Application of pre-generated virtual experience at new location

By intelligently generating a virtual environment and automatically adjusting the placement of AR elements, the problem of inefficiency of users manually selecting and placing AR elements in existing AR systems is solved, and the efficiency and accuracy of the user experience is improved.

CN119452623APending Publication Date: 2025-02-14SNAP INC
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Patent Information

Application Number
CN202380049249.9
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-06-23
Filing Date
2023-06-21
Publication Date
2025-02-14

AI Technical Summary

Technical Problem

Existing augmented reality (AR) systems require users to manually select and place AR elements, resulting in inefficient user experience and error-prone, especially when the size of AR elements cannot be accurately judged.

Method used

By intelligently automatically generating virtual environments of different real-world environments associated with the user, allowing users to capture video in a new physical location and select real-world objects, automatically adjusting the virtual environment to display the selected objects.

Benefits of technology

It improves the efficiency of using AR/VR systems, reduces user operation time and resource consumption in the system, and enhances the accuracy and satisfaction of user experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

Aspects of the present disclosure relate to a system for providing a virtual experience. The system performs operations including: selecting, by a messaging application, a virtual experience representing a previously captured real-world environment at a first location; accessing an image representing the new real-world environment at the second location, the image depicting a plurality of real-world objects; receiving an input to select a first real-world object from a plurality of real-world objects depicted in the image; and modifying the image accessed at the second location based on the virtual experience to depict a previously captured real-world environment having the first real-world object.
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Description

[0001] Priority declaration

[0002] This application claims the benefit of U.S. patent application serial number 17 / 848,087, filed on June 23, 2022, the entire contents of which are incorporated herein by reference. Technical Field

[0003] The present disclosure generally relates to providing an augmented reality experience using a messaging application. Background Art

[0004] Augmented reality (AR) is a modification of a virtual environment. For example, in virtual reality (VR), the user is completely immersed in a virtual world, while in AR, the user is immersed in a world that combines virtual objects with the real world or superimposes virtual objects on the real world. AR systems are designed to generate and present virtual objects that realistically interact with the real world environment and with each other. Examples of AR applications can include single-player or multi-player video games, instant messaging systems, etc. BRIEF DESCRIPTION OF THE DRAWINGS

[0005] In the drawings, which are not necessarily drawn to scale, similar reference numerals may describe similar components in different views. To easily identify the discussion of any particular element or action, the most significant digit or digits in the reference numeral refer to the figure number in which the element is first introduced. Some non-limiting examples are shown in the figures of the accompanying drawings, in which:

[0006] Figure 1 is a diagrammatic representation of a networking environment in which the present disclosure may be deployed, according to some examples.

[0007] Figure 2 is a diagrammatic representation of a messaging client application according to some examples.

[0008] Figure 3 is a diagrammatic representation of data structures as maintained in a database according to some examples.

[0009] Figure 4 is a graphical representation of messages according to some examples.

[0010] Figure 5 is a block diagram illustrating an example pre-generated virtual experience system according to some examples.

[0011] Figures 6 to 9 is a diagrammatic representation of the output of a pre-generated virtual experience system according to some examples.

[0012] Fig.10 is a flow diagram illustrating example operation of a pre-generated virtual experience system according to some examples.

[0013] Fig.11 is a diagrammatic representation of a machine in the form of a computer system according to some examples within which a set of instructions may be executed for causing the machine to perform any one or more of the methodologies discussed herein.

[0014] Fig.12 is a block diagram illustrating a software architecture in which examples may be implemented. DETAILED DESCRIPTION

[0015] The following description includes systems, methods, techniques, instruction sequences, and computing machine program products that embody illustrative examples of the present disclosure. In the following description, for the purpose of illustration, many specific details are set forth to provide an understanding of various examples. However, it will be apparent to those skilled in the art that examples may be practiced without these specific details. Typically, known instruction instances, protocols, structures, and techniques are not necessarily shown in detail.

[0016] Typically, VR and AR systems allow users to add AR elements to their environment (e.g., captured image data corresponding to the user's surroundings). Such systems can recommend AR elements based on various external factors (e.g., the user's current geographic location and various other environmental clues). Some AR systems allow users to capture a video of a room and select from a list of available AR elements to add to the room to see how the selected AR element looks in the room. These systems allow users to preview the appearance of physical items at specific locations in the user's environment, which simplifies the purchase process. Although these systems generally work well, they require users to manually select which AR elements to display in the captured video and where to place the AR elements. Specifically, users of these systems must spend a lot of effort searching and navigating multiple user interfaces and information pages to identify items of interest. Then, the user must manually position the selected item within the view. In many cases, the user does not know the size of the AR element, which causes the user to place the AR element in an unrealistic position. These tasks are both arduous and time-consuming, which reduces the overall interest in using these systems and causes a waste of resources.

[0017] Furthermore, allowing users to place AR elements in unrealistic locations may cause users to believe that the corresponding real-world products fit in the room, and may cause users to mistakenly purchase the corresponding products. This may ultimately frustrate users and reduce their level of trust in AR and VR systems when they eventually discover that the corresponding real-world products do not fit in the room.

[0018] In some cases, a user places an AR element in a specific location in an AR system. After placing the AR element, the user may move the camera to capture a video of another portion of the environment that does not include the positioned AR element. That is, when the camera is moved to capture a video of a location in the real-world environment where the AR element is not placed, the AR element disappears from view. In this case, the user may not be aware of the location where the AR element was previously placed relative to the current location being displayed in the video. This may cause the user to become disoriented and confused, and ultimately frustrate the user.

[0019] The disclosed technology improves the efficiency of using an electronic device that implements or otherwise accesses an AR / VR system by intelligently and automatically generating a set of virtual environments that represent different real-world environments associated with a user. For example, the set of virtual environments may include a first virtual environment generated using a three-dimensional (3D) model of a real-world object present at a first location (e.g., a first room in a home) and a second virtual environment generated using a 3D model of a real-world object present at a second location (e.g., a second room in a home). The disclosed technology allows a user to enter a new physical location (e.g., a showroom in a store) and launch or access one of the previously generated virtual environments. The disclosed technology receives input from a user that selects one or more real-world objects present at the new physical location in a video feed captured at the new physical location.

[0020] After selecting one or more real-world objects, a previously generated virtual environment is launched and presented on a video feed depicting the objects at the new physical location. The disclosed technology can overlay the previously generated virtual environment on all real-world objects depicted in the video feed except for one or more real-world objects selected by the received input. In this way, the video is modified to represent a three-dimensional (3D) model of the real-world objects at the first location (or other selected location), in which the selected real-world objects at the new physical location are depicted. This allows the user to visualize the appearance of one or more real-world objects at the new physical location in the previously generated virtual environment at a different location (e.g., a room in the user's home). Using the disclosed technology, a user can enter a store and see how the physical objects in the store look in the user's home represented by the selected virtual experience. The disclosed technology enables the user to walk around the real-world objects at the new physical location and update the view of the virtual environment so that the user can see how the real-world objects look at different locations in the user's home represented by the virtual environment.

[0021] Specifically, the disclosed technology selects, through a messaging application, a virtual experience representing a previously captured real-world environment at a first location. The disclosed technology accesses an image representing a new real-world environment at a second location, the image depicting a plurality of real-world objects. The disclosed technology receives input selecting a first real-world object from a plurality of real-world objects depicted in the image. In response to the input, the disclosed technology modifies the image accessed at the second location based on the virtual experience to depict the previously captured real-world environment with the first real-world object.

[0022] In this way, the disclosed technology improves the overall experience of a user when using an electronic device and reduces the total amount of system resources required to complete tasks.

[0023] Networked computing environment

[0024] Figure 1 1 is a block diagram illustrating an example messaging system 100 for exchanging data (e.g., messages and associated content) over a network. The messaging system 100 includes multiple instances of a client device 102, each of which hosts several applications, including a messaging client 104 and other external applications 109 (e.g., third-party applications). Each messaging client 104 is communicatively coupled to other instances of the messaging client 104 (e.g., hosted on corresponding other client devices 102), a messaging server system 108, and an external application server 110 via a network 112 (e.g., the Internet). The messaging client 104 can also communicate with locally hosted third-party applications 109 (also referred to as "external applications" and "external apps") using an application programming interface (API).

[0025] In some examples, client device 102 may include AR glasses or AR headsets, where virtual content is displayed within the lenses of the glasses while the user views the real world environment through the lenses. For example, an image may be presented on a transparent display that allows the user to simultaneously view the content presented on the display and real-world objects.

[0026] The messaging clients 104 (sometimes referred to as client applications) are able to communicate and exchange data with other messaging clients 104 and with a messaging server system 108 via a network 112. The data exchanged between messaging clients 104 and between messaging clients 104 and messaging server system 108 includes functions (e.g., commands to activate functions) and payload data (e.g., text, audio, video, or other multimedia data).

[0027] The messaging server system 108 provides server-side functionality to specific messaging clients 104 via the network 112. Although certain functions of the messaging system 100 are described herein as being performed by the messaging client 104 or by the messaging server system 108, the location of certain functions within the messaging client 104 or within the messaging server system 108 may be a design choice. For example, it may be technically preferable to initially deploy certain technologies and functions within the messaging server system 108, but later migrate the technologies and functions to the messaging client 104 where the client device 102 has sufficient processing power.

[0028] The messaging server system 108 supports various services and operations provided to the messaging clients 104. Such operations include sending data to the messaging clients 104, receiving data from the messaging clients 104, and processing data generated by the messaging clients 104. As examples, the data may include message content, client device information, geographic location information, media enhancements and overlays, message content persistence conditions, social network information, and live event information. The data exchange within the messaging system 100 is activated and controlled by functions available via the user interface of the messaging client 104.

[0029] Turning now specifically to the messaging server system 108, an API server 116 is coupled to and provides a programming interface to the application server 114. The application server 114 is communicatively coupled to a database server 120, which facilitates access to a database 126 that stores data associated with messages processed by the application server 114. Similarly, a web server 128 is coupled to the application server 114 and provides a web-based interface to the application server 114. To this end, the web server 128 processes incoming network requests via the Hypertext Transfer Protocol (HTTP) and several other related protocols.

[0030] The API server 116 receives and sends message data (e.g., commands and message payloads) between the client device 102 and the application server 114. Specifically, the API server 116 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 104 in order to activate the functionality of the application server 114. The API server 116 exposes various functions supported by the application server 114, including: account registration; login functionality; sending messages from a particular messaging client 104 to another messaging client 104 via the application server 114; sending media files (e.g., images or videos) from the messaging client 104 to the messaging server 118 and for possible access by another messaging client 104; setting of collections of media data (e.g., stories); retrieving a list of friends of the user of the client device 102; retrieving such collections; retrieving messages and content; adding and removing entities (e.g., friends) from an entity graph (e.g., a social graph); the position of friends within the social graph; and opening application events (e.g., related to the messaging client 104).

[0031] The application server 114 hosts several server applications and subsystems, including, for example, a messaging server 118, an image processing server 122, and a social network server 124. The messaging server 118 implements several message processing technologies and functions, particularly those related to the aggregation and other processing of content (e.g., text and multimedia content) included in messages received from multiple instances of the messaging client 104. As will be described in further detail, text and media content from multiple sources can be aggregated into collections of content (e.g., called stories or galleries). These collections are then made available to the messaging client 104. In view of the hardware requirements of other processor- and memory-intensive data processing, such processing of data can also be performed on the server side by the messaging server 118.

