Method and apparatus for resolving focus conflicts

By capturing and processing scene images in the CGR environment, determining the distance relationship between the virtual object and the real object, solving the focus conflict problem, realizing the reasonable interaction between the virtual object and the real object, and improving the user experience.

CN112581628BActive Publication Date: 2025-05-02APPLE INC
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Patent Information

Application Number
CN202010721303.8
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2020-06-23
Filing Date
2020-07-24
Publication Date
2025-05-02
Estimated Expiration
2040-07-24

AI Technical Summary

Technical Problem

In a computer-generated reality (CGR) environment, focus conflicts are prone to occur between real objects and virtual objects, causing users to see virtual objects and mistakenly think that they are farther than real objects. They should be blocked by physical objects but not blocked.

Method used

By capturing the image of the scene on the device and displaying the CGR environment on the display, the distance relationship between the position of the virtual object and the real object is determined. If the distance of the virtual object is smaller than the real object, the real object is covered; if the distance is greater than the real object, an obfuscation area is created for the virtual object, so that the real object is partially blurred or obscured in the obfuscation area.

Benefits of technology

It effectively solves the problem of focus conflict, and users can view virtual content without being obscured by real objects, improving the interactive experience of the CGR environment.

✦ Generated by Eureka AI based on patent content.

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    Figure CN112581628B_ABST
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Abstract

The present disclosure relates to methods and devices for resolving focus conflicts. In one specific implementation, a method for resolving focus conflicts in a computer generated reality (CGR) environment is performed by a device including a processor, a non-volatile memory, an image sensor, and a display. The method includes using an image sensor to capture an image of a scene including a real object at a first distance from the device in a specific direction. The method includes displaying a CGR environment on a display, the CGR environment including a virtual object at a second distance from the device in a specific direction. Based on determining that the second distance is less than the first distance, the CGR environment includes a virtual object overlaid on the scene. Based on determining that the second distance is greater than the first distance, the CGR environment includes a virtual object having a confusion zone that confuses at least a portion of the real object within the confusion zone.
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Description

Technical Field

[0001] The present disclosure generally relates to systems, methods, and devices for resolving focus conflicts between real objects and virtual objects. Background Art

[0002] The physical environment refers to the physical world that people can sense and / or interact with without the help of electronic systems. A physical environment, such as a physical park, includes physical objects, such as physical trees, physical buildings, and physical people. People can directly sense and / or interact with the physical environment, such as through vision, touch, hearing, taste, and smell.

[0003] In contrast, a computer generated reality (CGR) environment refers to a fully or partially simulated environment that a person perceives and / or interacts with via an electronic system. In CGR, a subset of a person's physical movements, or representations thereof, are tracked, and in response, one or more features of one or more virtual objects simulated in the CGR environment are adjusted in a manner that complies with at least one law of physics. For example, a CGR system may detect a person's head turning, and in response, adjust the graphical content and sound field presented to the person in a manner similar to the way such views and sounds change in a physical environment. In some cases (e.g., for accessibility reasons), adjustments to features of virtual objects in a CGR environment may be made in response to representations of physical movement (e.g., voice commands).

[0004] A person may sense and / or interact with a CGR object using any of their senses, including vision, hearing, touch, taste, and smell. For example, a person may sense and / or interact with an audio object that creates a 3D or spatial audio environment that provides the perception of a point audio source in 3D space. As another example, an audio object may enable audio transparency that selectively introduces ambient sounds from the physical environment with or without computer-generated audio. In some CGR environments, a person may sense and / or interact only with an audio object.

[0005] Examples of CGR include virtual reality and mixed reality.

[0006] A virtual reality (VR) environment refers to a simulated environment designed to be based entirely on computer-generated sensory input to one or more senses. A VR environment includes a plurality of virtual objects that a person can sense and / or interact with. For example, trees, buildings, and computer-generated images representing avatars of people are examples of virtual objects. A person can sense and / or interact with virtual objects in a VR environment through a simulation of the person's presence within the computer-generated environment, and / or through a simulation of a subset of the person's physical movements within the computer-generated environment.

[0007] In contrast to VR environments, which are designed to be based entirely on computer-generated sensory input, a mixed reality (MR) environment refers to a simulated environment designed to include sensory input from the physical environment, or representations thereof, in addition to computer-generated sensory input (e.g., virtual objects). On the virtuality continuum, a mixed reality environment is anything between a fully physical environment at one end and a virtual reality environment at the other end, but not including both ends.

[0008] In some MR environments, computer-generated sensory input can respond to changes in sensory input from the physical environment. In addition, some electronic systems used to render the MR environment can track position and / or orientation relative to the physical environment to enable virtual objects to interact with real objects (i.e., physical items from the physical environment or representations thereof). For example, the system can cause motion so that virtual trees appear stationary relative to the physical ground.

[0009] Examples of mixed reality include augmented reality and augmented virtuality.

[0010] An augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed on a physical environment or a representation thereof. For example, an electronic system for presenting an AR environment may have a transparent or translucent display through which a person can directly view the physical environment. The system may be configured to present virtual objects on a transparent or translucent display so that a person uses the system to perceive virtual objects superimposed on a physical environment. Alternatively, the system may have an opaque display and one or more imaging sensors that capture images or videos of a physical environment that are representations of the physical environment. The system combines the image or video with the virtual object and presents the composition on an opaque display. People use the system to indirectly view the physical environment via an image or video of the physical environment and perceive virtual objects superimposed on the physical environment. As used herein, a video of a physical environment displayed on an opaque display is referred to as a "transparent video," meaning that the system uses one or more image sensors to capture images of the physical environment and uses those images when presenting an AR environment on an opaque display. Further alternatively, the system may have a projection system that projects virtual objects into a physical environment, for example as a hologram or on a physical surface, so that a person using the system perceives the virtual objects superimposed on the physical environment.

