy=0.32 in the above example. The points may be defined as end points of a sequence of vectors along edge BC, where each vector has a length equal to the smallest voxel dimension. Since, in 3D, it is highly unlikely to have integer divisions, the last vector will likely end between B and C rather than coincide with C.
(60) The process then processes all points BC1-BC5 defined in the previous step by performing the following steps:
(61) Step S2503: Get next point
(62) Step S2504: The process defines a line connecting the corner (A) picked at step S2501 with the current point on the opposite edge.
(63) Step S2505: The process divides the connecting line into divisions with the size equal to the smallest dimension of a voxel, again dimy=0.32 in the above example. Hence, every point generated by the split of step S2502, connected with the opposite corner of the triangle (A in the example of
(64) Step S2506: For every point on the line that was divided at Step S2505 and for point A, the process marks the voxel of the voxel space that contains this point with the raw color computed as described above with reference to step S2305 of
(65) This simple pseudocode shows how the voxel representation of the mesh can be created using just the mesh information. The amount of operations done is not minimal as the points towards the selected corner (selected at Step S2501) tend to be very close to each other and not all of them would be needed. Also the fact that the triangle could be turned at a specific angle would mean that the division done at Step S2506 may take more steps than necessary. However, even though there is a lot of redundancy, the operation is remarkably fast on any device and the complexity of calculations needed to determine the minimum set of points would likely result in having a slower algorithm.
(66) Again referring to
(67) One way to find the shortest distance is to compare all distances in 3D. This means that any color that is to be approximated has to be compared with all possible colors from the palette. A more efficient process for determining the closest distance between a color and the colors of a palette of discrete colors will be described with reference to
(68) All colors in RGB space may be represented in 3D as an 8.sup.th of a sphere/ball sectioned by the X, Y and Z planes with a radius of 255. If a color C with components rC, gC, bC containing the red, green and blue components is given as input for the conversion step, color C will be situated at distance D from the origin.
(69) The minimum distance may then be found by an iterative process starting from an initial value of the minimum distance. The maximum distance from the origin to the closest target color from the palette that should be found must be no larger than the distance from the origin to the original color plus the current minimum distance. The initial minimum is thus selected large enough to cover all possible target colors to ensure that at least one match is found.
(70) An example of how the process works is as follows: a current minimum distance is found, meaning that there is a target color that is close to the input color. Now, no target color can be found in such way that it is closer to the original color, yet further away from origin than the distance between the original color and the origin plus the current minimum distance. This follows from the fact that the minimum distance determines the radius of the sphere that has the original color in its center and contains all possible, better solutions. Any better solution should thus be found within said sphere; otherwise it would be further away from the original color. Consequently, for a given current minimum distance, only colors need to be analyzed that are at a distance from the origin smaller than the original color distance+the current minimum.
(71) The above conversion process results in a voxel model of the hull/contour of the object or objects. It has been found that the process provides a quality output at an astounding speed because: If all the units are at maximum distance equal to the minimum size of a voxel, one can't get 2 points that are further away than a voxel so there will never be holes. If the triangles are small and many, and if the model is big, all the small voxel overrides that might give a voxel that does not have the best color for a few voxel will be tolerable. The color approximation is good enough while at the same time saves a lot of computation power.
(72) This solution may be compared in performance to the standard solutions (raycasting and volume intersection) which instead of just using a given set of points in space try to determine if triangles intersect different volumes of space and, in some cases, some methods even try to calculate the points where the triangle edges intersect the voxels. The volume intersection method is expected to be the slowest, but the intersection points are expected to provide accurate areas of intersection which could potentially facilitate a slightly more accurate coloring of the voxels.
(73) Instead of computing different intersections, another method that is commonly used to determine intersections is called raycasting. Rays can be casted in a grid to determine what mesh is hit by specific rays. The raycasting method is not only slower but also loses a bit of quality as only the triangles hit by the rays contribute to the coloring. The raycasting method could give information about depth and could help more if operations need to be done taking in the consideration the interior of the model.
(74) Again referring to
(75) Accordingly, in the subsequent, optional step S3, the process may fill the internal, non-surface voxels with color information. The main challenge faced when trying to fill the model is that it is generally hard to detect if the voxel that should be filled is inside the model or outside. Ray casting in the voxel world may not always provide a desirable result, because if a voxel ray intersects 2 voxels, this does not mean that all voxels between the two intersection points are inside the model. If the 2 voxels contained, for example very thin triangles, the same voxel could represent both an exit and an entrance.