[0032] The application server 114 also includes an image processing server 122 that is dedicated to performing various image processing operations, typically with respect to images or videos within the payload of messages sent from or received at the messaging server 118 .

[0033] The image processing server 122 is used to implement the enhancement system 208 ( Figure 2The scanning function includes activating and providing one or more AR experiences on the client device 102 when an image is captured by the client device 102. Specifically, the messaging application 104 on the client device 102 can be used to activate the camera. The camera displays one or more real-time images or videos and one or more icons or identifiers of one or more AR experiences to the user. The user can select a given one of the identifiers to launch the corresponding AR experience or perform the desired image modification (for example, as described below in conjunction with Figures 6 to 10 The launching AR experience discussed).

[0034] The social network server 124 supports various social networking functions and services and makes them available to the messaging server 118. To this end, the social network server 124 maintains and accesses an entity graph 308 (e.g., Figure 3 Examples of functions and services supported by the social networking server 124 include identifying other users of the messaging system 100 that have a relationship with a particular user or that the particular user is "following," and also identifying interests and other entities of a particular user.

[0035] Returning to the messaging client 104, the features and functions of the external resource (e.g., a third-party application 109 or an applet) are available to the user via the interface of the messaging client 104. The messaging client 104 receives a user selection of an option for launching or accessing an external resource (e.g., a third-party resource) such as a feature of an external application 109. The external resource can be a third-party application (external application 109) installed on the client device 102 (e.g., a "local application"), or a small-scale version of a third-party application (e.g., a "applet") hosted on the client device 102 or away from the client device 102 (e.g., on an external resource or app server 110). The small-scale version of the third-party application includes a subset of the features and functions of the third-party application (e.g., a full-scale local version of a third-party standalone application) and is implemented using a markup language document. In one example, the small-scale version of the third-party application (e.g., a "applet") is a web-based markup language version of the third-party application and is embedded in the messaging client 104. In addition to using markup language documents (eg, .*ml files), applets may include scripting languages ​​(eg, .*js files or .json files) and style sheets (eg, .*ss files).

[0036] In response to receiving a user selection of an option for launching or accessing a feature of an external resource (e.g., an external application 109), the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally installed external application. In some cases, the external application 109 installed locally on the client device 102 can be launched independently of the messaging client 104 and separately from the messaging client 104, for example, by selecting a home screen of the client device 102 or an icon corresponding to the external application 109. A small-scale version of such an external application can be launched or accessed via the messaging client 104, and in some examples, no part of the small-scale external application can be accessed outside the messaging client 104, or a limited part of the small-scale external application can be accessed outside the messaging client 104. The small-scale external application can be launched by the messaging client 104 receiving a markup language document associated with the small-scale external application from the external application server 110 and processing such a document.

[0037] In response to determining that the external resource is a locally installed external application 109, the messaging client 104 instructs the client device 102 to launch the external application 109 by executing the locally stored code corresponding to the external application 109. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with the external application server 110 to obtain a markup language document corresponding to the selected resource. The messaging client 104 then processes the obtained markup language document to present the web-based external resource within the user interface of the messaging client 104.

[0038] The messaging client 104 may notify the user of the client device 102 or other users (e.g., "friends") associated with such a user of activities occurring in one or more external resources. For example, the messaging client 104 may provide a notification related to the current or recent use of an external resource by one or more members of a group of users to a participant in a conversation (e.g., a chat session) in the messaging client 104. One or more users may be invited to join an active external resource or to start an external resource that was recently used but is currently inactive (in a friend group). The external resource may provide the participants in the conversation (each participant using a corresponding messaging client 104) with the ability to share items, conditions, states, or locations in the external resource with one or more members of the user group in the chat session. The shared item may be an interactive chat card that members of the chat may interact with, for example, to start a corresponding external resource, view specific information within an external resource, or bring members of the chat to a specific location or state within an external resource. Within a given external resource, a response message may be sent to a user on the messaging client 104. The external resource may selectively include different media items in the response based on the current context of the external resource.

[0039] The messaging client 104 may present a list of available external resources (e.g., third parties, external applications 109, or applets) to the user to launch or access a given external resource. The list may be presented in a context-sensitive menu. For example, icons representing different external applications in the external applications 109 (or applets) may vary based on how the user launches the menu (e.g., from a conversational interface or from a non-conversational interface).

[0040] System Architecture

[0041] Figure 2 1 is a block diagram showing additional details about the messaging system 100 according to some examples. Specifically, the messaging system 100 is shown to include a messaging client 104 and an application server 114. The messaging system 100 includes several subsystems that are supported on the client side by the messaging client 104 and on the server side by the application server 114. These subsystems include, for example, a transient timer system 202, a collection management system 204, an augmentation system 208, a map system 210, a game system 212, an external resource system 220, and a pre-generated virtual experience system 224.

[0042] The transient timer system 202 is responsible for implementing temporary or time-limited access to content by the messaging client 104 and the messaging server 118. The transient timer system 202 includes several timers that selectively enable access (e.g., for presentation and display) to messages and associated content via the messaging client 104 based on duration and display parameters associated with a message or a collection of messages (e.g., a story). Additional details regarding the operation of the transient timer system 202 are provided below.

[0043] The collection management system 204 is responsible for managing collections or collections of media (e.g., collections of text, images, video, and audio data). Collections of content (e.g., messages, including images, videos, text, and audio) can be organized into "event libraries" or "event stories." Such collections can be made available for a specified time period (e.g., the duration of an event related to the content). For example, content related to a concert can be made available as a "story" for the duration of the concert. The collection management system 204 can also be responsible for publishing an icon that provides notification of the existence of a particular collection to the user interface of the messaging client 104.

[0044] In addition, the collection management system 204 includes a curation interface 206 that allows a collection manager to manage and curate a specific content collection. For example, the curation interface 206 enables an event organizer to curate a collection of content related to a specific event (e.g., to delete inappropriate content or redundant messages). In addition, the collection management system 204 uses machine vision (or image recognition technology) and content rules to automatically curate content collections. In some examples, compensation can be paid to users for including user-generated content in a collection. In such a case, the collection management system 204 operates to automatically pay such users for using their content.

[0045] The enhancement system 208 provides various functions that enable a user to enhance (e.g., annotate or otherwise modify or edit) media content associated with a message. For example, the enhancement system 208 provides functions related to generating and publishing media overlays for messages processed by the messaging system 100. The enhancement system 208 is operable to provide media overlays or enhancements (e.g., image filters) to the messaging client 104 based on the geographic location of the client device 102. In another example, the enhancement system 208 provides functions related to generating and publishing media overlays for messages processed by the messaging system 100. The enhancement system 208 is operable to provide media overlays or enhancements (e.g., image filters) to the messaging client 104 based on the geographic location of the client device 102. Figure 1The enhancement system 208 may be operable to provide a media overlay to the messaging client 104 with other information of the social network information of the user of the client device 102. The media overlay may include audio and visual content and visual effects. Examples of audio and visual content include pictures, text, logos, animations, and sound effects. Examples of visual effects include color overlays. The audio and visual content or visual effects may be applied to a media content item (e.g., a photo) at the client device 102. For example, a media overlay may include text, graphic elements, or images that may be superimposed on top of a photo taken by the client device 102. In another example, the media overlay includes a location identification overlay (e.g., Venice Beach), the name of a live event, or a business name overlay (e.g., Beach Cafe). In another example, the enhancement system 208 uses the geographic location of the client device 102 to identify a media overlay that includes a business name at the geographic location of the client device 102. The media overlay may include other logos associated with the business. The media overlay may be stored in Figure 1 in the database 126 and through Figure 1 The database server 120 is accessed.

[0046] In some examples, the enhancement system 208 provides a user-based publishing platform that enables a user to select a geographic location on a map and upload content associated with the selected geographic location. The user can also specify situations in which a particular media overlay should be provided to other users. The enhancement system 208 generates a media overlay that includes the uploaded content and associates the uploaded content with the selected geographic location.

[0047] In other examples, the augmentation system 208 provides a merchant-based publishing platform that enables merchants to select specific media overlays associated with a geographic location via a bidding process. For example, the augmentation system 208 associates the media overlay of the highest bidding merchant with the corresponding geographic location for a predefined amount of time. The augmentation system 208 communicates with the image processing server 122 to obtain an AR experience, and presents an identifier of such an experience in one or more user interfaces (e.g., as an icon on a real-time image or video, or as a thumbnail or icon in an interface dedicated to the identifier of the presented AR experience). Once the AR experience is selected, one or more images, videos, or AR graphical elements are retrieved and presented as an overlay on the image or video captured by the client device 102. In some cases, the camera is switched to a front view (e.g., the front camera of the client device 102 is activated in response to the activation of a particular AR experience), and an image from the front camera of the client device 102, rather than the rear camera of the client device 102, begins to be displayed on the client device 102. One or more images, videos, or AR graphical elements are retrieved and presented as an overlay on top of the image captured and displayed by the front-facing camera of the client device 102 .

[0048] In other examples, the enhancement system 208 can be configured to: Figure 1 The network 112 of the AR session 114 communicates and exchanges data with another augmented system 208 on another client device 102 and with a server. The exchanged data may include: a session identifier identifying the shared AR session; a transformation between the first client device 102 and the second client device 102 (e.g., the plurality of client devices 102 include the first device and the second device), the transformation being used to align the shared AR session to a common origin; a common coordinate system; and functions (e.g., commands for activating functions) and other payload data (e.g., text, audio, video, or other multimedia data).

[0049] The augmentation system 208 sends the transformation to the second client device 102 so that the second client device 102 can adjust the AR coordinate system based on the transformation. In this way, the first client device and the second client device 102 synchronize their coordinate systems and frames to display the content in the AR session. Specifically, the augmentation system 208 calculates the origin of the second client device 102 in the coordinate system of the first client device 102. The augmentation system 208 can then determine an offset in the coordinate system of the second client device 102 based on the position of the origin in the coordinate system of the second client device 102 from the perspective of the second client device 102. The transformation is generated using the offset so that the second client device 102 generates AR content according to a common coordinate system with the first client device 102.

[0050] The augmentation system 208 can communicate with the client device 102 to establish a separate or shared AR session. The augmentation system 208 can also be coupled to the messaging server 118 to establish an electronic group communication session (e.g., group chat, instant messaging) for the client device 102 in the shared AR session. The electronic group communication session can be associated with a session identifier provided by the client device 102 to obtain access to the electronic group communication session and the shared AR session. In one example, the client device 102 first obtains access to the electronic group communication session, and then obtains a session identifier in the electronic group communication session that allows the client device 102 to access the shared AR session. In some examples, the client device 102 is able to access the shared AR session without the assistance of the augmentation system 208 in the application server 114 or communication with the augmentation system 208 in the application server 114.