[0011] An augmented reality environment also refers to a simulated environment in which a representation of a physical environment is transformed by computer-generated sensory information. For example, in providing a pass-through video, the system may transform one or more sensor images to apply a selected perspective (e.g., a viewpoint) that is different from the perspective captured by the imaging sensor. For another example, a representation of a physical environment may be transformed by graphically modifying (e.g., enlarging) portions thereof so that the modified portions may be representative but not true versions of the original captured images. For another example, a representation of a physical environment may be transformed by graphically eliminating portions thereof or blurring portions thereof.

[0012] An augmented virtual (AV) environment is a simulated environment in which a virtual or computer-generated environment combines one or more sensory inputs from a physical environment. The sensory input may be a representation of one or more features of the physical environment. For example, an AV park may have virtual trees and virtual buildings, but the faces of people are realistically reproduced from images taken of physical people. For another example, a virtual object may take the shape or color of a physical object imaged by one or more imaging sensors. For another example, a virtual object may take a shadow that conforms to the position of the sun in the physical environment.

[0013] There are many different types of electronic systems that enable people to sense and / or interact with various CGR environments. Examples include head-mounted systems, projection-based systems, head-up displays (HUDs), vehicle windshields with integrated display capabilities, windows with integrated display capabilities, displays formed as lenses designed to be placed on people's eyes (e.g., similar to contact lenses), headphones / earpieces, speaker arrays, input systems (e.g., wearable or handheld controllers with or without tactile feedback), smart phones, tablets, and desktop / laptop computers. A head-mounted system can have one or more speakers and an integrated opaque display. Alternatively, a head-mounted system can be configured to accept an external opaque display (e.g., a smart phone). A head-mounted system can incorporate one or more imaging sensors for capturing images or videos of a physical environment, and / or one or more microphones for capturing audio of a physical environment. Instead of an opaque display, a head-mounted system can have a transparent or translucent display. A transparent or translucent display can have a medium through which light representing an image is directed to a person's eyes. The display can utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium can be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In one specific implementation, a transparent or translucent display can be configured to selectively become opaque. A projection-based system can employ retinal projection technology that projects a graphic image onto a person's retina. The projection system can also be configured to project a virtual object into a physical environment, such as a hologram or onto a physical surface.

[0014] In various implementations, a CGR environment includes one or more real objects and one or more virtual objects. In various implementations, virtual objects are rendered at a distance that places the virtual objects behind the real objects but not occluded by the real objects. This creates a focus conflict, where a user sees the virtual objects and gets depth cues as if the virtual objects are farther than the real objects and therefore should be occluded by the physical objects, but are not occluded by the physical objects. It may be desirable to efficiently resolve this focus conflict. BRIEF DESCRIPTION OF THE DRAWINGS

[0015] So that the present disclosure may be understood by those of ordinary skill in the art, a more detailed description may be obtained with reference to aspects of some exemplary implementations, some of which are illustrated in the accompanying drawings.

[0016] Figure 1 is a block diagram of an exemplary operating environment according to some implementations.

[0017] Figure 2 is a block diagram of an example controller according to some implementations.

[0018] Figure 3 is a block diagram of an exemplary electronic device according to some implementations.

[0019] FIG. 4A to FIG. 4G A CGR environment based on a real environment surveyed by a scene camera of a device according to various implementations is shown.

[0020] Figure 5 is a flowchart representation of a method for resolving focus conflicts according to some specific implementations.

[0021] As is common practice, the various features shown in the drawings may not be drawn to scale. Therefore, the sizes of the various features may be arbitrarily expanded or reduced for clarity. In addition, some drawings may not depict all components of a given system, method, or device. Finally, throughout the specification and drawings, similar reference numerals may be used to represent similar features. Summary of the invention

[0022] Various embodiments disclosed herein include devices, systems, and methods for resolving focus conflicts in a computer-generated reality (CGR) environment. In various embodiments, a method is performed at a device including a processor, a non-volatile memory, an image sensor, and a display. The method includes using an image sensor to capture an image of a scene including a real object at a first distance in a specific direction. The method includes displaying a computer-generated reality (CGR) environment on a display, the CGR environment including a virtual object at a second distance from the device in a specific direction. Based on determining that the second distance is less than the first distance, the CGR environment includes a virtual object overlaid on the scene. Based on determining that the second distance is greater than the first distance, the CGR environment includes a virtual object with a confusion zone.

[0023] According to some specific implementations, a device includes one or more processors, non-volatile memory, and one or more programs; one or more programs are stored in the non-volatile memory and are configured to be executed by one or more processors. One or more programs include instructions for executing or causing the execution of any method described herein. According to some specific implementations, a non-volatile computer-readable storage medium stores instructions that, when executed by one or more processors of the device, cause the device to execute or cause the execution of any of the methods described herein. According to some specific implementations, a device includes: one or more processors, non-volatile memory, and a device for executing or causing the execution of any of the methods described herein. DETAILED DESCRIPTION

[0024] Many details are described in order to provide a thorough understanding of the example implementations shown in the accompanying drawings. However, the accompanying drawings only illustrate some example aspects of the present disclosure and should not be considered limiting. One of ordinary skill in the art will appreciate that other effective aspects and / or variations do not include all of the specific details described herein. In addition, well-known systems, methods, components, devices, and circuits are not described in detail in order to avoid obscuring more relevant aspects of the exemplary implementations described herein.

