Shooting interaction using augmented reality content in messaging system

By integrating augmented reality technology and image processing server in the messaging system, the efficiency problem of processing digital images under changing conditions is solved, and efficient image processing and smooth augmented reality experience is achieved.

CN119895354APending Publication Date: 2025-04-25SNAP INC

Patent Information

Application Number
CN202380064767.8
Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Priority Date
2022-09-09
Filing Date
2023-09-07
Publication Date
2025-04-25

AI Technical Summary

Technical Problem

The prior art is difficult to efficiently process and render digital images under various variable conditions, especially in variations in image scale, noise, illumination, motion or geometric distortion, resulting in challenging and computationally intensive image processing operations.

Method used

Through augmented reality technology combined with the messaging and receiving system, real-time processing and rendering of captured image data is realized, and various image processing operations are performed using the image processing server of the client device to reduce delays and improve processing efficiency.

Benefits of technology

Improves efficiency in processing digital images under changing conditions, reduces power consumption of the capture device, and provides a smoother augmented reality experience.

✦ Generated by Eureka AI based on patent content.

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Abstract

The technique receives a set of frames. The technique detects a first gesture corresponding to an open trigger finger gesture. The technique receives a second set of frames. The technique detects a second gesture corresponding to the closed trigger finger gesture from the second set of frames. The technique detects a position and pose of a representation of a finger from a closed trigger finger pose. The technique generates a first virtual object based at least in part on the location and pose of the representation of the finger. The techniques render, within a first scene, movement of a first virtual object along a vector away from a representation of position and pose of a finger. The techniques provide for displaying movement of a rendered first virtual object along a vector within a first scene.
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Description

[0001] Priority Claim

[0002] This patent application claims the benefit of priority to U.S. application serial number 17 / 941,301, filed on September 9, 2022, the entire contents of which are incorporated herein by reference. Background Art

[0003] With the increased use of digital images, the affordability of portable computing devices, the availability of increased capacity of digital storage media, and the increased bandwidth and accessibility of network connections, digital images have become a part of daily life for more and more people. BRIEF DESCRIPTION OF THE DRAWINGS

[0004] 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 highest 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:

[0005] Figure 1 is a diagrammatic representation of a networking environment in which the present disclosure may be deployed, according to some examples.

[0006] Figure 2 is a diagrammatic representation of a messaging system having both client-side and server-side functionality according to some examples.

[0007] Figure 3 is a diagrammatic representation of data structures maintained in a database according to some examples.

[0008] Figure 4 is a graphical representation of messages according to some examples.

[0009] Figure 5 User interface generation and utilization processes according to some examples are shown.

[0010] Figure 6 Depicted is a sequence diagram of an example user interface process according to some examples.

[0011] Fig. 7A Example interfaces are shown in accordance with various implementations.

[0012] Figure 7B Example interfaces are shown in accordance with various implementations.

[0013] Figure 8 Example interfaces are shown in accordance with various implementations.

[0014] Fig. 9Example interfaces are shown in accordance with various implementations.

[0015] Fig.10 Example interfaces are shown in accordance with various implementations.

[0016] Fig.11 Example interfaces are shown in accordance with various implementations.

[0017] Fig.12 Example interfaces are shown in accordance with various implementations.

[0018] Fig.13 Example interfaces are shown in accordance with various implementations.

[0019] Fig.14 Example interfaces are shown in accordance with various implementations.

[0020] Fig.15 Example interfaces are shown in accordance with various implementations.

[0021] Fig.16 Example interfaces are shown in accordance with various implementations.

[0022] Fig.17 Example interfaces are shown in accordance with various implementations.

[0023] Fig.18 Example interfaces are shown in accordance with various implementations.

[0024] Fig.19 Example interfaces are shown in accordance with various implementations.

[0025] Fig. 20 Example interfaces are shown in accordance with various implementations.

[0026] Fig.21 Example interfaces are shown in accordance with various implementations.

[0027] Fig. 22 Example interfaces are shown in accordance with various implementations.