[0051] The mapping system 210 provides various geolocation functions and supports the presentation of map-based media content and messages by the messaging client 104. For example, the mapping system 210 enables the display of user icons or avatars (e.g., stored in the profile data 316) on a map to indicate the current or past locations of the user's "friends", as well as media content (e.g., a collection of messages including photos and videos) generated by such friends within the context of the map. For example, a message posted by a user to the messaging system 100 from a particular geographic location can be displayed to a particular user's "friends" on the mapping interface of the messaging client 104 within the context of a map of the particular location. The user can also share his or her location and status information with other users of the messaging system 100 (e.g., using an appropriate status avatar) via the messaging client 104, where the location and status information is similarly displayed to selected users within the context of the mapping interface of the messaging client 104.

[0052] The gaming system 212 provides various gaming functions within the context of the messaging client 104. The messaging client 104 provides a gaming interface that provides a list of available games (e.g., web-based games or web-based applications) that can be launched by a user within the context of the messaging client 104 and played with other users of the messaging system 100. The messaging system 100 also enables a particular user to invite other users to participate in playing a particular game by sending an invitation to such other users from the messaging client 104. The messaging client 104 also supports both voice messaging and text messaging (e.g., chatting) within the context of game play, provides leaderboards for games, and supports providing in-game rewards (e.g., game coins and items).

[0053] The external resource system 220 provides an interface to the messaging client 104 for communicating with Figure 1 The messaging client 104 communicates with an external application server 110 to launch or access an external resource. Each external resource (application) server 110 hosts, for example, an application based on a markup language (e.g., HTML5) or a small-scale version of an external application (e.g., a game, utility, payment, or ride-sharing application external to the messaging client 104). The messaging client 104 can launch a web-based resource (e.g., application) by accessing an HTML5 file from the external resource (application) server 110 associated with the web-based resource. In some examples, the application hosted by the external resource server 110 is a web application hosted by Figure 1 The messaging server 118 provides a software development kit (SDK) programmed in JavaScript. The SDK includes APIs with functions that can be called or activated by web-based applications. In some examples, the messaging server 118 includes a JavaScript library that provides access to certain user data of the messaging client 104 to a given third-party resource. HTML5 is used as an example technology for programming the game, but applications and resources programmed based on other technologies can be used.

[0054] In order to integrate the functionality of the SDK into the web-based resource, the SDK is downloaded from the messaging server 118 by the external resource (application) server 110 or received by the external resource (application) server 110 in other ways. Once downloaded or received, the SDK will be included as part of the application code of the web-based external resource. The code of the web-based resource can then call or activate certain functions of the SDK to integrate the features of the messaging client 104 into the web-based resource.

[0055] The SDK stored on the messaging server 118 effectively provides a bridge between external resources (e.g., third-party or external applications 109 or applets) and the messaging client 104. This provides users with a seamless experience of communicating with other users on the messaging client 104 while retaining the look and feel of the messaging client 104. In order to bridge the communication between the external resources and the messaging client 104, in some examples, the SDK facilitates the communication between the external resource server 110 and the messaging client 104. In some examples, the WebViewJavaScriptBridge running on the client device 102 establishes two one-way communication channels between the external resources and the messaging client 104. Messages are sent asynchronously via these communication channels between the external resources and the messaging client 104. Each SDK function activation is sent as a message and a callback. Each SDK function is implemented by constructing a unique callback identifier and sending a message with the callback identifier.

[0056] By using the SDK, not all information from the messaging client 104 is shared with the external resource server 110. The SDK limits which information is shared based on the needs of the external resource. In some examples, each external resource server 110 provides an HTML5 file corresponding to a web-based external resource to the messaging server 118. The messaging server 118 can add a visual representation (e.g., box art or other graphics) of the web-based external resource in the messaging client 104. Once the user selects the visual representation or instructs the messaging client 104 to access a feature of a web-based external resource through the graphical user interface (GUI) of the messaging client 104, the messaging client 104 obtains the HTML5 file and instantiates the resources required to access the features of the web-based external resource.

[0057] The messaging client 104 presents a GUI (e.g., a login page or title screen) for an external resource. During, before, or after presenting the login page or title screen, the messaging client 104 determines whether the launched external resource has been previously authorized to access the user data of the messaging client 104. In response to determining that the launched external resource has been previously authorized to access the user data of the messaging client 104, the messaging client 104 presents another GUI of the external resource, which includes the functions and features of the external resource. In response to determining that the launched external resource has not been previously authorized to access the user data of the messaging client 104, after a threshold time period (e.g., 3 seconds) of displaying the login page or title screen of the external resource, the messaging client 104 slides up a menu (e.g., animating the menu to emerge from the bottom of the screen to the middle or other portion of the screen) for authorizing the external resource to access the user data. The menu identifies the type of user data that the external resource will be authorized to use. In response to receiving the user selection of the accept option, the messaging client 104 adds the external resource to the list of authorized external resources and enables the external resource to access the user data from the messaging client 104. In some examples, the messaging client 104 authorizes the external resource to access the user data according to the OAuth 2 framework.

[0058] The messaging client 104 controls the type of user data shared with the external resource based on the type of external resource that is authorized. For example, access to a first type of user data (e.g., only a two-dimensional (2D) avatar of a user with or without different avatar characteristics) is provided to an external resource including a full-scale external application (e.g., a third party or external application 109). As another example, access to a second type of user data (e.g., payment information, a 2D avatar of a user, a 3D avatar of a user, and an avatar with various avatar characteristics) is provided to an external resource including a small-scale version of an external application (e.g., a web-based version of a third-party application). Avatar characteristics include different ways to customize the look and feel of an avatar, such as different postures, facial features, clothing, etc.

[0059] Pre-generated virtual experience system 224 allows a user to generate a virtual experience (AR or VR) based on captured images of a first location that depict one or more real-world objects at the first location. For example, pre-generated virtual experience system 224 may activate a camera and capture a set of images depicting a real-world environment at a first location (such as a room in a home). Pre-generated virtual experience system 224 processes the set of images to generate a 3D model of the real-world environment at the first location. The 3D model can then be used to generate a virtual experience that can be launched at a second location to view the appearance of real-world objects at the second location within a virtual experience corresponding to the first location. In some cases, as part of generating the 3D model, pre-generated virtual experience system 224 collects or receives data collected from at least one of a lidar sensor or a neural radiation field (NeRF) at the first location. Pre-generated virtual experience system 224 may apply a neural network to generate the 3D model.

[0060] In some examples, pre-generated virtual experience system 224 may allow a user to edit a virtual experience, such as rearranging virtual objects depicted in the virtual experience, removing one or more virtual objects, adding one or more virtual objects, and / or modifying properties of virtual objects. Specifically, pre-generated virtual experience system 224 may receive input to launch a particular virtual experience corresponding to a given location. Pre-generated virtual experience system 224 presents a virtual experience and receives input to modify one or more virtual objects depicted as part of the virtual experience.

[0061] In some examples, pre-generated virtual experience system 224 can similarly generate additional virtual experiences corresponding to other locations, such as a third location for generating a second virtual experience. Pre-generated virtual experience system 224 stores a list of previously captured real-world environments including the first virtual experience and the second virtual experience. Pre-generated virtual experience system 224 can display the list of previously captured real-world environments including the first virtual experience and the second virtual experience on client device 102 via a messaging application.

[0062] For example, pregenerated virtual experience system 224 selects a virtual experience representing a previously captured real-world environment at a first location through a messaging application. In some examples, pregenerated virtual experience system 224 receives input selecting a first virtual experience from a displayed list of previously captured real-world environments. Pregenerated virtual experience system 224 accesses an image representing a new real-world environment at a second location, the image depicting a plurality of real-world objects. Pregenerated virtual experience system 224 receives input selecting a first real-world object from a plurality of real-world objects depicted in the image. In some cases, pregenerated virtual experience system 224 automatically selects the first real-world object based on an attribute of the first real-world object. Pregenerated virtual experience system 224 modifies the image accessed at the second location based on the virtual experience to depict a previously captured real-world environment with the first real-world object.

[0063] In some examples, the virtual experience includes an AR experience. In this case, the pre-generated virtual experience system 224 identifies a subset of real-world objects depicted in the image that does not include the selected first real-world object. The pre-generated virtual experience system 224 overlays the AR experience on top of the subset of real-world objects that does not include the selected first real-world object. The pre-generated virtual experience system 224 can remove the subset of real-world objects from the image to retain only the first real-world object in the image, such as by deleting pixels corresponding to any object that is not the first real-world object. Although the present disclosure discusses maintaining a single real-world object from multiple real-world objects in a view of a virtual experience, any number of real-world objects can be maintained. For example, the subset of real-world objects can collectively represent a living room set that includes multiple real-world objects. In this case, all objects that are not part of the living room set are deleted or overlaid by the virtual experience, and the living room set remains depicted in the captured image or video.

[0064] In some examples, pregenerated virtual experience system 224 captures images as part of a live feed received from a camera of a client device and detects movement of the camera of client device 102. In response, as movement of the camera is detected, pregenerated virtual experience system 224 adjusts the relative position of the first real-world object within the view of the previously captured real-world environment depicted in the modified image. Specifically, pregenerated virtual experience system 224 adjusts the relative position by rotating the view of the previously captured real-world environment while the first real-world object remains stationary.

[0065] In some examples, pre-generated virtual experience system 224 generates the virtual experience as a virtual reality experience. In this case, pre-generated virtual experience system 224 generates a virtual representation of a first real-world object and adds the virtual representation of the first real-world object to the VR experience.

[0066] In some examples, pre-generated virtual experience system 224 generates a virtual experience and / or initiates a virtual experience using an estimated segmentation of one or more objects depicted in an image captured at a specific location. Pre-generated virtual experience system 224 can train a neural network to segment real-world items to generate a virtual experience and / or remove and / or maintain specific real-world objects depicted in an image of a real-world environment at a specific location. Pre-generated virtual experience system 224 trains the neural network by performing operations including receiving training data, the training data including a plurality of training images and a ground-truth real-world item segmentation for each of the plurality of training images, each of the plurality of training images depicting a different type of real-world environment. The operations include: applying the neural network to a first training image of the plurality of training images to estimate a segmentation of an item depicted in the first training image; and calculating a deviation between the estimated segmentation and a ground-truth real segmentation associated with the first training image. Neural network parameters are then updated based on the calculated deviation, and additional training data is processed to continue updating the parameters until the deviation meets a criterion.

[0067] In some examples, the pre-generated virtual experience system 224 presents a modified image, i.e., a virtual experience, on a first client device 102 of a first user. The pre-generated virtual experience system 224 detects a second user within a threshold proximity of the first user, the second user being a friend of the first user on a messaging application. The pre-generated virtual experience system 224 provides an option to the second client device 102 of the second user to join the first user in the virtual experience. The pre-generated virtual experience system 224 may receive input from the second client device 102 that modifies one or more virtual elements presented in the modified image, and apply one or more additional modifications to the image based on the input received from the second client device 102, so that both the first user and the second user can perceive the modifications made by the first client device or the second client device 102. In some examples, the input received from the second client device 102 includes virtually drawing or painting on a real world or virtual wall depicted in the modified image.