(76) Raycasting on the mesh can be computationally rather expensive and sometime inaccurate, or it could be accurate but even more expensive, and therefore a voxel based solution may be used for better performance.
(77) It is considerably easier to calculate the outside surface of the model because the process may start with the boundaries of the voxel world. If those points are all taken then everything else is inside. For every voxel that is not occupied because of triangle intersections one can start marking every point that is connected to that point as being a point in the exterior. This procedure can continue recursively and it can fill the entire exterior of the model.
(78) Now that the edge is marked and the exterior is marked, everything in the voxel space that is unmarked (still holds a value of 0) is inside the model.
(79) Now, a voxel raycasting can be done to shoot rays by any axis and fill in any unoccupied voxel. Currently, the color of voxel that intersects the entering ray is used to color the interior. As the mesh holds no information about how should the interior be colored, this coloring could be changed to be application specific.
(80) In subsequent, optional step S4, the created voxel representation may be post-processed, e.g. trimmed. For example, such a post-processing may be desirable in order to make the voxel representation more suitable for conversion into a virtual toy construction model. For example, toy construction elements of the type known as LEGO often have coupling knobs. When the volume defined by the mesh is not too big, an extra knob could make a huge difference for the overall appearance of the model; therefore, for bodies with volumes less than a certain volume, an extra trimming process may be used. For example, the minimum volume may be selected as 1000 voxels or another suitable limit.
(81) The trimming process removes the voxel on top of another voxel; if there is only one voxel that exists freely it is removed also. This is done because the LEGO brick also has knobs that connect to other bricks. Since the knob of the last brick on top is sticking out it could mark another voxel but we might not want to put a brick there because it will make the already existing small model even more cluttered. For this reason the extra trimming process may optionally be used for small models. Of course, it could also be used on bigger models but it will introduce extra operations that might not provide observable results.
(82) The trimming process may e.g. be performed as follows: For every occupied voxel, the process checks if there is an occupied voxel on top; if not, it marks the occupied voxel for deletion. Either lonely voxels or the top most voxels will be removed this way. The voxels on top are collected and removed all at the same time because if they would remove themselves first the voxel underneath might appear as the top-most voxel.
(83) After the voxel space is filled (and, optionally, trimmed), either just the contour or the interior also, some embodiments of the process may create a virtual environment directly based on the voxel representation while other embodiments may create a toy construction model as described herein.
(84) Accordingly, in the subsequent step S5, the process parses the voxel space and creates a data structure, e.g. a list, of bricks (or of other types toy construction elements). It will be appreciated that, if a raw voxel representation of a virtual environment is desired, alternative embodiments of the process may skip this step.
(85) In order to obtain the bricks that can be placed, a brick evolution model is used, i.e. a process that starts with a smallest possible brick (the 3024, 1×1 plate in the above example) and seeks to fit larger bricks starting from the same position. Hence the initial smallest possible brick is caused to evolve into other types of bricks. This can be done recursively based on a hierarchy of brick types (or other types of toy construction elements). Different bricks are chosen to evolve into specific other bricks. To this end the process may represent the possible evolution paths by a tree structure. When placing a brick the process will try to evolve the brick until it cannot evolve anymore because there is no other brick it can evolve into or because there are no voxels with the same color it can evolve over.
(86) An example of this would be: a 1×1 Plate is placed in the origin. It will try to evolve into a 1×1 Brick by looking to see if there are 2 voxels above it that have the same color. Assuming there is only one and therefore it cannot evolve in that direction, the process will then try to evolve the brick into a 1×2 Plate in any of the 2 positions (normal, 90 degree rotated around the UP axis). If the brick is found to be able to evolve into a 1×2 plate then the process will continue until it will run out of space or evolution possibilities. In one embodiment, the supported shapes are 1×1 Plate, 1×2 Plate, 1×3 Plate, 1×1 Brick, 1×2 Brick, 1×3 Brick, 2×2 Plate, 2×2 Brick, but more or other shapes can be introduced in alternative embodiments.