[0028] Fig.23 Example interfaces are shown in accordance with various implementations.

[0029] Fig.24 Example interfaces are shown in accordance with various implementations.

[0030] Fig.25 Example interfaces are shown in accordance with various implementations.

[0031] Fig.26 is a flow chart illustrating a method according to certain example embodiments.

[0032] Fig. 27 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.

[0033] Fig.28 is a block diagram illustrating a software architecture in which examples may be implemented. DETAILED DESCRIPTION

[0034] Users from all over the world with various interests can capture digital images of various subjects and make the captured images available to others via a network (such as the Internet). Enhancing the user's experience with digital images and providing various features that enable computing devices to perform image processing operations on various objects and / or features captured under various varying conditions (e.g., changes in image scale, noise, lighting, motion, or geometric distortion) can be challenging and computationally intensive.

[0035] Augmented reality technology aims to bridge the gap between virtual and real world environments by providing an augmented real world environment that is enhanced with electronic information. Thus, the electronic information appears to be part of the real world environment as perceived by the user. In an example, augmented reality technology also provides a user interface to interact with the electronic information superimposed on the augmented real world environment.

[0036] As mentioned above, with the increase in the use of digital images, the affordability of portable computing devices, the availability of increased capacity of digital storage media, and the increased bandwidth and accessibility of network connections, digital images have become part of the daily lives of more and more people. Users from all over the world with various interests can capture digital images of various subjects, and make the captured images available to others by a network (such as the Internet). It may be challenging and computationally intensive to enhance the user's experience of digital images and provide various features that enable computing devices to perform image processing operations on various objects and / or features captured under various changing conditions (e.g., changes in image scale, noise, lighting, motion, or geometric distortion).

[0037] Augmented reality technology aims to bridge the gap between virtual and real world environments by providing an augmented real world environment that is enhanced with electronic information. Thus, the electronic information appears to be part of the real world environment as perceived by the user. In an example, augmented reality technology also provides a user interface to interact with the electronic information superimposed on the augmented real world environment.

[0038] Augmented reality (AR) systems enable real environments and virtual environments to be combined to varying degrees to promote interaction from users in a real-time manner. As described herein, such AR systems can therefore include various possible combinations of real environments and virtual environments and are closer to real environments than virtual environments (e.g., without real elements), and various possible combinations of real environments and virtual environments include augmented realities that mainly include real elements. In this way, the real environment can be connected to the virtual environment through the AR system. Users immersed in an AR environment can navigate through such an environment, and the AR system can track the user's viewpoint to provide visualization based on the user's position in the environment. Augmented reality (AR) experience can be provided in a messaging client application (or messaging system) as described in the embodiments of this article.

[0039] Implementations of the present technology described herein enable various operations involving AR content for capturing and modifying such content using a given electronic device, such as a mobile computing device.

[0040] Messaging systems are frequently used and are increasingly used by users of mobile computing devices in a variety of environments to provide different types of functionality in a convenient manner. As described herein, the messaging system includes a practical application that provides improvements in capturing images and rendering AR content (e.g., images, videos, etc.) based on captured image data by providing technical improvements at least in capturing image data using power and resource-constrained electronic devices. Such improvements in capturing image data are achieved through the techniques provided by the present technology, which reduce latency and improve the efficiency of processing captured image data, thereby also reducing the power consumption of the capture device.

[0041] As further discussed herein, the present infrastructure supports the creation and sharing of interactive media, referred to herein as messages, including 3D content or AR effects, throughout the various components of the messaging system. In the example implementations described herein, messages may enter the system from a live camera device or from a storage device (e.g., where messages including 3D content and / or AR effects are stored in a memory or database). The system supports motion sensor input and loading of external effects and asset data.

[0042] As referred to herein, the phrases "augmented reality experience," "augmented reality content item," "augmented reality content generator" include or refer to various image processing operations corresponding to image modification, filtering, AR content generator, media overlay, transformation, etc. as further described herein and may also include playback of audio or music content during the presentation of AR content or media content.