[0068] The pre-generated virtual experience system 224 is a component that can be accessed by an AR / VR application implemented on a client device 102. The AR / VR application captures images of rooms in a home using an RGB camera. The AR / VR application applies various trained machine learning techniques to captured images or videos of a real-world environment to segment items of the real-world environment. The AR / VR application includes a depth sensor for generating depth data. For example, the AR / VR application can maintain a specific real-world object (e.g., a piece of furniture) (e.g., an AR chair or sofa) depicted in an image or video captured by the client device 102 as a virtual experience (e.g., an AR experience) corresponding to a different real-world environment previously captured at a different location. In some implementations, the AR / VR application continuously captures images of the real-world environment in real time or periodically to continuously or periodically update the position of the real-world object within the view of the virtual experience. This allows the user to move around in the real world and see in real time how the real-world object looks in different areas of the virtual experience.

[0069] Combine the following Figure 5 An illustrative implementation of pre-generated virtual experience system 224 is shown and described.

[0070] Data Architecture

[0071] Figure 3 is shown that according to some examples, the Figure 1 Schematic diagram of a data structure 300 in a database 126 of a messaging server system 108. Although the contents of the database 126 are shown as including several tables, it should be understood that data may be stored in other types of data structures (eg, object-oriented databases).

[0072] Database 126 includes message data stored in message table 302. For any particular message, the message data includes at least message sender data, message recipient (or receiver) data, and payload. Figure 4 Additional details regarding information that may be included in a message and included within the message data stored in message table 302 are described.

[0073] The entity table 306 stores entity data and is linked (e.g., by reference) to the entity graph 308 and profile data 316. The entities for which records are maintained within the entity table 306 may include individuals, corporate entities, organizations, objects, places, events, etc. Regardless of the entity type, any entity for which the messaging server system 108 stores data may be an identified entity. Each entity is provided with a unique identifier as well as an entity type identifier (not shown).

[0074] The entity graph 308 stores information about relationships and associations between entities. Such relationships may be social, professional (e.g., working in a common company or organization), interest-based, or activity-based, by way of example only.

[0075] Profile data 316 stores various types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, profile data 316 may be selectively used and presented to other users of messaging system 100. Where the entity is a person, profile data 316 includes, for example, a user name, phone number, address, and settings (e.g., notification and privacy settings), as well as an avatar representation (or a collection of such avatar representations) selected by the user. The particular user may then selectively include one or more of these avatar representations within the content of messages transmitted via messaging system 100 and in messages sent by the messaging system 100. Figure 1 The messaging client 104 may be displayed to other users on a map interface. The collection of avatar representations may include a "status avatar" that presents a graphical representation of a state or activity that a user may select to communicate at a particular time.

[0076] Where the entity is a group, the profile data 316 for the group may similarly include one or more avatar representations associated with the group, in addition to the group name, members, and various settings related to the group (eg, notifications).

[0077] Database 126 also stores enhancement data, such as overlays or filters, in enhancement table 310. Enhancement data is associated with and applied to videos (data for videos is stored in video table 304) and images (data for images is stored in image table 312).

[0078] The database 126 may also store data related to individual and shared AR sessions. The data may include data transmitted between an AR session client controller of a first client device 102 and another AR session client controller of a second client device 102, and data transmitted between an AR session client controller and the augmented system 208. The data may include data for establishing a common coordinate system for a shared AR scene, transformations between devices, session identifiers, images depicting the body, skeletal joint positions, wrist joint positions, feet, and the like.

[0079] In one example, a filter is an overlay displayed as an overlay on an image or video during presentation to a recipient user. Filters can be of various types, including filters selected by a user from a set of filters presented to a sending user by messaging client 104 when the sending user is composing a message. Other types of filters include geolocation filters (also referred to as geofilters), which can be presented to a sending user based on a geographic location. For example, a geolocation filter specific to a nearby or special location can be presented by messaging client 104 within a user interface based on geographic location information determined by a global positioning system (GPS) unit of client device 102.

[0080] Another type of filter is a data filter, which may be selectively presented to the sending user by the messaging client 104 based on other input or information collected by the client device 102 during the message creation process. Examples of data filters include the current temperature at a particular location, the current speed at which the sending user is traveling, the battery life of the client device 102, or the current time.

[0081] Other augmented data that may be stored in the image table 312 include AR content items (eg, corresponding to an applied AR experience). AR content items or AR items may be real-time special effects and sounds that may be added to an image or video.

[0082] As described above, augmented data includes AR content items, overlays, image transformations, AR images, and similar items involving modifications that can be applied to image data (e.g., videos or images). This includes real-time modifications that modify the image when it is captured using the device sensor (e.g., one or more cameras) of the client device 102 and then display the image on the screen of the client device 102 with the modification. This also includes modifications to stored content (e.g., video clips in a library that can be modified). For example, in a client device 102 that can access multiple AR content items, a user can use a single video clip with multiple AR content items to see how different AR content items will modify the stored clips. For example, by selecting different AR content items for the content, multiple AR content items that apply different pseudo-random movement models can be applied to the same content. Similarly, real-time video capture can be used with the modifications shown to show how the video image currently captured by the sensor of the client device 102 will modify the captured data. Such data can be simply displayed on the screen without being stored in the memory, or the content captured by the device sensor can be recorded and stored in the memory with or without modification (or both). In some systems, the preview feature can simultaneously show how different AR content items will look in different windows of the display. This can, for example, enable viewing multiple windows with different pseudo-random animations on the display at the same time.

[0083] Thus, data using AR content items and various systems or other such transformation systems that modify content using such data may involve detection of objects (e.g., faces, hands, bodies, cats, dogs, surfaces, objects, etc.) in video frames; tracking of such objects as such objects leave, enter, and move around the field of view; and modification or transformation of such objects as such objects are tracked. In various examples, different methods for implementing such transformations may be used. Some examples may involve: generating a 3D mesh model of one or more objects; and using transformations and animated textures of the models within the video to implement the transformations. In other examples, tracking of points on an object may be used to place an image or texture (which may be 2D or 3D) at the tracked location. In further examples, neural network analysis of video frames may be used to place images, models, or textures in content (e.g., images or video frames). Thus, AR content items refer to both images, models, and textures used to create transformations in content, as well as additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.

[0084] Real-time video processing can be performed using any kind of video data (e.g., video streams, video files, etc.) stored in the memory of any kind of computerized system. For example, a user can load video files and store them in the memory of the device, or a sensor of the device can be used to generate a video stream. In addition, any object, such as human faces and parts of the human body, animals, or non-living things (e.g., chairs, cars, or other objects) can be processed using computer animation models.

[0085] In some examples, in the case where a specific modification is selected together with the content to be transformed, the element to be transformed is identified by the computing device, and then if the element to be transformed is present in the video frame, the element to be transformed is detected and tracked. The elements of the object are modified according to the request for modification, thereby transforming the frame of the video stream. The transformation of the frame of the video stream can be performed by different methods for different types of transformations. For example, for the frame transformation that mainly refers to the variation of the elements of the object, the characteristic points for each element of the object are calculated (for example, using the active shape model (Active Shape Model, ASM) or other known methods). Then, for each element of at least one element of the object, a grid based on the characteristic points is generated. The grid is used for the subsequent stage of tracking the elements of the object in the video stream. During the tracking process, the grid mentioned for each element is aligned with the position of each element. Then, additional points are generated on the grid. A set of first points is generated for each element based on the request for modification, and a set of second points is generated for each element based on the set of first points and the request for modification. Then, the frame of the video stream can be transformed by modifying the elements of the object based on the set of first points and the set of second points and the grid. In such a method, the background of the modified object may also be changed or deformed by tracking and modifying the background of the modified object.

[0086] In some examples, a transformation that changes some areas of an object using elements of an object can be performed by calculating characteristic points for each element of the object and generating a grid based on the calculated characteristic points. Points are generated on the grid, and then various areas based on the points are generated. Then, the elements of the object are tracked by aligning the area for each element with the position for each element of at least one element, and the properties of the area can be modified based on the request for modification, thereby transforming the frame of the video stream. Depending on the specific request for modification, the properties of the mentioned area can be transformed in different ways. Such modifications can involve: changing the color of the area; removing at least some parts of the area from the frame of the video stream; including one or more new objects in the area based on the request for modification; and modifying or distorting the elements of the area or object. In various examples, any combination of such modifications or other similar modifications can be used. For certain models to be animated, some characteristic points can be selected as control points for determining the entire state space of options for model animation.

[0087] In some examples of using computer animation models that use face detection to transform image data, faces are detected on images using a specific face detection algorithm (e.g., Viola-Jones). The ASM algorithm is then applied to the face area of ​​the image to detect facial feature reference points.

[0088] Other methods and algorithms suitable for face detection can be used. For example, in some examples, landmarks are used to locate features, which represent distinguishable points that exist in most of the images considered. For example, for facial landmarks, the location of the left pupil can be used. If the initial landmarks are not recognizable (for example, if the person is wearing an eye patch), secondary landmarks can be used. Such a landmark identification process can be used for any such object. In some examples, a set of landmarks forms a shape. The coordinates of the points in the shape can be used to represent the shape as a vector. One shape is aligned with another shape using a similarity transformation (allowing translation, scaling, and rotation) that minimizes the average Euclidean distance between the shape points. The average shape is the average of the aligned training shapes.

[0089] In some examples, the landmark search begins with an average shape that aligns with the location and size of the face determined by a global face detector. Such a search then repeats the steps of proposing tentative shapes by adjusting the positions of shape points by template matching of the image texture around each point, and then conforming the tentative shapes to the global shape model until convergence occurs. In some systems, individual template matches are unreliable, and the shape model pools the results of weak template matches to form a stronger overall classifier. The entire search is repeated at each level of the image pyramid from coarse to fine resolution.

[0090] The transformation system can capture an image or video stream on a client device (e.g., client device 102) and perform complex image manipulations locally on the client device 102 while maintaining an appropriate user experience, computational time, and power consumption. Complex image manipulations can include size and shape changes, emotional transformations (e.g., changing a face from a frown to a smile), state transformations (e.g., aging a subject, reducing apparent age, changing gender), style transformations, application of graphical elements, and any other suitable image or video manipulations that can be implemented by a convolutional neural network that has been configured to execute efficiently on the client device 102.

[0091] In some examples, a computer animation model for transforming image data can be used by a system in which a user can capture an image or video stream of the user (e.g., a selfie) using a client device 102 having a neural network that operates as part of a messaging client 104 operating on the client device 102. A transformation system operating within the messaging client 104 determines the presence of a face within the image or video stream and provides a modification icon associated with the computer animation model to transform the data image, or the computer animation model can be presented in association with an interface described herein. The modification icon includes a change in the basis that can modify the user's face within the image or video stream as part of the modification operation. Once the modification icon is selected, the transformation system initiates a process of transforming the user's image to reflect the selected modification icon (e.g., generating a smiley face on the user). Once the image or video stream is captured and the specified modification is selected, the modified image or video stream can be presented in a graphical user interface displayed on the client device 102. The transformation system can implement a complex convolutional neural network on a portion of the image or video stream to generate and apply the selected modification. That is, a user can capture an image or video stream, and once a modification icon has been selected, the modified result can be presented in real time or near real time. Furthermore, while the video stream is being captured, the modification can be persistent and the selected modification icon remains toggled. Machine-taught neural networks can be used to implement such modifications.

