Method and apparatus for interacting with virtual objects
A technology of virtual objects and devices, applied in related fields, can solve problems such as complexity
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example 1
[0079] Example 1. Techniques for interacting with virtual objects.
[0080] The interaction technology between real objects and virtual objects is based on image recognition, that is, a method of comparison with templates. A dummy object is associated with a real object, and changes in the second object directly affect changes in the first object:
[0081] Virtual objects can move and their properties can be changed by moving or changing properties of real objects.
[0082] First of all, a library is necessary for creating images of real objects, with the help of which virtual objects are manipulated (active identity). The virtual object itself can be displayed on its logo (passive logo) or not used at all.
[0083] In the case of flat logos, only one image is required per logo. Uses the camera to search for a specified image of the surrounding world. Identifiers can be applied to the surface of any object in any way, but the original shape must be preserved (scales are al...
example 2
[0090] Example 2. Possibility to manipulate virtual objects.
[0091] A device in the user's hand, such as a tablet, stores in its memory a graphic of a part assembly. With a camcorder, the device receives data from the environment. This video stream is filtered (Laplacian). The identity is located in the image, compared using keypoint descriptors. The homography, spatial orientation and other features of the logo are calculated and combined on the basis of them to form an assembled composite 3D model whose graphic is the logo. Next, the user's hand is entered into the frame as an active marker, which is a control volume whose template library is also present in the device's memory. Since all three coordinates are used, it is possible to "disassemble" the structure into individual parts with the help of the hands as active markers. In particular, here the depth features are used to find out whether the user "grabs" the part with his fingers.
example 3
[0092] Example 3. An example of building a 3D model based on feature points (graphic primitives).
[0093] A binary image applied to a piece of paper is used as the logo. image 3 Original images are shown.
[0094] Analyze preloaded logo images and frames from the camera to determine the presence of graphics primitives - angles, sharpness, etc.
[0095] Figure 4 Signs with detected feature points are shown. and in Figure 5 Frames with detected feature points are shown in .
[0096] The identifiers and frame descriptors are then computed. After computation, the descriptors are compared. This comparison allows you to find out the spatial orientation of the logo image and design it as a first approximation. (see Image 6 ). At this stage, the different colors of the frame borders enable tracking the correctness of the calculations identifying the spatial orientation of the frame.
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