[0043] Networked computing environment

[0044] 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 client devices 102, each of which hosts multiple applications including a messaging client 104 and other applications 106. Each messaging client 104 is communicatively coupled to other instances of the messaging client 104 (e.g., hosted on respective other client devices 102), a messaging server system 108, and a third-party server 110 via a network 112 (e.g., the Internet). The messaging client 104 may also communicate with the locally hosted application 106 using an application program interface (API).

[0045] The messaging clients 104 are able to communicate and exchange data with other messaging clients 104 and messaging server systems 108 via the network 112. The data exchanged between the messaging clients 104 and between the messaging clients 104 and messaging server systems 108 include functions (e.g., commands for activating functions) and payload data (e.g., text, audio, video, or other multimedia data).

[0046] 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 preferred 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.

[0047] 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 (UI) of the messaging client 104.

[0048] Turning now specifically to the messaging server system 108, an application program interface (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.

[0049] The application program interface (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 application program interface (API) server 116 provides a set of interfaces (e.g., routines and protocols) that can be called or queried by the messaging client 104 to activate the functions of the application server 114. An application program interface (API) server 116 exposes various functions supported by application server 114, including: account registration; login functionality; sending messages from a particular messaging client 104 to another messaging client 104 via application server 114; sending media files (e.g., images or videos) from a messaging client 104 to messaging server 118 and for possible access by another messaging client 104; setting up collections of media data (e.g., stories); retrieving a list of friends of a user of 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); locating friends within a social graph; and opening application events (e.g., related to messaging client 104).

[0050] The application server 114 hosts multiple 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 multiple 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 can also be performed on the server side by the messaging server 118.

[0051] 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 .

[0052] 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.

[0053] Returning to the messaging client 104, the features and functions of the external resource (e.g., application 106 or applet) are available to the user via the interface of the messaging client 104. In this context, "external" refers to the fact that the application 106 or applet is outside the messaging client 104. External resources are usually provided by a third party, but can also be provided by the creator or provider of the messaging client 104. The messaging client 104 receives a user selection of an option to launch or access the features of such an external source. The external resource can be an application 106 (e.g., a "native app") installed on the client device 102, or a small-scale version of the application (e.g., a "applet") hosted on the client device 102 or away from the client device 102 (e.g., on a third-party server 110). The small-scale version of the application includes a subset of the features and functions of the application (e.g., the full-scale, native version of the application) and is implemented using a markup language document. In one example, the small-scale version of the application (e.g., a "applet") is a web-based markup language version of the 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).

[0054] In response to receiving a user selection of an option to launch or access a feature of an external resource, the messaging client 104 determines whether the selected external resource is a web-based external resource or a locally installed application 106. In some cases, an application 106 installed locally on the client device 102 may be launched independently of and separately from the messaging client 104, for example, by selecting an icon corresponding to the application 106 on a home screen of the client device 102. A small-scale version of such an application may be launched or accessed via the messaging client 104, and in some examples, no portion of the small-scale application (or only a limited portion) may be accessible outside of the messaging client 104. The small-scale application may be launched by the messaging client 104, for example, receiving a markup language document associated with the small-scale application from a third-party server 110 and processing such a document.

[0055] In response to determining that the external resource is a locally installed application 106, the messaging client 104 instructs the client device 102 to launch the external resource by executing the locally stored code corresponding to the external resource. In response to determining that the external resource is a web-based resource, the messaging client 104 communicates with (for example) a third-party server 110 to obtain a markup language document corresponding to the selected external 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.

[0056] 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 one or more external resources of activities occurring. For example, the messaging client 104 may provide a participant in a conversation (e.g., a chat session) in the messaging client 104 with a notification related to the current or recent use of an external resource by one or more members of a group of users. One or more users may be invited to join an active external resource or to start an external resource that has been recently used but is currently inactive (in a friend group). The external resource may provide the participants of the conversation who each use the corresponding messaging client 104 with the ability to share items, conditions, states, or locations in an external resource with one or more members of a group of users in a 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.