[0092] The GUI presenting the modifications performed by the transformation system can provide additional interactive options to the user. Such options can be based on the interface for initiating content capture and selecting a specific computer animation model (e.g., initiated from a content creator user interface). In various examples, the modifications can be persistent after the initial selection of the modification icon. The user can switch to turn the modification on or off by tapping or otherwise selecting the face being modified by the transformation system, and store it for later viewing or browsing other areas of the imaging application. In the case where multiple faces are modified by the transformation system, the user can globally switch the modification to on or off by tapping or selecting a single face modified and displayed within the GUI. In some examples, each face in a group of multiple faces can be modified individually, or such modifications can be switched individually by tapping or selecting a single face or a series of individual faces displayed within the GUI.

[0093] The story table 314 stores data about a collection of messages and associated image, video or audio data that are compiled into a collection (e.g., a story or library). The creation of a particular collection can be initiated by a particular user (e.g., each user for whom a record is maintained in the entity table 306). A user can create a "personal story" in the form of a collection of content that has been created and sent / broadcasted by the user. To this end, the user interface of the messaging client 104 may include a user-selectable icon to enable the sending user to add specific content to his or her personal story.

[0094] A collection may also constitute a "live story" that is a collection of content from multiple users, created manually, automatically, or using a combination of manual and automatic techniques. For example, a "live story" may constitute a curated stream of user-submitted content from various locations and events. Users whose client devices have location services enabled and who are at a common location event at a particular time may be presented with the option of contributing content to a particular live story, for example, via the user interface of the messaging client 104. Live stories may be identified to a user by the messaging client 104 based on his or her location. The end result is a "live story" told from a community perspective.

[0095] Another type of content collection is called a "location story," which enables users whose client devices 102 are located in a particular geographic location (e.g., on a college or university campus) to contribute to a particular collection. In some implementations, contributions to location stories may require secondary authentication to verify that the end user belongs to a particular organization or other entity (e.g., is a student on a university campus).

[0096] As mentioned above, the video table 304 stores video data, which in one example is associated with a message for which a record is maintained within the message table 302. Similarly, the image table 312 stores image data associated with a message for which message data is stored in the entity table 306. The entity table 306 may associate various enhancements from the enhancement table 310 with the various images and videos stored in the image table 312 and the video table 304.

[0097] The data structure 300 may also store training data for training one or more machine learning techniques (models) to segment real-world objects or items of a real-world environment depicted in an image corresponding to a location (e.g., a room in a home). The training data may include multiple images and videos and their corresponding ground-truth room segmentations. The images and videos may include a combination of various real-world objects that may appear in different rooms in a home or residence. One or more machine learning techniques may be trained to extract features of received input images or videos and establish a relationship between the extracted features and the segmentation. Once trained, the machine learning technique may receive a new image or video and may compute the segmentation of the item depicted in the newly received image or video.

[0098] Data communication architecture

[0099] Figure 4 is a schematic diagram showing the structure of a message 400 according to some examples, the message consisting of Figure 1 The messaging client 104 generates and transmits to Figure 1 The content of the specific message 400 is used to populate the data stored in the Figure 1 126, and is accessible by the messaging server 118. Similarly, the content of the message 400 is stored in the memory as Figure 1 Message 400 is a message that contains "in-flight" or "in-transit" data from a client device 102 or an application server 114. Message 400 is shown to include the following example components:

[0100] Message identifier 402 : a unique identifier that identifies the message 400 .

[0101] Message text payload 404 : Text to be generated by a user via the user interface of the client device 102 and included in the message 400 .

[0102] Message image payload 406 : Image data captured by a camera component of the client device 102 or retrieved from a memory component of the client device 102 and included in the message 400 . Image data for a message 400 sent or received may be stored in the image table 312 .

[0103] Message video payload 408 : Video data captured by the camera component or retrieved from the memory component of the client device 102 and included in the message 400 . The video data for the message 400 sent or received may be stored in the video table 304 .

[0104] Message audio payload 410 : audio data captured by a microphone or retrieved from a memory component of the client device 102 and included in the message 400 .

[0105] Message enhancement data 412: Enhancement data (e.g., filters, stickers, or other annotations or enhancements) representing enhancements to be applied to the message image payload 406, message video payload 408, or message audio payload 410 of the message 400. The enhancement data 412 for a sent or received message 400 may be stored in the enhancement table 310.

[0106] Message duration parameter 414: A parameter value indicating the amount of time in seconds that the content of a message (eg, message image payload 406, message video payload 408, message audio payload 410) will be presented to or made accessible to a user via messaging client 104.

[0107] Message geolocation parameters 416: Geolocation data (e.g., latitude and longitude coordinates) associated with the content payload of the message. Multiple message geolocation parameter 416 values ​​may be included in the payload, each of which is associated with a content item included in the content (e.g., a specific image within a message image payload 406, or a specific video within a message video payload 408).

[0108] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., a "story" identified in story table 314) associated with a particular content item in message image payload 406 of message 400. For example, multiple images within message image payload 406 may each be associated with multiple content collections using an identifier value.

[0109] Message tags 420: Each message 400 may be tagged with a plurality of tags, each of which indicates the subject of the content included in the message payload. For example, where a particular image included in the message image payload 406 depicts an animal (e.g., a lion), a tag value may be included within the message tags 420 indicating the relevant animal. The tag value may be manually generated based on user input, or may be automatically generated using, for example, image recognition.

[0110] • Message sender identifier 422: An identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​that indicates the user of the client device 102 on which the message 400 was generated and from which the message 400 was sent.

[0111] • Message recipient identifier 424: An identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​that indicates the user of the client device 102 to which the message 400 is addressed.

[0112] The content (e.g., value) of the various components of message 400 may be pointers to locations in a table where content data values ​​are stored. For example, the image value in message image payload 406 may be a pointer to a location within image table 312 (or the address of a location within image table). Similarly, the value within message video payload 408 may point to data stored within video table 304, the value stored within message enhancement data 412 may point to data stored within enhancement table 310, the value stored within message story identifier 418 may point to data stored within story table 314, and the values ​​stored within message sender identifier 422 and message recipient identifier 424 may point to user records stored within entity table 306.

[0113] Pre-built virtual experience system

[0114] Figure 5 is shown according to some examples Figure 2 100 is a block diagram of an example pre-generated virtual experience system 224. Pre-generated virtual experience system 224 includes a set of components 510 that operate on a set of input data (e.g., a monocular image (or video)) 501 depicting a real-world environment. Pre-generated virtual experience system 224 includes a virtual experience generation module 512, a new real-world environment module 514, a real-world object selection module 516, an image modification module 518, and an image display module 520. All or some of the components of pre-generated virtual experience system 224 may be implemented by a server, in which case monocular image 501 depicting the real-world environment is provided to the server by client device 102. In some cases, some or all of the components of pre-generated virtual experience system 224 may be implemented by a server. Figure 1The present invention may be implemented on a client device 102 or may be distributed across a group of client devices 102 and one or more servers.

[0115] Virtual experience generation module 512 allows a user to generate one or more AR or VR experiences that represent or correspond to different real-world environments at different locations. For example, virtual experience generation module 512 may receive input from a user naming a particular virtual experience, such as a living room, a kitchen, a bedroom, etc. Once the naming is received, virtual experience generation module 512 activates the camera to begin capturing images of the real-world environment at the first location. For example, Figure 6 As shown, a user interface 600 is presented on the client device 102 in which a first real-world object 620 and a second real-world object 610 are depicted in one or more images.

[0116] Virtual experience generation module 512 may instruct the user to walk around the first location and turn to capture 360 ​​degrees worth of images of first real-world object 620 and second real-world object 610. Virtual experience generation module 512 may instruct the user to focus the camera toward the ceiling and toward the ground. After capturing a specified number or a sufficient number of images representing multiple views of the real-world environment at the first location, virtual experience generation module 512 stops capturing images and begins generating a 3D model of the real-world environment at the first location, wherein first real-world object 620 and second real-world object 610 are added as virtual objects of the AR / VR experience.

[0117] In some examples, virtual experience generation module 512 can capture depth sensor information such as lidar sensor data and / or NeRF information along with capturing an image of the real-world environment at the first location (including first real-world object 620 and second real-world object 610). Virtual experience generation module 512 can also implement an object detection module to segment one or more real-world objects (e.g., first real-world object 620 and second real-world object 610) depicted in the image of the real-world environment at the first location.

[0118] The object detection module can receive a monocular image (or video) 501 depicting a real-world environment. The image or video can be received as part of a real-time video stream, a previously captured video stream, or a new image captured by a camera of the client device 102. The object detection module applies one or more machine learning techniques to identify real-world physical objects that appear in the monocular image 501 depicting the real-world environment. For example, the object detection module can segment out individual objects in the image and assign labels or names to each object. Specifically, the object detection module can identify a sofa as a separate object, a television as another separate object, a lamp as another separate object, and so on. Any type of object that can appear or exist in a specific real-world environment (e.g., a room in a home or residence) can be identified and labeled by the object detection module.

[0119] Return to reference Figure 5 During training, the object detection module’s machine learning techniques extract information from the data stored in Figure 3 The training image data in the data structure 300 of receive a given training image (e.g., a monocular image or video depicting a real-world environment, such as an image of a living room or bedroom). A machine learning technique (e.g., a neural network or other machine learning model) is applied to the given training image. The machine learning technique extracts one or more features from the given training image to estimate item segmentation of items of the real-world environment depicted in the image or video. For example, the machine learning technique obtains a given training image depicting a real-world environment and extracts features corresponding to real-world objects appearing in the real-world environment from the image.

[0120] The machine learning technique obtains a known true value segmentation or a predetermined true value segmentation of real-world items depicted in the real-world environment from the training data. The machine learning technique compares the estimated segmentation with the true value segmentation (calculates the deviation between them). Based on a difference threshold of the comparison (or deviation), the machine learning technique updates one or more coefficients or parameters, and obtains one or more additional training images of the real-world environment. After a specified number of epochs or after a specified number of batches of training images have been processed and / or when a difference threshold or deviation (which is calculated based on the difference or deviation between the estimated segmentation and the true value segmentation) reaches a specified value, the machine learning technique completes training, and the parameters and coefficients of the machine learning technique are stored as a trained machine learning technique.

[0121] In an example, after training, the machine learning technique is implemented as part of an object detection module of a virtual experience generation module 512; and / or a new real-world environment module 514 receives a monocular input image 501 depicting a real-world environment as a single RGB image or as a video of multiple images from a client device 102. The machine learning technique applies the trained machine learning technique to the received input image to extract one or more features and generate a prediction or estimate of a segmentation of a real-world item or object depicted in the monocular image.

[0122] The virtual experience generation module 512 collects information from the image, object detection module, and / or depth sensor to generate a 3D model of the real-world environment corresponding to the first location. The virtual experience generation module 512 uses the 3D model to generate a first AR or VR experience corresponding to the first location. The first AR / VR experience enables a user to start an AR / VR experience at a new location and view and interact with the real-world environment corresponding to the first location (e.g., a previous location). The virtual experience generation module 512 stores the first virtual experience as part of a list of previously captured virtual experiences.