[0025] Various CGR environments include both real objects and virtual objects. When a virtual object is rendered at a distance farther than the distance to the real object, there is a focus conflict. A user may be confused or puzzled by seeing a virtual object that should be blocked by a real object. For example, while a user is sitting on a bus or an airplane, there is a short distance between the user and the seat in front of them. However, the user may wish to view virtual content at a distance greater than the short distance without a focus conflict. Similarly, while sitting at a short distance from a table with a computer monitor, the user may wish to view virtual content at a distance greater than the short distance without a focus conflict. Therefore, in various specific implementations, virtual content is displayed at a greater distance while resolving focus conflicts by having a confusion zone with virtual content (e.g., around the virtual content). The confusion zone blurs, dims, and / or blocks the portion of the real object in the confusion zone.

[0026] As another example, in various specific implementations, the CGR environment includes a first real environment in which the user is located and an avatar representing a person in a second real environment away from the first real environment. Therefore, the CGR environment allows interaction between the user and the person (through the avatar). When the person moves in the second real environment, the avatar moves accordingly in the CGR environment. In various specific implementations, the second real environment can be larger than the first real environment, and as the person moves in the second real environment, the distance the avatar moves is greater than the distance to the wall of the first real environment. The CGR environment displays the avatar with a confusion zone (e.g., surrounding the avatar) without obstructing the avatar and hindering the interaction between the user and the person.

[0027] Figure 1 1 is a block diagram of an exemplary operating environment 100 according to some implementations. Although relevant features are shown, those of ordinary skill in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the exemplary implementations disclosed herein. To this end, as a non-limiting example, the operating environment 100 includes a controller 110 and an electronic device 120.

[0028] In some implementations, the controller 110 is configured to manage and coordinate the user's CGR experience. In some implementations, the controller 110 includes a suitable combination of software, firmware, and / or hardware. Figure 2 The controller 110 is described in more detail. In some implementations, the controller 110 is a computing device that is located locally or remotely relative to the scene 105. For example, the controller 110 is a local server located within the scene 105. As another example, the controller 110 is a remote server (e.g., a cloud server, a central server, etc.) located outside the scene 105. In some implementations, the controller 110 is communicatively coupled to the electronic device 120 via one or more wired or wireless communication channels 144 (e.g., Bluetooth, IEEE 802.11x, IEEE 802.16x, IEEE 802.3x, etc.). As another example, the controller 110 is included in the housing of the electronic device 120. In some implementations, the functionality of the controller 110 is provided by the electronic device 120 and / or is combined with the electronic device.

[0029] In some implementations, the electronic device 120 is configured to provide a CGR experience to the user. In some implementations, the electronic device 120 includes a suitable combination of software, firmware, and / or hardware. According to some implementations, the electronic device 120 presents CGR content to the user via a display 122 while the user is physically present within a scene 105, the scene including a table 107 within a field of view 111 of the electronic device 120. In some implementations, the user holds the electronic device 120 in one or both of his / her hands. In some implementations, while providing augmented reality (AR) content, the electronic device 120 is configured to display an AR object (e.g., an AR cylinder 109) and enable video pass-through of the scene 105 (e.g., including a representation 117 of the table 107) on the display 122. Reference is made below to Figure 3 The electronic device 120 is described in more detail.

[0030] According to some implementations, the electronic device 120 provides a CGR experience to the user while the user is virtually and / or physically present within the scene 105 .

[0031] In some implementations, the user wears the electronic device 120 on his / her head. For example, in some implementations, the electronic device includes a head mounted system (HMS), a head mounted device (HMD), or a head mounted housing (HME). Therefore, the electronic device 120 includes one or more CGR displays configured to display CGR content. For example, in various implementations, the electronic device 120 surrounds the user's field of view. In some implementations, the electronic device 120 is a handheld device (such as a smart phone or a tablet) configured to present CGR content, and the user no longer wears the electronic device 120 but holds the device with the display facing the user's field of view and the camera facing the scene 105. In some implementations, the handheld device can be placed in a housing that can be worn on the user's head. In some implementations, the electronic device 120 is replaced with a CGR cabin, housing, or chamber configured to present CGR content, in which the user no longer wears or holds the electronic device 120.

[0032] Figure 2 is a block diagram of an example of a controller 110 according to some implementations. While some specific features are shown, those skilled in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the implementations disclosed herein. To this end, as a non-limiting example, in some specific implementations, the controller 110 includes one or more processing units 202 (e.g., a microprocessor, an application specific integrated circuit (ASIC), a field programmable gate array (FPGA), a graphics processing unit (GPU), a central processing unit (CPU), a processing core, etc.), one or more input / output (I / O) devices 206, one or more communication interfaces 208 (e.g., a universal serial bus (USB), FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, Global System for Mobile Communications (GSM), Code Division Multiple Access (CDMA), Time Division Multiple Access (TDMA), Global Positioning System (GPS), infrared (IR), Bluetooth, ZIGBEE and / or similar type interfaces), one or more programming (e.g., I / O) interfaces 210, a memory 220, and one or more communication buses 204 for interconnecting these components and various other components.

[0033] In some implementations, the one or more communication buses 204 include circuits for interconnecting system components and controlling communications between system components. In some implementations, the one or more I / O devices 206 include at least one of a keyboard, a mouse, a touch pad, a joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, and the like.