[0057] The messaging client 104 may present a list of available external resources (e.g., applications 106 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 applications (or applets) of the applications 106 (or applets) may vary based on how the user launches the menu (e.g., from a conversational interface or from a non-conversational interface).

[0058] System Architecture

[0059] 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 contains a number of 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 enhancement system 208, a map system 210, a game system 212, and an external resource system 214.

[0060] 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.

[0061] 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.

[0062] In addition, the collection management system 204 also includes a curation interface 206, which allows collection managers to manage and curate specific content collections. 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 use of their content.

[0063] 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 is operable to provide media overlays to the messaging client 104 based on other information such as social network information of the user of the client device 102. The media overlay can 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. Audio and visual content or visual effects can be applied to media content items (e.g., photos) at the client device 102. For example, the media overlay can include text or images that can be superimposed on photos 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 the name of a business 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 the database 126 and accessed through the database server 120.

[0064] 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.

[0065] In other examples, the enhancement system 208 provides a merchant-based publishing platform that enables merchants to select specific media overlays associated with geographic locations via a bidding process. For example, the enhancement system 208 associates the highest bidding merchant's media overlay with the corresponding geographic location for a predefined amount of time.

[0066] The mapping system 210 provides various geo-location 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 that 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.

[0067] 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 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 and text messaging (e.g., chat) within the context of game play, provides leaderboards for games, and also supports providing in-game rewards (e.g., game coins and items).

[0068] The external resource system 214 provides an interface for the messaging client 104 to communicate with a remote server (e.g., a third-party server 110) to launch or access external resources (i.e., applications or applets). Each third-party server 110 hosts, for example, applications or small-scale versions of applications based on a markup language (e.g., HTML5) (e.g., game applications, utility applications, payment applications, or ride-sharing applications). The messaging client 104 can launch a web-based resource (e.g., application) by accessing an HTML5 file from a third-party server 110 associated with a web-based resource. In some examples, the application hosted by the third-party server 110 is programmed in JavaScript using a software development kit (SDK) provided by the messaging server 118. The SDK includes an application programming interface (API) having functions that can be called or activated by a web-based application. In some examples, the messaging server 118 includes a JavaScript library that provides a given external resource access to certain user data of the messaging client 104. HTML5 is used as an example technology for programming games, but applications and resources programmed based on other technologies can be used.

[0069] To integrate the functionality of the SDK into a web-based resource, the SDK is downloaded by the third-party server 110 from the messaging server 118, or received by the third-party 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.

[0070] The SDK stored on the messaging server 118 effectively provides a bridge between external resources (e.g., applications 106 or applet) and the messaging client 104. This provides users with a seamless experience of communicating with other users on the messaging client 104 while also preserving 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 third-party 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 between the external resources and the messaging client 104 via these communication channels. 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.

[0071] By using the SDK, not all information from the messaging client 104 is shared with the third-party server 110. The SDK limits which information is shared based on the needs of the external resource. In some examples, each third-party 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 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.

[0072] The messaging client 104 presents a graphical user interface (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 graphical user interface of the external resource including 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.

[0073] 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, an external resource including a full-scale application (e.g., application 106) is provided with access to a first type of user data (e.g., only a two-dimensional avatar of the user with or without different avatar characteristics). As another example, an external resource including a small-scale version of an application (e.g., a web-based version of the application) is provided access to a second type of user data (e.g., payment information, a two-dimensional avatar of the user, a three-dimensional avatar of the user, and an avatar with various avatar characteristics). Avatar characteristics include different ways to customize the look and feel of an avatar (e.g., different poses, facial features, clothing, etc.).

[0074] Data Architecture

[0075] Figure 3 is a schematic diagram illustrating a data structure 300 that may be stored in a database 126 of a messaging server system 108 according to some examples. Although the contents of the database 126 are illustrated as including several tables, it will be appreciated that data may be stored in other types of data structures (eg, an object-oriented database).

[0076] The database 126 includes message data stored in the message table 302. For any particular message, the message data includes at least message sender data, message receiver (or recipient) data, and payload. Figure 4 Further details regarding information that may be included in a message and included within the message data stored in message table 302 are described.