[0123] In some examples, virtual experience generation module 512 may receive input from a user naming the second virtual experience, such as a living room, a kitchen, a bedroom, etc. Once the naming is received, virtual experience generation module 512 activates the camera to begin capturing images of the real-world environment at the third location. Virtual experience generation module 512 may instruct the user to walk around the third location and turn to capture 360-degree images. Virtual experience generation module 512 may instruct the user to focus the camera toward the ceiling and toward the ground. After capturing a specified number or a sufficient number of images representing multiple views of the real-world environment at the third location, virtual experience generation module 512 stops capturing images and begins generating a 3D model of the real-world environment at the third location.

[0124] In some examples, along with capturing an image of the real-world environment at the third location, virtual experience generation module 512 can capture depth sensor information, such as lidar sensor data and / or NeRF information. Virtual experience generation module 512 can also implement an object detection module to segment one or more real-world objects depicted in the image of the real-world environment at the third location.

[0125] The virtual experience generation module 512 collects information from the image, object detection module, and / or depth sensor to generate a 3D model of the real-world environment corresponding to the third location. The virtual experience generation module 512 uses the 3D model to generate a second AR or VR experience corresponding to the third location. The third AR / VR experience enables the user to start the AR / VR experience at the new location and view and interact with the real-world environment corresponding to the third location (e.g., the previous location). The virtual experience generation module 512 stores the second virtual experience as part of a list of previously captured virtual experiences that includes the first virtual experience.

[0126] The virtual experience generation module 512 may receive input for accessing or launching a given virtual experience. In response to receiving input selecting a first virtual experience 712, the virtual experience generation module 512 launches the virtual experience and allows the user to perform modifications to the virtual experience. For example, the user may add, remove, or change one or more virtual objects included as part of the given virtual experience.

[0127] The new real-world environment module 514 allows the user to input a new real-world environment, such as a furniture store including one or more real-world objects (e.g., real-world furniture items). The new real-world environment module 514 can receive input from the user to activate the camera device and begin capturing one or more images or videos of the new real-world environment. As the images are captured, the new real-world environment module 514 can use the object detection module to estimate the segmentation of the objects depicted in the images.

[0128] The real-world object selection module 516 may receive the image from the new real-world environment module 514 and present the image on the display of the client device 102. For example, Figure 8 As shown, the real-world object selection module 516 can present a user interface 800 including an image 801 depicting one or more real-world objects of a new real-world environment, such as a first real-world object 810 and a second real-world object 820. The real-world object selection module 516 can receive input from a user selecting a particular real-world object depicted in the image, such as the first real-world object 810. For example, the real-world object selection module 516 receives a gesture from the user tapping an area of ​​the image 801 displayed on the client device 102 that corresponds to a particular real-world object (e.g., a real-world chair or the first real-world object 810). In response to receiving the input, the real-world object selection module 516 obtains a real-world segmentation corresponding to the particular real-world object from the object detection module.

[0129] The real-world object selection module 516 retrieves a list of previously generated virtual experiences. The list can be overlaid on top of a particular real-world object. The real-world object selection module 516 receives user input selecting a first virtual experience from the list. For example, Figure 7 As shown, user interface 700 is presented to the user at a new location (e.g., the location of a new real-world environment, such as a second location). User interface 700 includes a list of different previously generated virtual experiences. User interface 700 may present a message 710 notifying the user to select a given previously generated virtual experience. User interface 700 receives input from the user, such as by tapping a visual representation of first virtual experience 712 to select first virtual experience 712. In some cases, user interface 700 may highlight or visually distinguish certain virtual experiences that user interface 700 recommends for activation. User interface 700 may receive input such as GPS coordinates, and may search a list of places associated with the GPS coordinates to determine the type of the new real-world environment at the GPS coordinates (e.g., a furniture store, a clothing store, kitchen hardware, etc.). Based on the type, user interface 700 may recommend certain virtual experiences corresponding to the type of the new real-world environment. For example, if the user is in a kitchen hardware store, user interface 700 may recommend a virtual experience previously generated based on real-world objects in a kitchen. If the user is in a furniture store, user interface 700 may recommend a virtual experience previously generated based on real-world objects in a living room.

[0130] In response to receiving input selecting the first virtual experience 712, the real-world object selection module 516 retrieves the first virtual experience and generates a 3D cube on a portion of a particular real-world object. Figure 8 ) includes a 3D cube 830 in which virtual objects 834 of the real-world environment of the first location are presented in a transparent manner on a particular real-world object (e.g., the first real-world object 810). The 3D cube depicts one or more portions of the virtual objects included in the first virtual experience. Within the 3D cube (inside the cube), a progress indicator 832, such as a bouncing arrow, is displayed and animated while the first virtual experience is processed to present the content of the first virtual experience within the context of the new real-world environment.

[0131] The real-world object selection module 516 transmits the specific real-world object segmentation, the processed first virtual experience, and the image depicting the new real-world environment to the image modification module 518. The image modification module 518 uses the segmentation of the specific real-world object to delete or remove pixels of the image depicting the new real-world environment at the new location that are outside the segmentation of the specific real-world object. In this way, any real-world objects that fall outside the segmentation of the specific real-world object are removed from the image depicting the new real-world environment. Therefore, only the specific real-world object remains depicted in the image. Then, after completing processing of the first virtual experience, the image modification module 518 superimposes the virtual objects of the first virtual experience on the image from which the real-world objects (excluding the specific real-world object) have been removed. That is, the image modification module 518 presents the first virtual experience on all portions of the image depicting the new real-world environment except for the specific real-world object. For example, as Fig. 9 As shown, user interface 900 presents a real-world object 910 (corresponding to the selected first real-world object 810 of the new real-world environment at the second location) within a view of the virtual experience, the view of the virtual experience including one or more virtual objects 920 corresponding to the real-world objects of the previously captured real-world environment at the first location.

[0132] Reference Figure 5 , the image modification module 518 transmits the modified image to the image display module 520 in which the first virtual experience is superimposed on the image including only the specific real-world object. The image display module 520 presents the modified image on the client device 102. The image display module 520 can detect that the camera depicting the new real-world environment has been moved to capture a new image of the new real-world environment. As the camera is moved, the image display module 520 continues to receive images in which all real-world objects except the specific real-world object have been removed and the first virtual experience is presented thereon. In this way, real-world objects from the new real-world environment can be presented within the view of the first virtual experience. The image display module 520 can receive input to rotate the virtual experience. In response, the image display module 520 modifies the view of the first virtual experience while keeping the depiction of the specific real-world object in the same position. This allows the user to see how the specific real-world object looks in different areas of the first virtual experience.

[0133] In some examples, the first virtual experience includes a VR experience. In this case, the real-world object selection module 516 uses the segmentation of the particular real-world object to generate a 3D model or virtual representation of the particular real-world object. The real-world object selection module 516 transmits this virtual representation of the particular real-world object to the image modification module 518. The image modification module 518 adds the virtual representation of the particular real-world object to the VR experience corresponding to the first location. The image modification module 518 can allow the user to move around in VR to see how the virtual representation of the particular real-world object looks within the first virtual experience corresponding to the first location.

[0134] Image modification module 518 may receive input to modify one or more portions of the virtual experience. For example, image modification module 518 may receive input to add one or more virtual objects, change the position of certain virtual objects, and / or remove certain virtual objects. Image modification module 518 updates the image depicting a particular real-world object based on the modification to the virtual experience.

[0135] In some examples, the new real-world environment module 514 detects a second client device 102 within a threshold distance (e.g., less than 5 feet) of the first client device 102 corresponding to the user generating the first virtual experience. In response, the new real-world environment module 514 may determine that the user of the second client device 102 is a friend on a social network with the user of the first client device 102. In such a case, the new real-world environment module 514 presents an option for display on the second client device 102 for the user of the second client device 102 to join the first virtual experience. The user of the second client device 102 may be presented with a virtual experience that is the same as the virtual experience presented to the user of the first client device 102. Specifically, all real-world objects except for specific real-world objects may be removed from the image of the new real-world environment, and the content of the virtual experience is superimposed on a modified image in which only the specific real-world objects are depicted. The modified image is presented to both the first client device and the second client device 102 in a synchronized manner. Input such as drawing on the real world or virtual wall depicted in the image may be received from the first client device or the second client device 102 to perform modifications to the displayed image, such as removing virtual objects, repositioning virtual objects, and / or adding virtual objects to the image.

[0136] Fig.101000 is a flowchart of a process 1000 according to some examples. Although a flowchart may describe operations as a sequential process, many of these operations may be performed in parallel or simultaneously. In addition, the order of the operations may be rearranged. A process terminates when its operations are completed. A process may correspond to a method, a procedure, etc. The steps of a method may be performed in whole or in part, may be performed in conjunction with some or all of the steps in other methods, and may be performed by any number of different systems or any part thereof (e.g., a processor in any system included in the system).

[0137] At operation 1001, as described above, Figure 1 The client device 102 selects, through the messaging application, a virtual experience representing a previously captured real-world environment at a first location.

[0138] At operation 1002 , as described above, the client device 102 accesses an image representing a new real-world environment at a second location, the image depicting a plurality of real-world objects.

[0139] At operation 1003 , as described above, the client device 102 receives input selecting a first real-world object from a plurality of real-world objects depicted in an image.

[0140] At operation 1004 , the client device 102 modifies the image accessed at the second location based on the virtual experience to depict the previously captured real-world environment with the first real-world object, as described above.

[0141] Machine Architecture

[0142] Fig.11The 1100 is a diagrammatic representation of a machine 1100 within which instructions 1108 (e.g., software, programs, applications, applet, app, or other executable code) may be executed for causing the machine 1100 to perform any one or more of the methods discussed herein. For example, the instructions 1108 may cause the machine 1100 to perform any one or more of the methods described herein. The instructions 1108 convert a general purpose, unprogrammed machine 1100 into a specific machine 1100 that is programmed to perform the functions described and illustrated in the manner described. The machine 1100 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 1100 may operate in the performance of a server machine or a client machine in a server-client network environment, or as a peer machine in a peer-to-peer (or distributed) network environment. The machine 1100 may include, but is not limited to, a server computer, a client computer, a personal computer (PC), a tablet computer, a laptop computer, a netbook, a set-top box (STB), a personal digital assistant (PDA), an entertainment media system, a cellular phone, a smart phone, a mobile device, a wearable device (e.g., a smart watch), a smart home device (e.g., a smart appliance), other smart devices, a web appliance, a network router, a network switch, a network bridge, or any machine capable of sequentially or otherwise executing instructions 1108 specifying actions to be taken by the machine 1100. In addition, although only a single machine 1100 is shown, the term "machine" should also be considered to include a collection of machines that individually or jointly execute instructions 1108 to perform any one or more of the methods discussed herein. For example, the machine 1100 may include a client device 102 or any of a number of server devices that form part of a messaging server system 108. In some examples, the machine 1100 may also include both a client system and a server system, wherein certain operations of a particular method or algorithm are performed on the server side, and wherein certain operations of a particular method or algorithm are performed on the client side.