(87) After the brick evolution of a brick has finished, the process clears the voxel space at the location occupied by the evolved brick. This is done in order to avoid placing other bricks at that location. The process then adds the evolved brick to a brick list.
(88) The list of bricks thus obtained contains information about how to represent the bricks in a digital world with digital colors.
(89) Optionally, in subsequent step S6, the process modifies the created toy construction model, e.g. by changing attributes, adding game-control elements and/or the like as described herein. This conversion may be at least in part be performed based on detected physical properties of the real world scene, e.g. as described above.
(90) In subsequent step S7, the process creates a suitable output data structure representing the toy construction model. For example, in one embodiment, the bricks may be converted into bricks that are suitable to be expressed as an LXFML file. This means that a transformation matrix may need to be calculated and, optionally, the colors may need to be converted to a valid color selected from a predetermined color palette (if not already done in the previous steps).
(91) The transform matrix may be built to contain the rotation as a quaternion, the position and the scale (see e.g. http://www.euclideanspace.com/maths/geometry/affine/matrix4×4/ for more detailed information on matrices and http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToMatrix/ more info on quaternion transformation). All the bricks may finally be written in a suitable data format, e.g. in the way described above for the case of an LXMF format.
(92) With reference to
(93) In initial step S2801, the process obtains scan data, i.e. a digital three-dimensional representation of the physical model, e.g. as obtained by scanning the physical model by means of a camera or other capturing device as described herein. The digital three-dimensional representation may be in the form of a surface mesh as described herein.
(94) In step S2802, the process recognizes one or more physical objects as known physical objects. To this end, the process has access to a library 2801 of known physical objects, e.g. a database including digital three-dimensional representations of each known object and, optionally, additional information such as attributes to be assigned to the virtual versions of these objects, such as functional attributes, behavioral attributes, capabilities, etc. In the example of
(95) In step S2803, the process removes the triangles (or other geometry elements) from the mesh that correspond to the recognized object, thus creating a hole in the surface mesh.
(96) In step S2804, the process fills the created hole by creating triangles filling the hole. The shape and colors represented by the created triangles may be determined by interpolating the surface surrounding the hole. Alternatively, the created surface may represent colors simulating a shadow or after-glow of the removed object.
(97) In subsequent step S2805, the process creates a virtual environment based on the thus modified mesh, e.g. by performing the process of
(98) In subsequent step S2806, the process creates a virtual object based on the information retrieved from the library of know objects. For example, the virtual object may be created as a digital three-dimensional representation of a toy construction model. The virtual object may then be inserted into the created virtual environment at the location where the mesh has been modified, i.e. at the location where the object had been recognized. The virtual object is thus not merely a part of the created landscape or environment but a virtual object (e.g. a virtual item or character) that may move about the virtual environment and/or otherwise interact with the created environment.
(99)
(100) In initial step S3101, the process obtains scan data, i.e. a digital three-dimensional representation of the physical model, e.g. as obtained by scanning the physical model by means of a camera or other capturing device as described herein. The digital three-dimensional representation may be in the form of a surface mesh as described herein.
(101) In step S3102, the process recognizes one or more physical objects as known physical objects. To this end, the process has access to a library 3101 of known physical objects, e.g. a database including information such as information about a predetermined theme or conversion rules that are associated with and should be triggered by the recognized object.
(102) In subsequent step S3103, the process creates a virtual environment based on the thus modified mesh, e.g. by performing the process of
(103) In subsequent step S3104, the process modifies the created virtual environment by applying one or more conversion rules determined from the library and associated with the recognized object.
(104) It will be appreciated that, in some embodiments, the process may, responsive to recognizing a physical object, both modify the virtual environment as described in connection with
(105) Embodiments of the method described herein can be implemented by means of hardware comprising several distinct elements, and/or at least in part by means of a suitably programmed microprocessor.
(106) In the claims enumerating several means, several of these means can be embodied by one and the same element, component or item of hardware. The mere fact that certain measures are recited in mutually different dependent claims or described in different embodiments does not indicate that a combination of these measures cannot be used to advantage.
(107) It should be emphasized that the term “comprises/comprising” when used in this specification is taken to specify the presence of stated features, elements, steps or components but does not preclude the presence or addition of one or more other features, elements, steps, components or groups thereof.