[0077] The entity table 306 stores entity data and is linked (e.g., referenced) to the entity graph 308 and profile data 316. The entities whose 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 about 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).

[0078] 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.

[0079] The profile data 316 stores multiple types of profile data about a particular entity. Based on the privacy settings specified by the particular entity, the profile data 316 can be selectively used and presented to other users of the messaging system 100. In the case where the entity is a person, the profile data 316 includes, for example, a user name, phone number, address, settings (e.g., notification and privacy settings), and an avatar representation (or a collection of such avatar representations) selected by the user. The particular user can then selectively include one or more of these avatar representations within the content of messages transmitted via the messaging system 100 and on a map interface displayed to other users by the messaging client 104. The collection of avatar representations can include a "status avatar" that presents a graphical representation of a state or activity that a user can select to communicate at a particular time.

[0080] 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).

[0081] 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).

[0082] 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.

[0083] Another type of filter is a data filter, which can be selectively presented to the sending user by the message 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.

[0084] Other augmented data that may be stored in the image table 312 include augmented reality content items (eg, corresponding to application lenses or augmented reality experiences). Augmented reality content items may be real-time special effects and / or sounds that may be added to an image or video.

[0085] As described above, augmented data includes augmented reality 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, which 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 with the modification on the screen of the client device 102. This also includes modifications to stored content (e.g., video clips in the library that can be modified). For example, in a client device 102 that accesses multiple augmented reality content items, a user can use a single video clip with multiple augmented reality content items to see how different augmented reality content items will modify the stored clips. For example, by selecting different augmented reality content items for the content, multiple augmented reality 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 augmented reality content items will look in different windows in the display. This can, for example, enable viewing multiple windows with different pseudo-random animations on the display at the same time.

[0086] Thus, data and various systems using augmented reality content items 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 they leave, enter, and move around the field of view, and modification or transformation of such objects as they are tracked. In various examples, different methods for implementing such transformations may be used. Some examples may involve: generating a three-dimensional mesh model of one or more objects; and using transformations of the model and animated textures within a 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 two-dimensional or three-dimensional) at the tracked location. In further examples, neural network analysis of a video frame may be used to place an image, model, or texture in content (e.g., an image or video frame). Thus, an augmented reality content item refers to both images, models, and textures used to create transformations in the content, and additional modeling and analysis information required to implement such transformations using object detection, tracking, and placement.

[0087] 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 body parts, animals, or inanimate objects (e.g., chairs, cars, or other objects) can be processed using computer animation models.

[0088] In some examples, when a specific modification is selected together with the content to be transformed, the element to be transformed is identified by a computing device, and then if the element to be transformed is present in a frame of a video, the element to be transformed is detected and tracked. The elements of the object are modified according to a 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 transformation of the frame that mainly refers to the form of the elements of the object to be changed, the feature points of each element of the object are calculated (for example, using an active shape model (ASM) or other known methods). Then, for each of at least one element of the object, a grid based on the feature points is generated. The grid is used for the subsequent stages 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 first group of first points is generated for each element based on a request for modification, and a group of second points is generated for each element based on the group 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 group of first points and the group of second points and the grid. In such methods, the background of the modified object may also be changed or distorted by tracking and modifying the background of the modified object.

[0089] In some examples, a transformation that changes some areas of an object using elements of an object can be performed by calculating feature points for each element of the object and generating a grid based on the calculated feature points. Points are generated on the grid, and then various areas based on these points are generated. Then, the elements of the object are tracked by aligning the area for each element with the position for each 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 modification request, the properties of the mentioned area can be transformed in different ways. Such modifications may 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 may be used. For certain models to be animated, some feature points may be selected as control points for determining the entire state space of options for model animation.

[0090] In some examples of computer animation models that use face detection to transform image data, faces are detected on an image using a specific face detection algorithm (e.g., Viola-Jones). An active shape model (ASM) algorithm is then applied to the face region of the image to detect facial feature reference points.

[0091] 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 has an eye mask), 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.

[0092] 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.