[0034] The memory 220 includes a high-speed random access memory, such as a dynamic random access memory (DRAM), a static random access memory (SRAM), a double data rate random access memory (DDR RAM), or other random access solid-state memory devices. In some specific implementations, the memory 220 includes a non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory 220 optionally includes one or more storage devices located away from the one or more processing units 202. The memory 220 includes a non-transitory computer-readable storage medium. In some specific implementations, the memory 220 or the non-transitory computer-readable storage medium of the memory 220 stores the following programs, modules, and data structures or a subset thereof, which includes an optional operating system 230 and a CGR content module 240.

[0035] The operating system 230 includes processes for handling various basic system services and for performing hardware-related tasks. In some implementations, the CGR content module 240 is configured to manage and coordinate the presentation of CGR content for one or more users (e.g., a single set of CGR content for one or more users, or multiple sets of CGR content for corresponding groups of one or more users). To this end, in various implementations, the CGR content module 240 includes a data acquisition unit 242, a tracking unit 244, a coordination unit 246, and a data transmission unit 248.

[0036] In some specific implementations, the data acquisition unit 242 is configured to at least Figure 1 The electronic device 120 acquires data (eg, presentation data, interaction data, sensor data, location data, etc.). To this end, in various specific implementations, the data acquisition unit 242 includes instructions and / or logic components for instructions as well as heuristics and metadata for heuristics.

[0037] In some implementations, the tracking unit 244 is configured to map the scene 105 and to track at least the electronic device 120 relative to the scene 105. Figure 1 The location / position of the scene 105. To this end, in various specific implementations, the tracking unit 244 includes instructions and / or logic components for instructions and heuristics and metadata for the heuristics.

[0038] In some implementations, the coordination unit 246 is configured to manage and coordinate CGR content presented to the user by the electronic device 120. To this end, in various implementations, the coordination unit 246 includes instructions and / or logic components for instructions and heuristics and metadata for the heuristics.

[0039] In some implementations, the data transmission unit 248 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the electronic device 120. To this end, in various implementations, the data transmission unit 248 includes instructions and / or logic components for instructions as well as heuristics and metadata for the heuristics.

[0040] Although the data acquisition unit 242, tracking unit 244, coordination unit 246, and data transfer unit 248 are illustrated as residing on a single device (e.g., controller 110), it should be understood that in other implementations, any combination of the data acquisition unit 242, tracking unit 244, coordination unit 246, and data transfer unit 248 may be located in separate computing devices.

[0041] also, Figure 2 More as a functional description of various features that may be present in a particular embodiment, as opposed to a schematic diagram of the structure of the specific implementation described herein. As one of ordinary skill in the art will recognize, items shown separately may be combined, and some items may be separated. For example, Figure 2 Some functional modules shown separately in the figure may be implemented in a single module, and the various functions of a single functional block may be implemented by one or more functional blocks in various specific implementations. The actual number of modules and the division of specific functions and how the features are distributed among them will vary depending on the specific implementation, and in some specific implementations, it depends in part on the specific combination of hardware, software and / or firmware selected for a particular embodiment.

[0042] Figure 3is a block diagram of an example of an electronic device 120 according to some implementations. While some specific features are shown, those skilled in the art will recognize from this disclosure that various other features are not shown for the sake of brevity and so as not to obscure more relevant aspects of the implementations disclosed herein. To this end, as a non-limiting example, in some specific implementations, the electronic device 120 includes one or more processing units 302 (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, etc.), one or more input / output (I / O) devices and sensors 306, one or more communication interfaces 308 (e.g., USB, FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, BLUETOOTH, ZIGBEE and / or similar types of interfaces), one or more programming (e.g., I / O) interfaces 310, one or more CGR displays 312, one or more optional internal-facing and / or external-facing image sensors 314, a memory 320, and one or more communication buses 304 for interconnecting these components and various other components.

[0043] In some implementations, the one or more communication buses 304 include circuits that interconnect and control communications between system components. In some implementations, the one or more I / O devices and sensors 306 include at least one of the following: an inertial measurement unit (IMU), an accelerometer, a gyroscope, a thermometer, one or more microphones, one or more speakers, one or more physiological sensors (e.g., blood pressure monitor, heart rate monitor, respiration monitor, galvanic skin monitor, blood oxygen sensor, blood glucose sensor, etc.), a haptic engine, one or more depth sensors (e.g., structured light, time of flight, etc.), etc.

[0044] In some implementations, one or more CGR displays 312 are configured to display CGR content to the user. In some implementations, one or more CGR displays 312 correspond to holographic, digital light processing (DLP), liquid crystal display (LCD), liquid crystal on silicon (LCoS), organic light emitting field effect transistor (OLET), organic light emitting diode (OLED), surface conduction electron emission display (SED), field emission display (FED), quantum dot light emitting diode (QD-LED), microelectromechanical system (MEMS) and / or similar display types. In some implementations, one or more CGR displays 312 correspond to diffraction, reflection, polarization, holographic and other waveguide displays. For example, the electronic device 120 includes a single CGR display. As another example, the electronic device 120 includes a CGR display for each eye of the user. In some implementations, one or more CGR displays 312 can present MR and VR content.

[0045] In some implementations, the one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's face, including the user's eyes (and thus may be referred to as an eye-tracking camera). In some implementations, the one or more image sensors 314 are configured to face forward so as to acquire image data corresponding to a scene that the user would see when the electronic device 120 is not present (and thus may be referred to as a scene camera). The one or more optional image sensors 314 may include one or more RGB cameras (e.g., with a complementary metal oxide semiconductor (CMOS) image sensor or a charge coupled device (CCD) image sensor), one or more infrared (IR) cameras, and / or one or more event-based cameras, etc.