[0143] The machine 1100 may include a processor 1102, a memory 1104, and an input / output (I / O) component 1138 that may be configured to communicate with each other via a bus 1140. In an example, the processor 1102 (e.g., a central processing unit (CPU), a reduced instruction set computing (RISC) processor, a complex instruction set computing (CISC) processor, a graphics processing unit (GPU), a digital signal processor (DSP), an application specific integrated circuit (ASIC), a radio frequency integrated circuit (RFIC), another processor, or any suitable combination thereof) may include, for example, a processor 1106 that executes instructions 1108 and a processor 1110. The term "processor" is intended to include multi-core processors, which may include two or more independent processors (sometimes referred to as "cores") that may execute instructions simultaneously. Although Fig.11 Multiple processors 1102 are shown, but the machine 1100 may include a single processor with a single core, a single processor with multiple cores (e.g., a multi-core processor), multiple processors with a single core, multiple processors with multiple cores, or any combination thereof.

[0144] The memory 1104 includes a main memory 1112, a static memory 1114, and a storage unit 1116, all of which are accessible to the processor 1102 via the bus 1140. The main memory 1104, the static memory 1114, and the storage unit 1116 store instructions 1108 that embody any one or more of the methods or functions described herein. The instructions 1108 may also reside, completely or partially, within the main memory 1112, within the static memory 1114, within a machine-readable medium within the storage unit 1116, within at least one of the processors 1102 (e.g., within a cache memory of a processor), or within any suitable combination thereof during execution thereof by the machine 1100.

[0145] I / O components 1138 may include various components that receive input, provide output, generate output, send information, exchange information, capture measurements, etc. The specific I / O components 1138 included in a particular machine will depend on the type of machine. For example, a portable machine such as a mobile phone may include a touch input device or other such input mechanism, while a headless server machine will likely not include such a touch input device. It should be appreciated that I / O components 1138 may include Fig.1111 and 12. In various examples, the I / O components 1138 may include a user output component 1124 and a user input component 1126. The user output component 1124 may include a visual component (e.g., a display such as a plasma display panel (PDP), a light emitting diode (LED) display, a liquid crystal display (LCD), a projector, or a cathode ray tube (CRT)), an acoustic component (e.g., a speaker), a tactile component (e.g., a vibration motor, a resistance mechanism), other signal generators, etc. The user input component 1126 may include an alphanumeric input component (e.g., a keyboard, a touch screen configured to receive alphanumeric input, an optical keyboard, or other alphanumeric input component), a point-based input component (e.g., a mouse, a touch pad, a trackball, a joystick, a motion sensor, or other pointing instrument), a tactile input component (e.g., a physical button, a touch screen or other tactile input component that provides the location and force of a touch or touch gesture), an audio input component (e.g., a microphone), etc.

[0146] In other examples, the I / O component 1138 may include a biometric component 1128, a motion component 1130, an environment component 1132, or a position component 1134, as well as various other components. For example, the biometric component 1128 includes components for detecting expressions (e.g., hand expressions, facial expressions, voice expressions, body postures, or eye tracking), measuring biosignals (e.g., blood pressure, heart rate, body temperature, sweat, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or EEG-based recognition), etc. The motion component 1130 includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, and a rotation sensor component (e.g., a gyroscope).

[0147] Environmental components 1132 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., photometers), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., barometers), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., infrared sensors that detect nearby objects), gas sensors (e.g., gas detection sensors that detect concentrations of hazardous gases for safety or measure pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.

[0148] With respect to cameras, client device 102 can have a camera system including, for example, a front-facing camera on a front surface of client device 102 and a rear-facing camera on a rear surface of client device 102. The front-facing camera can, for example, be used to capture still images and videos (e.g., “selfies”) of a user of client device 102, which can then be enhanced using the enhancement data (e.g., filters) described above. The rear-facing camera can, for example, be used to capture still images and videos in a more traditional camera mode, where the images are similarly enhanced using the enhancement data. In addition to the front-facing camera and the rear-facing camera, client device 102 can also include a 360° camera for capturing 360° photos and videos.

[0149] Additionally, the camera system of the client device 102 may include dual rear cameras (e.g., a main camera and a depth sensing camera), or even triple, quad, or quintuple rear camera configurations on the front and back sides of the client device 102. For example, these multi-camera systems may include a wide-angle camera, an ultra-wide-angle camera, a telephoto camera, a macro camera, and a depth sensor.

[0150] The position component 1134 includes a position sensor component (eg, a GPS receiver component), an altitude sensor component (eg, an altimeter or a barometer that detects air pressure that can obtain altitude), an orientation sensor component (eg, a magnetometer), and the like.

[0151] A variety of technologies may be used to achieve communication. The I / O components 1138 also include a communication component 1136 that is operable to couple the machine 1100 to the network 1120 or device 1122 via a corresponding coupling or connection. For example, the communication component 1136 may include a network interface component or other suitable device that interfaces with the network 1120. In other examples, the communication component 1136 may include a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, Parts (e.g. Low power consumption), Device 1122 may be another machine or any of a variety of peripheral devices (eg, a peripheral device coupled via USB).

[0152] In addition, the communication component 1136 can detect an identifier or include a component operable to detect an identifier. For example, the communication component 1136 may include a radio frequency identification (RFID) tag reader component, an NFC smart tag detection component, an optical reader component (e.g., an optical sensor for detecting one-dimensional bar codes such as universal product code (UPC) bar codes, multi-dimensional bar codes such as quick response (QR) codes, Aztec codes, data matrix, data symbol (Dataglyph), MaxiCode, PDF417, UltraCode, UCC RSS-2D bar codes, and other optical codes) or an acoustic detection component (e.g., a microphone for identifying an audio signal of a tag). In addition, various information may be obtained via the communication component 1136, such as a location obtained via Internet Protocol (IP) geolocation, ... Location derived from signal triangulation, location derived via detection of NFC beacon signals that can indicate a specific location, etc.

[0153] Various memories (e.g., main memory 1112, static memory 1114, and memory of processor 1102) and storage unit 1116 may store one or more sets of instructions and data structures (e.g., software) implemented or used by any one or more of the methods or functions described herein. When executed by processor 1102, these instructions (e.g., instructions 1108) cause various operations to implement the disclosed examples.

[0154] The instructions 1108 may be sent or received over the network 1120 using a transmission medium via a network interface device (e.g., a network interface component included in the communications component 1136) and using any of a number of well-known transmission protocols (e.g., HTTP). Similarly, the instructions 1108 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 1122 using a transmission medium.

[0155] Software Architecture

[0156] Fig.121200 is a block diagram illustrating a software architecture 1204 that may be installed on any one or more of the devices described herein. The software architecture 1204 is supported by hardware, such as a machine 1202 including a processor 1220, a memory 1226, and an I / O component 1238. In this example, the software architecture 1204 may be conceptualized as a stack of layers, where each layer provides specific functionality. The software architecture 1204 includes layers such as an operating system 1212, a library 1210, a framework 1208, and an operating system 1206. In operation, an application 1206 invokes an API call 1250 through the software stack and receives a message 1252 in response to the API call 1250.

[0157] The operating system 1212 manages hardware resources and provides public services. The operating system 1212 includes, for example, a kernel 1214, a service 1216, and a driver 1222. The kernel 1214 serves as an abstraction layer between the hardware and other software layers. For example, the kernel 1214 provides functions such as memory management, processor management (e.g., scheduling), component management, networking, and security settings. The service 1216 can provide other public services to other software layers. The driver 1222 is responsible for controlling or interfacing with the underlying hardware. For example, the driver 1222 may include a display driver, a camera driver, or Low-power drivers, Flash drivers, Serial communication drivers (e.g., USB drivers), Drivers, audio drivers, power management drivers, etc.

[0158] The library 1210 provides a common low-level infrastructure used by the application 1206. The library 1210 may include a system library 1218 (e.g., a C standard library) that provides functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the library 1210 may include an API library 1224, such as a media library (e.g., a library for supporting the presentation and manipulation of various media formats, such as Moving Picture Experts Group-4 (MPEG4), Advanced Video Coding (H.264 or AVC), Moving Picture Experts Group Layer-3 (MP3), Advanced Audio Coding (AAC), Adaptive Multi-Rate (AMR) audio codec, Joint Photographic Experts Group (JPEG or JPG), or Portable Network Graphics (PNG)), a graphics library (e.g., an OpenGL framework for rendering in 2D and 3D in graphical content on a display), a database library (e.g., SQLite providing various relational database functions), a web library (e.g., WebKit providing web browsing functions), etc. The library 1210 may also include various other libraries 1228 to provide many other APIs to the application 1206.

[0159] The framework 1208 provides a common high-level infrastructure used by the applications 1206. For example, the framework 1208 provides various GUI functions, advanced resource management, and advanced location services. The framework 1208 can provide a wide range of other APIs that can be used by the applications 1206, some of which can be specific to a particular operating system or platform.

[0160] In an example, applications 1206 may include a home application 1236, a contacts application 1230, a browser application 1232, a book reader application 1234, a location application 1242, a media application 1244, a messaging application 1246, a game application 1248, and a variety of other applications such as external applications 1240. Applications 1206 are programs that execute functions defined in the program. Various programming languages ​​may be used to create one or more of the applications 1206 structured in various ways, such as object-oriented programming languages ​​(e.g., Objective-C, Java, or C++) or procedural programming languages ​​(e.g., C or assembly language). In a specific example, external applications 1240 (e.g., applications developed by an entity other than the vendor of a particular platform using an ANDROID™ or IOS™ SDK) may be a mobile operating system such as IOS™, ANDROID™, Phone, or another mobile operating system. In this example, external application 1240 can activate API calls 1250 provided by operating system 1212 to facilitate the functions described herein.

[0161] Glossary

[0162] "Carrier signal" refers to any intangible medium that can store, encode or carry instructions for execution by a machine and includes digital or analog communications signals or other intangible media that facilitates communication of such instructions. Instructions may be sent or received over a network using a transmission medium via a network interface device.

[0163] "Client Device" refers to any machine that interfaces with a communications network to obtain resources from one or more server systems or other client devices. A client device may be, but is not limited to, a mobile phone, desktop computer, laptop computer, PDA, smart phone, tablet computer, ultrabook, netbook, laptop computer, multiprocessor system, microprocessor-based or programmable consumer electronics, game console, set-top box, or any other communications device that a user may use to access a network.

[0164] "Communications network" means one or more parts of a network, which may be an ad hoc network, an intranet, an extranet, a virtual private network (VPN), a local area network (LAN), a wireless LAN (WLAN), a wide area network (WAN), a wireless WAN (WWAN), a metropolitan area network (MAN), the Internet, a part of the Internet, a part of the public switched telephone network (PSTN), a plain old telephone service (POTS) network, a cellular telephone network, a wireless network, A network, other type of network, or a combination of two or more such networks. For example, the network or a portion of the network may include a wireless network or a cellular network, and the coupling may be a code division multiple access (CDMA) connection, a global system for mobile communications (GSM) connection, or other type of cellular or wireless coupling. In this example, the coupling may implement any of various types of data transmission technologies, such as single carrier radio transmission technology (1xRTT), evolution data optimized (EVDO) technology, general packet radio service (GPRS) technology, enhanced data rates for GSM evolution (EDGE) technology, the third generation partnership project (3GPP) including 3G, fourth generation wireless (4G) networks, universal mobile telecommunications system (UMTS), high speed packet access (HSPA), world wide interoperability for microwave access (WiMAX), long term evolution (LTE) standards, other data transmission technologies defined by various standard setting organizations, other long distance protocols, or other data transmission technologies.