[0093] 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 are enabled by a convolutional neural network that has been configured to execute efficiently on the client device 102.

[0094] 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 image data, or the computer animation model can be presented in association with an interface described herein. The modification icon includes a change that can modify the basis of 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 continuous and the selected modification icon remains toggled. Machine-taught neural networks can be used to implement such modifications.

[0095] The graphical user interface presenting the modifications performed by the transformation system can provide additional interactive options to the user. Such options can be based on the interface used to initiate content capture and the selection of a specific computer animation model (e.g., initiated from a content creator user interface). In various examples, the modification 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 of multiple faces being modified by the transformation system, the user can globally switch to turn the modification on or off by tapping or selecting a single face modified and displayed within the graphical user interface. 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 faces displayed within the graphical user interface.

[0096] 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 whose 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 can include a user-selectable icon to enable the sending user to add specific content to his or her personal story.

[0097] 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.

[0098] 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 examples, 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).

[0099] As mentioned above, the video table 304 stores video data, in one example, associated with the message whose record is maintained within the message table 302. Similarly, the image table 312 stores image data associated with the message whose message data is stored in the entity table 306. The entity table 306 can 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.

[0100] Data communication architecture

[0101] Figure 4is a schematic diagram illustrating the structure of a message 400 generated by a messaging client 104 for transmission to another messaging client 104 or a messaging server 118 according to some examples. The content of a particular message 400 is used to populate a message table 302 stored in a database 126 and accessible by a messaging server 118. Similarly, the content of the message 400 is stored in memory as "in-flight" or "in-flight" data of a client device 102 or application server 114. The message 400 is shown to include the following example components:

[0102] Message identifier 402 : a unique identifier that identifies the message 400 .

[0103] 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 .

[0104] 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 .

[0105] 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 .

[0106] 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 .

[0107] 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 for a sent or received message 400 may be stored in the enhancement table 310.

[0108] 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 the messaging client 104.

[0109] 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).

[0110] Message story identifier 418: An identifier value that identifies one or more content collections (e.g., a "story" identified in stories 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.

[0111] 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.

[0112] • 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.

[0113] • Message recipient identifier 424: Indicates an identifier (eg, a messaging system identifier, an email address, or a device identifier) ​​of the user of the client device 102 to which the message 400 is addressed.

[0114] The content (e.g., value) of the various components of message 400 may be pointers to locations in a table where the content data values ​​are stored. For example, the image value in message image payload 406 may be a pointer to a location in image table 312 (or the address of a location in image table 312). Similarly, the value in message video payload 408 may point to data stored in video table 304, the value stored in message enhancement 412 may point to data stored in enhancement table 310, the value stored in message story identifier 418 may point to data stored in story table 314, and the values ​​stored in message sender identifier 422 and message recipient identifier 424 may point to user records stored in entity table 306.

[0115] Figure 5A sequence diagram of an example user interface process according to some examples is depicted. During the process, a user interface engine 504 generates a user interface 510 including one or more virtual objects that constitute interactive elements of the user interface. A virtual object can be described as an entity in a 3D geometry with values ​​in a 3-tuple of X (horizontal), Y (vertical), and Z (depth). A rendering of the user interface is generated and the rendering data 512 is transmitted to a graphics engine 506 and displayed 516 to the user. The user interface engine 504 generates one or more virtual objects 514 or generates virtual object colliders for one or more virtual objects. At least one camera 502 generates 518 real-world video frame data 520 of the real world viewed by the user. The real-world video frame data 520 includes hand position video frame data of one or more hands of the user in the user interface rendered by the graphics engine 506. Therefore, the real-world video frame data 520 includes hand position video frame data and hand gesture video frame data of the user's hands when the user makes actions with their hands.