[0046] The memory 320 includes a high-speed random access memory, such as DRAM, SRAM, DDR RAM or other random access solid-state memory devices. In some specific implementations, the memory 320 includes a non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices or other non-volatile solid-state storage devices. The memory 320 optionally includes one or more storage devices located away from the one or more processing units 302. The memory 320 includes a non-transitory computer-readable storage medium. In some specific implementations, the memory 320 or the non-transitory computer-readable storage medium of the memory 320 stores the following programs, modules and data structures or their subsets, including an optional operating system 330 and a CGR rendering module 340.

[0047] The operating system 330 includes processes for handling various basic system services and for performing hardware-related tasks. In some implementations, the CGR presentation module 340 is configured to present CGR content to a user via one or more CGR displays 312 and / or I / O devices and sensors 306 (such as one or more speakers). To this end, in various implementations, the CGR presentation module 340 includes a data acquisition unit 342, a focus conflict unit 344, a CGR content presentation unit 346, and a data transmission unit 348.

[0048] In some specific implementations, the data acquisition unit 342 is configured to at least Figure 1 The controller 110 acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.) from the controller 110. In various implementations, the data acquisition unit 342 is configured to acquire data from the I / O devices and sensors 306. To this end, in various implementations, the data acquisition unit 342 includes instructions and / or logic components for instructions and heuristics and metadata for the heuristics.

[0049] In some implementations, the focus conflict unit 344 is configured to detect and resolve focus conflicts in a CGR environment. To this end, in various implementations, the focus conflict unit 344 includes instructions and / or logic components for instructions and heuristics and metadata for the heuristics.

[0050] In some implementations, the CGR content presentation unit 346 is configured to present CGR content to a user. In various implementations, the CGR content presentation unit 346 controls the one or more CGR displays 312 to display confusion zones around virtual objects at distances greater than real objects. To this end, in various implementations, the CGR content presentation unit 346 includes instructions and / or logic for instructions and heuristics and metadata for the heuristics.

[0051] In some implementations, the data transfer unit 348 is configured to transfer data (e.g., presentation data, location data, etc.) to at least the controller 110. To this end, in various implementations, the data transfer unit 348 includes instructions and / or logic for instructions as well as heuristics and metadata for the heuristics.

[0052] Although the data acquisition unit 342, the focus conflict unit 344, the CGR content presentation unit 346, and the data transmission unit 348 are shown as being located in a single device (e.g., Figure 1 , but it should be understood that in other specific implementations, any combination of the data acquisition unit 342, the focus conflict unit 344, the CGR content presentation unit 346 and the data transmission unit 348 may be located in a separate computing device.

[0053] also, Figure 3 More as a functional description of various features that may be present in a particular embodiment, as opposed to a schematic diagram of the structure of the specific implementation described herein. As one of ordinary skill in the art will recognize, items shown separately may be combined, and some items may be separated. For example, Figure 3 Some functional modules shown separately in the figure may be implemented in a single module, and the various functions of a single functional block may be implemented by one or more functional blocks in various specific implementations. The actual number of modules and the division of specific functions and how the features are distributed among them will vary depending on the specific implementation, and in some specific implementations, it depends in part on the specific combination of hardware, software and / or firmware selected for a particular embodiment.

[0054] Figure 4A A CGR environment 400 based on a real environment surveyed at a first time by a scene camera of a device is shown. In various implementations, the scene camera is part of a device that is worn by a user and includes a display that displays the first CGR environment 400. Thus, in various implementations, the user is physically present in the environment. In various implementations, the scene camera is part of a remote device (such as a drone or a robot avatar) that transmits images from the scene camera to a local device that is worn by a user and includes a display that displays the CGR environment 400.

[0055] The CGR environment 400 includes a plurality of objects, including one or more real objects (e.g., table 412, television 413, lamp 414, wall 416, and floor 417) and one or more virtual objects (e.g., avatar 422). In various implementations, each object is displayed at a location in the first CGR environment 400 (e.g., at a location defined by three coordinates in a three-dimensional (3D) CGR coordinate system). Thus, when a user moves in the CGR environment 400 (e.g., changes position and / or orientation), the object moves on the display of the electronic device but maintains its location in the CGR environment 400. In various implementations, certain virtual objects are displayed at locations on the display such that when the user moves in the CGR environment 400, the object is stationary on the display on the electronic device.

[0056] In various implementations, the avatar 422 represents a person who is far away from the real environment (eg, in the second real environment). When the person moves within the second real environment, the avatar 422 moves accordingly in the CGR environment 400.

[0057] At the first time, avatar 422 is displayed at a first position in front of wall 416. The distance to avatar 422 in a specific direction from the scene camera is smaller than the distance to wall 416 in the specific direction from the scene camera. Therefore, there is no focus conflict.

[0058] Figure 4B It shows the Figure 4A CGR environment 400. At a second time, avatar 422 is displayed at a second position closer to wall 416 (and television 413) but still in front of the wall (and television). In various implementations, avatar 422 moves in response to the person represented by avatar 422 moving within the second real environment. Figure 4A Therefore, if Figure 4B The avatar 422 shown is smaller than Figure 4A 422 is shown. However, the distance to the avatar 422 in a specific direction from the scene camera is still smaller than the distance to the wall 416 in a specific direction from the scene camera. Therefore, there is no focus conflict.

[0059] Figure 4C shows that at the third time Figure 4A CGR environment 400. At a third time, avatar 422 is displayed at a third location further away from the scene camera and behind wall 416 (and television 413). In various implementations, avatar 422 moves in response to the person represented by avatar 422 moving within the second real environment. Figure 4B Therefore, if Figure 4C The avatar 422 shown is smaller than Figure 4B Avatar 422 is shown. In addition, the distance to avatar 422 in a specific direction from the scene camera is still greater than the distance to wall 416 in a specific direction from the scene camera. Therefore, there is a focus conflict.