[0165] "Component" means a device, physical entity, or logic having boundaries defined by function or subroutine calls, branch points, APIs, or other techniques that provide partitioning or modularization of specific processing or control functions. Components may be combined with other components via their interfaces to perform machine processing. A component may be a packaged functional hardware unit designed for use with other components and may be part of a program that typically performs a specific one of the related functions.

[0166] Components may constitute software components (e.g., code implemented on a machine-readable medium) or hardware components. A "hardware component" is a tangible unit that is capable of performing certain operations and may be configured or arranged in some physical manner. In various examples, one or more computer systems (e.g., stand-alone computer systems, client computer systems, or server computer systems) or one or more hardware components of a computer system (e.g., a processor or group of processors) may be configured by software (e.g., an application or application portion) as hardware components that operate to perform certain operations described herein.

[0167] Hardware components can also be implemented mechanically, electronically, or any suitable combination thereof. For example, hardware components may include dedicated circuits or logic that are permanently configured to perform certain operations. Hardware components may be dedicated processors, such as field programmable gate arrays (FPGAs) or ASICs. Hardware components may also include programmable logic or circuit systems that are temporarily configured to perform certain operations by software. For example, hardware components may include software executed by general-purpose processors or other programmable processors. Once configured by such software, hardware components become specific machines (or specific components of machines) that are uniquely customized to perform the configured functions, rather than general-purpose processors. It should be recognized that it can be decided for cost and time considerations whether to implement hardware components mechanically in a dedicated and permanently configured circuit system or in a temporarily configured (e.g., configured by software) circuit system. Therefore, the phrase "hardware components" (or "hardware-implemented components") should be understood to include tangible entities, i.e., entities that are physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in some way or perform certain operations described herein.

[0168] Consider an example where hardware components are temporarily configured (e.g., programmed), without configuring or instantiating each of the hardware components at any one time. For example, where the hardware components include a general-purpose processor that is configured by software to be a special-purpose processor, the general-purpose processor can be configured to be a different special-purpose processor (e.g., including different hardware components) at different times. The software accordingly configures one or more specific processors to, for example, constitute a specific hardware component at one time and to constitute a different hardware component at a different time.

[0169] Hardware components can provide information to other hardware components and receive information from other hardware components. Therefore, the described hardware components can be considered to be communicatively coupled. In the case of multiple hardware components simultaneously, communication can be realized by signal transmission between two or more hardware components in the hardware components (for example, by appropriate circuits and buses). In the example where multiple hardware components are configured or instantiated at different times, the communication between such hardware components can be realized, for example, by storing information in a memory structure that multiple hardware components can access and retrieving information in the memory structure. For example, a hardware component can perform an operation and store the output of the operation in a memory device that it is communicatively coupled to. Then, another hardware component can access the memory device at a subsequent time to retrieve the stored output and process the stored output. The hardware component can also start communication with an input device or an output device, and can operate on resources (for example, a collection of information).

[0170] The various operations of the example methods described herein may be performed at least in part by one or more processors that are temporarily configured (e.g., by software) or permanently configured to perform related operations. Whether temporarily configured or permanently configured, such a processor may constitute a processor-implemented component that operates to perform one or more operations or functions described herein. As used herein, a "processor-implemented component" refers to a hardware component implemented using one or more processors. Similarly, the method described herein may be implemented at least in part by a processor, wherein a specific one or more processors are examples of hardware. For example, at least some of the operations of the method may be performed by one or more processors 1102 or a processor-implemented component. In addition, one or more processors may also operate to support the execution of related operations in a "cloud computing" environment or as a "software as a service" (SaaS) operation. For example, at least some of the operations in the operation may be performed by a group of computers (as an example of a machine including a processor), wherein these operations may be accessed via a network (e.g., the Internet) and via one or more appropriate interfaces (e.g., API). The execution of certain operations in the operation may be distributed between processors, not just residing in a single machine, but deployed across several machines. In some examples, the processor or processor-implemented components may be located in a single geographic location (e.g., in a home environment, an office environment, or a server farm). In other examples, the processor or processor-implemented components may be distributed across several geographic locations.

[0171] "Computer-readable storage media" refers to both machine storage media and transmission media. Therefore, these terms include both storage devices / media and carrier / modulated data signals. The terms "machine-readable medium," "computer-readable medium," and "device-readable medium" mean the same thing and may be used interchangeably in this disclosure.

[0172] "Ephemeral messages" are messages that are accessible for a limited duration. Ephemeral messages can be text, images, videos, etc. The access time for ephemeral messages can be set by the sender of the message. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is transient.

[0173] “Machine storage media” refers to a single or multiple storage devices and media (e.g., centralized or distributed databases, and associated caches and servers) that store executable instructions, routines, and data. Thus, the term should be considered to include, but is not limited to, solid-state memory and optical and magnetic media, including memory internal or external to the processor. Specific examples of machine storage media, computer storage media, and device storage media include: non-volatile memory, including, for example, semiconductor memory devices such as erasable programmable read-only memory (EPROM), electrically erasable programmable read-only memory (EEPROM), FPGA, and flash memory devices; magnetic disks, such as internal hard disks and removable disks; magneto-optical disks; and CD-ROM and DVD-ROM disks. The terms “machine storage media,” “device storage media,” and “computer storage media” mean the same thing and may be used interchangeably in this disclosure. The terms “machine storage media,” “computer storage media,” and “device storage media” explicitly exclude carrier waves, modulated data signals, and other such media, at least some of which are encompassed by the term “signal media.”

[0174] “Non-transitory computer-readable storage medium” refers to tangible media capable of storing, encoding, or carrying instructions to be executed by a machine.

[0175] "Signal medium" refers to any intangible medium that can store, encode or carry instructions executed by a machine and includes digital or analog communication signals or other intangible media that facilitate the communication of software or data. The term "signal medium" should be deemed to include any form of modulated data signals, carrier waves, etc. The term "modulated data signal" means a signal that has one or more of its characteristics set or changed in such a manner as to encode information in the signal. The terms "transmission medium" and "signal medium" refer to the same thing and may be used interchangeably in this disclosure.

[0176] Changes and modifications may be made to the disclosed examples without departing from the scope of the present disclosure. These and other changes or modifications are intended to be included within the scope of the present disclosure as expressed in the appended claims.

Claims

1. A method comprising: selecting, by the messaging application, a virtual experience representing a previously captured real-world environment at a first location; accessing an image representing a new real-world environment at a second location, the image depicting a plurality of real-world objects; receiving input selecting a first real-world object from the plurality of real-world objects depicted in the image; as well as The image accessed at the second location is modified based on the virtual experience to depict the previously captured real-world environment with the first real-world object.

2. The method according to claim 1, wherein: The virtual experience comprises an augmented reality (AR) experience, and wherein modifying the image comprises: identifying a subset of the real-world objects depicted in the image that does not include a selected first real-world object; and The AR experience is superimposed on top of the subset of the real-world objects that does not include the selected first real-world object.

3. The method according to claim 2, further comprising: A subset of the real-world objects is removed from the image to retain only the first real-world object in the image.

4. The method according to any one of claims 1 to 3, further comprising: capturing the image as part of a live feed received from a camera of the client device; detecting movement of a camera device of the client device; as well as As movement of the camera is detected, a relative position of the first real-world object within the view of the previously captured real-world environment depicted in the modified image is adjusted.

5. The method according to claim 4, wherein: Adjusting the relative position includes rotating the view of the previously captured real-world environment while the first real-world object remains stationary.

6. The method according to any one of claims 1 to 5, further comprising: capturing one or more images at the first location using a camera of the client device; generating a three-dimensional (3D) model of a real-world environment at the first location using the one or more images; as well as The virtual experience is generated based on a 3D model of a real-world environment at the first location.

7. The method according to claim 6, further comprising: Data collected by at least one of a LiDAR sensor or a Neural Radiance Field (NeRF) is received to generate the 3D model.

8. The method of claim 6, further comprising applying a neural network to generate the 3D model.

9. The method according to claim 6, wherein: The virtual experience includes a first virtual experience, and the method further includes: capturing one or more images at a third location using a camera of the client device; generating a 3D model of a real-world environment at the third location using the one or more images captured at the third location; and A second virtual experience is generated based on the 3D model of the real world environment at the third location.

10. The method according to claim 9, further comprising: storing a list of previously captured real-world environments including the first virtual experience and the second virtual experience; as well as A list of the previously captured real-world environments including the first virtual experience and the second virtual experience is displayed by the messaging application.

11. The method according to claim 10, wherein: Selecting, by the messaging application, the virtual experience includes receiving input selecting the first virtual experience from a displayed list of previously captured real-world environments.

12. The method according to any one of claims 1 to 11, further comprising: One or more virtual items included as part of the virtual experience are modified.

13. The method according to claim 12, wherein: Modifying the one or more virtual items includes at least one of: moving, removing, or adding the virtual items in the virtual experience.

14. The method according to any one of claims 1 to 13, wherein: The virtual experience includes a virtual reality (VR) experience, and the method further includes: generating a virtual representation of the first real-world object; and The virtual representation of the first real-world object is added to the VR experience.

15. The method of any one of claims 1 to 14, further comprising training a neural network to segment real-world items by performing operations comprising: receiving training data, the training data comprising a plurality of training images and a ground-truth real-world item segmentation for each of the plurality of training images, each of the plurality of training images depicting a different type of real-world environment; applying the neural network to a first training image of the plurality of training images to estimate a segmentation of an item depicted in the first training image; calculating a deviation between the estimated segmentation and a ground-truth true segmentation associated with the first training image; as well as Parameters of the neural network are updated based on the calculated biases.

16. The method according to any one of claims 1 to 15, further comprising: presenting the modified image on a first client device of a first user; detecting a second user within a threshold proximity of the first user, the second user being a friend of the first user on the messaging application; as well as A second client device of the second user is provided with an option to join the first user in the virtual experience.

17. The method according to claim 16, further comprising: receiving input from the second client device to modify one or more virtual elements presented in the modified image; as well as Based on the input received from the second client device, one or more additional modifications are applied to the image.

18. The method according to claim 17, wherein: The input includes virtually painting on a wall depicted in the modified image.

19. A system comprising: A processor configured to perform operations comprising: selecting, by the messaging application, a virtual experience representing a previously captured real-world environment at a first location; accessing an image representing a new real-world environment at a second location, the image depicting a plurality of real-world objects; receiving input selecting a first real-world object from the plurality of real-world objects depicted in the image; and The image accessed at the second location is modified based on the virtual experience to depict the previously captured real-world environment with the first real-world object.

20. A non-transitory machine-readable storage medium comprising instructions that, when executed by one or more processors of a machine, cause the machine to perform operations comprising: selecting, by the messaging application, a virtual experience representing a previously captured real-world environment at a first location; accessing an image representing a new real-world environment at a second location, the image depicting a plurality of real-world objects; receiving input selecting a first real-world object from the plurality of real-world objects depicted in the image; as well as The image accessed at the second location is modified based on the virtual experience to depict the previously captured real-world environment with the first real-world object.