[0116] As mentioned herein, a collider (e.g., a virtual object collider) refers to a software construct that can be attached to a specific area of ​​a virtual object to enable tracking of the position of the collider and detecting when a collision occurs between the collider and another virtual object (e.g., when the collider intersects with another virtual object). In an example, when a second virtual object is attached to the collider, a collision event can be detected based on determining that a first collider of a first object has intersected with a collider of a second virtual object. As further discussed herein, in response to detecting a collision event, the user interface engine 504 can send user interaction data including such a collision event to a specific application (e.g., application 508) so that the application can respond in a specific manner (e.g., perform a function or operation, etc.).

[0117] The user interface engine 504 utilizes the hand position video frame data and the hand pose video frame data in the real-world video frame data 520 to extract the user's hand landmarks 522 from the real-world video frame data 520 and generate landmark colliders 524 for one or more landmarks in one or more of the user's hands. The landmark colliders are used to determine user interactions between the user and the virtual object by detecting collisions 526 between the landmark colliders and the corresponding virtual object colliders of the virtual object. The user interaction 528 of the user and the virtual object is determined by the user interface engine 504 using the collisions. The user interface engine 504 transmits user interaction data 530 of the user interaction to the application 508 for utilization by the application 508.

[0118] In some examples, application 508 performs the functions of user interface engine 504 by utilizing various APIs and system libraries to receive and process real-world video frame data 520 and instruct graphics engine 506 to perform specific one or more operations.

[0119] Although the above description refers to application 508 , it should be understood that in some implementations, messaging client 104 , application 106 , or application 608 (discussed below) may perform the same operations as application 508 .

[0120] Figure 6 A sequence diagram of an example user interface process according to some examples is depicted. At least one camera 604 generates 602 real-world video frame data 610 of a real world viewed by a user. In an example, the at least one camera 604 may be provided by a particular client device such as the client device 102. The real-world video frame data 610 includes hand position video frame data of one or more of the user's hands. Thus, the real-world video frame data 610 includes hand position video frame data and hand gesture video frame data of the user's hands when the user makes a motion with their hands. A gesture intent recognition engine 606 utilizes the hand position video frame data and the hand gesture video frame data in the real-world video frame data 610 to generate 612 hand gesture data 614 including hand gesture classification information indicating one or more hand gestures being made by the user. The gesture intent recognition engine 606 transmits the hand gesture data 614 to an application 608 that utilizes the hand gesture data 614 as input from a user interface.

[0121] In some examples, application 608 performs the functions of gesture intent recognition engine 606 by utilizing various APIs and system libraries to receive and process real-world video frame data 610 from at least one camera 604 to determine hand gesture data 614 .

[0122] Although the above description refers to application 608 , it should be understood that in some implementations, messaging client 104 , application 106 , or program 508 may perform the same operations as application 608 .

[0123] In addition, it should be understood that the above Figure 5 The user interface engine 504 and the graphics engine 506 discussed above may process the hand gesture data 614 to perform the above Figure 5 For example, user interface engine 504 may generate rendering data for a user interface based at least in part on hand gesture data 614, and graphics engine 506 may use the generated rendering data to render such a user interface for display.

[0124] Fig. 7AExample interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0125] As shown, interface 702 includes real-world video frame data of the real world captured by camera 604. The real-world video frame data includes one or more of the user's hands within rendered interface 702, and also includes hand position video frame data and hand gesture video frame data of the user's hands as the user makes gestures with their hands.

[0126] As discussed above, the gesture intent recognition engine 606 utilizes the hand posture video frame data and the hand position video frame data in the real-world video frame data to generate hand gesture data including hand gesture classification information indicating one or more hand gestures being made by the user. In implementation, the gesture intent recognition engine 606 transmits the hand gesture data to an application that utilizes the hand gesture data as input from a user interface.

[0127] Figure 7B Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Figure 7B The examples described in the following discussion are Fig. 7A A continuation of the above discussion.