[0060] The user receives a depth cue indicating that avatar 422 is at a particular distance that is greater than the distance to wall 416. For example, the user can determine the distance to avatar 422 by parallax deduction based on different views of the two eyes or based on different views acquired by moving within the real environment. The user can determine the distance to avatar 422 by noticing that avatar 422 has shrunk in size as it moves from the first position to the second position to the third position.

[0061] Because the distance to avatar 422 is greater than the distance to wall 416, if avatar 422 is a real object, it will be blocked by wall 416. The user may be confused or puzzled that avatar 422 should be blocked but is clearly visible.

[0062] Figure 4D The first focus conflict resolution is shown at the third time. Figure 4A CGR environment 400. At a third time, avatar 422 is displayed at a third position behind wall 416. In response to determining that the distance to avatar 422 is greater than the distance to wall 416, CGR environment 400 includes a masking area 431 having avatar 422, which partially obscures wall 416 and television 413. Figure 4D , masking area 431 is a white oval surrounding avatar 422. In various implementations, masking area 431 is white, black, or any other color. In various implementations, masking area 431 is an oval, a rectangle, or any other shape. In various implementations, masking area 431 has the same shape as avatar 422 but larger than the avatar, thereby creating a masking halo around avatar 422. In various implementations, the size of masking area 431 is proportional to the size of avatar 422 (and the size of the masking area is larger than the size of the avatar). For example, in various implementations, masking area 431 is 1.25 times larger, 1.5 times larger, 2 times larger, or 3 times larger than avatar 422 (in any area or any specific size).

[0063] Figure 4E The second focus conflict resolution is shown at the third time. Figure 4A 4. At a third time, avatar 422 is displayed at a third position behind wall 416. In response to determining that the distance to avatar 422 is greater than the distance to wall 416, CGR environment 400 includes a blur region 432 with avatar 422 that partially blurs wall 416 and television 413. Thus, in a region adjacent to avatar 422, wall 416 and television 413 are blurred. However, in various implementations, avatar 422 is not blurred.

[0064] exist Figure 4E , the blur region 432 is an ellipse around the avatar 422. In various implementations, the blur region 432 is an ellipse, a rectangle, or any other shape. In various implementations, the blur region 432 has the same shape as the avatar 422 but is larger than the avatar, thereby creating a blur halo around the avatar 422. In various implementations, the size of the blur region 432 is proportional to the size of the avatar 422 (and the size of the blur region is larger than the size of the avatar). For example, in various implementations, the blur region 432 is 1.25 times larger, 1.5 times larger, 2 times larger, or 3 times larger than the avatar 422 (in any area or any specific size). In various implementations, the blur region 432 occupies the entire CGR environment 400 (except the avatar 422).

[0065] In various implementations, the blur region 432 is also a dimming region that dims the area adjacent to the avatar 422, so that the wall 416 and the TV 413 are blurred and dimmed in the area surrounding the avatar 422. In various implementations, the avatar 422 is neither blurred nor dimmed.

[0066] In various implementations, the blurred area 432 is replaced with a dimming area with the avatar 422, so that in the area adjacent to the avatar 422, the wall 416 and the TV 413 are dimmed, but not blurred. In various implementations, the avatar 422 is not dimmed.

[0067] Figure 4F The third focus conflict resolution is shown at a third time. Figure 4A The CGR environment 400 is configured to include a plurality of CGR environments 400. At a third time, the avatar 422 is displayed at a third position behind the wall 416. In response to determining that the distance to the avatar 422 is greater than the distance to the wall 416, the CGR environment 400 includes a portal area 433 with the avatar 422, which partially obscures the wall 416 and the television 413. Therefore, in the area adjacent to the avatar 422, the wall 416 and the television 413 cannot be seen. Instead, in the portal area 433, a virtual world including the avatar 422 is displayed. In various implementations, the virtual world includes a virtual floor 435 in the same plane as the real floor 417. In various implementations, the virtual floor 435 is displayed as a grid. In various implementations, a virtual shadow of the avatar 422 is displayed on the virtual floor 435.

[0068] exist Figure 4F 4, portal area 433 is an ellipse around avatar 422. In various implementations, portal area 433 is an ellipse, a rectangle, or any other shape. In various implementations, portal area 433 includes a halo effect at the outer edge of portal area 433. In various implementations, the size of portal area 433 is proportional to the size of avatar 422 (and the size of the portal area is larger than the size of the avatar). For example, in various implementations, portal area 433 is 1.25 times larger, 1.5 times larger, 2 times larger, or 3 times larger than avatar 422 (in any area or any particular size).

[0069] Figure 4G The fourth focus conflict resolution is shown at the third time. Figure 4A4. At a fourth time, the avatar 422 is displayed at a third position behind the wall 416. In response to determining that the distance to the avatar 422 is greater than the distance to the wall 416, the CGR environment 400 includes a virtual world 440 overlaid on the entire scene, thereby occluding all real objects of the CGR environment 400. In various implementations, the virtual world 440 includes representations of certain real objects (e.g., the table 412 and the lamp 414) while excluding representations of other real objects (e.g., the wall 416 and the floor 417).

[0070] Virtual world 440 includes virtual ground 428, virtual tree 424, virtual sun 426, and avatar 422 located at a third position. In various implementations, virtual world 440 includes a virtual shadow of avatar 422 displayed on virtual ground 428.

[0071] Figure 5 is a flowchart representation of a method 500 for resolving focus conflicts in a CGR environment according to some specific implementations. In various specific implementations, the method 500 is performed by a processor having one or more processors, non-volatile memory, an image sensor, and a display (e.g., Figure 3 In some implementations, the method 500 is performed by a processing logic component (including hardware, firmware, software, or a combination thereof). In some implementations, the method 500 is performed by a processor that executes instructions (e.g., code) stored in a non-transitory computer-readable medium (e.g., a memory).

[0072] In block 510, method 500 begins with a device using an image sensor to capture an image of a scene including a real object at a first distance in a particular direction. Figure 4A , wall 416 is at a certain distance from the scene camera in a specific direction.

[0073] In block 520, method 500 continues with the device displaying on the display a CGR environment including a virtual object at a second distance from the device in a particular direction. Figure 4A In the example, at a first position, the avatar 422 is displayed at a certain distance from the scene camera in a specific direction. Figure 4D In the third position, avatar 422 is displayed at a certain distance from the scene camera in a specific direction.

[0074] In block 521, based on determining that the second distance is less than the first distance, the CGR environment includes a virtual object overlaid on the scene. Figure 4A In the example, based on determining that the distance to the avatar 422 is less than the distance to the wall 416, the CGR environment 400 includes the avatar 422 displayed on the scene (including the wall 416). Figure 4B In the example, based on determining that the distance to the avatar 422 is less than the distance to the wall 416, the CGR environment 400 includes the avatar 422 displayed above the scene (including the wall 416).

[0075] In block 522, based on determining that the second distance is greater than the first distance, the CGR environment includes a virtual object having a confusion zone that confuses at least a portion of the real object within the confusion zone. In various implementations, the confusion zone surrounds the virtual object. For example, Figure 4D In FIG. 4 , based on determining that the distance to the avatar 422 is greater than the distance to the wall 416, the CGR environment 400 includes the avatar 422 surrounded by the masking area 431, which hides at least a portion of the wall 416. Figure 4E In FIG. 4 , based on determining that the distance to the avatar 422 is greater than the distance to the wall 416, the CGR environment 400 includes the avatar 422 surrounded by a blur region 432 that blurs at least a portion of the wall 416. Figure 4F In the example, based on determining that the distance to the avatar 422 is greater than the distance to the wall 416, the CGR environment 400 includes the avatar 422 surrounded by the portal area 433, which hides at least a portion of the wall 416. Figure 4F In the example embodiment, based on determining that the distance to the avatar 422 is greater than the distance to the wall 416, the CGR environment 400 includes the avatar 422 surrounded by the virtual world 440, which hides the wall 416 (and all other real objects of the scene).

[0076] In various implementations, the confusion zone includes a blur region that blurs a portion of a real object within the blur region. Figure 4E In the example, the avatar 422 is surrounded by a blur region 432 that blurs the portion of the wall 416 (and the television 413) within the blur region 432. In various implementations, the confusion zone includes a dimming region that dims the portion of the real object within the dimming region. In various implementations, the amount of blurring and / or dimming is reduced farther away from the virtual object.

[0077] In various implementations, the confusion region includes a masked region that obscures a portion of a real object within the masked region. Figure 4D , the avatar 422 is surrounded by a masking area 431 , which masks, covers and hides the portion of the wall 416 (and the TV 413 ) within the masking area 431 .

[0078] In various implementations, the confusion zone includes a portal area that displays the virtual world over the portion of the real object within the portal area. Figure 4FIn FIG. 4 , avatar 422 is surrounded by portal area 433, which displays a virtual world. In various embodiments, the virtual world includes a virtual floor. For example, in Figure 4F , portal area 433 displays a virtual floor 435. In various implementations, the virtual floor is coplanar with the real floor of the scene. Figure 4F , the virtual floor 435 is coplanar with the floor 417. In various implementations, the method 500 further includes displaying a virtual shadow of the virtual object on the virtual floor.

[0079] In various implementations, the confusion zone occupies the entire display. Figure 4G In the embodiment of the present invention, avatar 422 is surrounded by virtual world 440, which blocks wall 416 and all other real objects of the scene. In various embodiments, the confusion area that occupies the entire display is a masking area, a blurring area, a dimming area, or a portal area.

[0080] In various specific implementations, displaying the CGR environment includes displaying a representation of a scene on a display. Various focus conflict resolutions can be performed on a device with an opaque display. For example, applying a blurred region can be performed on a device with an opaque display by displaying a representation of a scene blurred in the blurred region. In addition, various focus conflict resolutions can be performed on a device with a transparent display. For example, displaying a masked region can be performed on a device with a transparent display by displaying a masked region around a virtual object.

[0081] Although various aspects of specific implementations within the scope of the appended claims are described above, it should be apparent that the various features of the above-mentioned specific implementations can be embodied in a variety of forms, and any specific structures and / or functions described above are merely illustrative. Based on this disclosure, it should be understood by those skilled in the art that the aspects described herein can be implemented independently of any other aspects, and two or more of these aspects can be combined in various ways. For example, any number of aspects set forth herein can be used to implement a device and / or a method can be practiced. In addition, in addition to or different from one or more aspects set forth herein, other structures and / or functions can be used to implement such a device and / or such a method can be practiced.

[0082] It will also be understood that, although the terms "first", "second", etc. may be used to describe various elements in this article, these elements should not be limited by these terms. These terms are only used to distinguish one element from another element. For example, a first node may be referred to as a second node, and similarly, a second node may be referred to as a first node, which changes the meaning of the description, as long as all occurrences of the "first node" are consistently renamed and all occurrences of the "second node" are consistently renamed. Both the first node and the second node are nodes, but they are not the same node.

[0083] The terms used herein are only for describing specific implementations and are not intended to limit the claims. As used in the description of this specific implementation and the appended claims, the singular forms of "a" and "the" are intended to also cover the plural forms, unless the context clearly indicates otherwise. It will also be understood that the term "and / or" used herein refers to and covers any and all possible combinations of one or more items in the associated listed items. It will also be understood that the term "comprising" when used in this specification specifies the presence of stated features, integers, steps, operations, elements and / or parts, but does not exclude the presence or addition of one or more other features, integers, steps, operations, elements, parts, and / or their grouping.

[0084] As used herein, the term “if” may be interpreted to mean “when the antecedent is true” or “when the antecedent is true” or “in response to determining” or “upon determining” or “in response to detecting” that the antecedent is true, depending on the context. Similarly, the phrase “if it is determined that [the antecedent is true]” or “if [the antecedent is true]” or “when [the antecedent is true]” is interpreted to mean “upon determining that the antecedent is true” or “in response to determining” or “upon determining” that the antecedent is true or “when detecting that the antecedent is true” or “in response to detecting” that the antecedent is true, depending on the context.

Claims

1. A method for displaying a computer generated reality (CGR) environment, comprising: At a device including one or more processors, an image sensor, a non-transitory memory, and a display: capturing an image of a scene including a real object using an image sensor; as well as displaying a computer generated reality (CGR) environment on the display, the CGR environment including a virtual object, the virtual object moving from a first position in the CGR environment closer to the device than the real object to a second position in the CGR environment farther from the device than the real object through the real object; wherein, based on determining that the virtual object has not passed through the real object and moved to a position farther from the device than the real object, the CGR environment includes the virtual object overlaid on the scene; and Wherein, based on determining that the virtual object has passed through the real object and moved to a position farther away from the device than the real object, the CGR environment includes the virtual object having a confusion zone, the confusion zone surrounding the virtual object, and the confusion zone confusing at least a portion of the real object within the confusion zone. 2 . The method according to claim 1 , wherein the confusing zone comprises a blur region that blurs the portion of the real object within the blur region. 3 . The method according to claim 1 , wherein the confusing zone comprises a dimming region that dims the portion of the real object within the dimming region. The method according to claim 1 , wherein the confusing region comprises a masked area that obscures the portion of the real object within the masked area. 5 . The method of claim 1 , wherein the confusion zone comprises a portal area that displays a virtual world over the portion of the real object within the portal area. The method of claim 5 , wherein the virtual world comprises a virtual floor. The method of claim 6 , wherein the virtual floor is coplanar with a real floor of the scene. The method of claim 6 , further comprising displaying a virtual shadow of the virtual object on the virtual floor.

9. The method of claim 1, wherein the confusion zone occupies the entire display except for the virtual object.

10. The method of claim 1, wherein displaying the CGR environment comprises displaying a representation of the scene on the display.

11. The method according to claim 1, wherein the virtual object represents a real object far away from the CGR environment, and when the real object far away from the CGR environment moves, the virtual object moves correspondingly in the CGR environment. 12 . The method according to claim 11 , wherein the real object far away from the CGR environment is a person, and the virtual object is an avatar.

13. An electronic device, comprising: Image sensor; monitor; non-transitory memory; and One or more processors configured to: capturing an image of a scene including a real object using the image sensor; and displaying a computer generated reality (CGR) environment on the display, the CGR environment including a virtual object, the virtual object moving from a first position in the CGR environment closer to the device than the real object to a second position in the CGR environment farther from the device than the real object through the real object; wherein, based on determining that the virtual object has not passed through the real object and moved to a position farther from the device than the real object, the CGR environment includes the virtual object overlaid on the scene; and Wherein, based on determining that the virtual object has passed through the real object and moved to a position farther away from the device than the real object, the CGR environment includes the virtual object having a confusion zone, the confusion zone surrounding the virtual object, and the confusion zone confusing at least a portion of the real object within the confusion zone. 14 . The electronic device according to claim 13 , wherein the confusing zone comprises a blur region that blurs the portion of the real object within the blur region. 15 . The electronic device according to claim 13 , wherein the confusing area comprises a dimming region that dims the portion of the real object within the dimming region. 16 . The electronic device according to claim 13 , wherein the confusing area comprises a masked region that obscures the portion of the real object within the masked region. 17 . The electronic device of claim 13 , wherein the confusion zone comprises a portal area that displays a virtual world over the portion of the real object within the portal area.

18. The electronic device of claim 17, wherein the virtual world includes a virtual floor that is coplanar with a real floor of the scene.

19. The electronic device of claim 13, wherein the confusion zone occupies the entire display excluding the virtual object.

20. A non-transitory memory storing one or more programs that, when executed by one or more processors of a device having an image sensor and a display, cause the device to: capturing an image of a scene including a real object using an image sensor; and displaying a computer generated reality (CGR) environment on the display, the CGR environment including a virtual object, the virtual object moving from a first position in the CGR environment closer to the device than the real object to a second position in the CGR environment farther from the device than the real object through the real object; in, Based on determining that the virtual object has not moved through the real object to a position farther from the device than the real object, the CGR environment includes the virtual object overlaid on the scene; and Wherein, based on determining that the virtual object has passed through the real object and moved to a position farther away from the device than the real object, the CGR environment includes the virtual object having a confusion zone, the confusion zone surrounding the virtual object, and the confusion zone confusing at least a portion of the real object within the confusion zone.

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