[0128] exist Figure 7B In the example of , the gesture intent recognition engine 606 analyzes the real-world video frame data shown in the interface 704 to locate the hand position video frame data and the hand posture video frame data of the user's hands when the user makes a motion with their hands. In this example, the gesture intent recognition engine 606 utilizes the hand position video frame data and the hand posture video frame data in the real-world video frame data to generate hand gesture data including hand gesture classification information indicating a hand gesture being made by the user, the hand gesture being made by the user indicating a gesture to start or stop recording of the camera 604. Figure 7B As shown in , the start or stop recording gesture 706 corresponds to the gesture that the user's hand has been raised and opened to show the palm. Therefore, the start recording gesture corresponds to the first gesture of the aforementioned action and gesture, and the stop recording gesture corresponds to the second gesture of the same action and gesture.

[0129] In some examples, the user can perform a start / stop recording gesture to position the user's palm over a selectable graphical item shown in interface 704. Such a selectable graphical item can be a graphical representation of a button such as a start recording button or a stop recording button, or can be a button indicating such text information (e.g., "Start," "Stop," etc.).

[0130] In an embodiment, application 608 (or messaging client 104, application 106, application 508) starts recording when a start recording gesture is determined from the hand gesture data, and stops recording when a stop recording gesture is determined from the hand gesture data. In this way, a "hands-free" method of starting or stopping recording can be provided, wherein the user does not have to return to the client device and perform such an action (e.g., by a touch or tap gesture or input) on the screen of the client device.

[0131] Figure 8 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0132] As shown, interface 802 provides a graphical item 806, a graphical area 808, a graphical item 810, and a graphical item 812. In this example, graphical area 808 includes a set of frames corresponding to real-world video frame data, which are displayed with a timeline showing the time sequence of the frames. Graphical item 806 corresponds to a trim point at which the real-world video frame data can be trimmed (e.g., where frames after the trim point are truncated, discarded, or deleted) between a start point corresponding to graphical item 810 and an end point corresponding to graphical item 812.

[0133] As shown, interface 804 shows that graphical item 806 from interface 802 has been moved to the back of the frame sequence corresponding to graphical item 814. Application 608 can perform a trim operation to remove a second set of frames from a trim point corresponding to graphical item 814. In an embodiment, the trim point is determined in an automatic manner by application 608 based on determining a point within the frame sequence corresponding to a frame indicating the start of a stop recording gesture, and then the trim point is set to a threshold amount before the frame indicating the start of a stop recording gesture. In an embodiment, the threshold amount of frames can be a predetermined number of frames such as five (5) frames, but it should be understood that the number can be set to any number of frames. In an embodiment, the user can also adjust or modify the trim point of the position of the mobile graphical item 814 by using a touch input or gesture on the screen of the client device display interface 804.

[0134] Although the above description refers to application 608 , it should be understood that in some implementations, messaging client 104 , application 106 , or application 508 may perform the same operations as application 608 .

[0135] Fig. 9 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0136] Fig. 9 The example of illustrates an implementation for using a 2D pointer to interact with other virtual objects.

[0137] As shown, the interface 902 shows real-world video frame data of the real world captured by the camera 502. The real-world video frame data includes one or more of the user's hands within the interface 902 rendered by the graphics engine 506, and also includes hand position video frame data and hand gesture video frame data of the user's hands when the user makes movements with their hands. Based on the position and gesture 910 of the representation of the user's fingers in the real-world video frame data, the user interface engine 504 generates a virtual object 912 corresponding to the indicator for interaction with other virtual objects rendered for display in the interface 902.

[0138] In this example, the user interface engine 504 enables a user to use virtual object 912 to interact with a set of other virtual objects including virtual object 914. The set of other virtual objects in this example are arranged in a grid-like configuration, where each virtual object is positioned at an equidistant amount of space between adjacent virtual objects. In implementations, the user interface engine 504 generates a virtual object collider for each virtual object. In implementations, the user interface engine 504 restricts movement of the pointer corresponding to virtual object 912 to one control axis, such as the x-axis (e.g., horizontal). Thus, virtual object 912 can only select a specific virtual object from a set of other virtual objects in interface 902, such as from a group of virtual objects such as Fig. 9 . As shown, virtual object 912 corresponding to the indicator has selected virtual object 914 based on detecting a collision event in which a first collider of virtual object 912 intersects a second collider of virtual object 914. In response to the collision event, user interface engine 504 can animate virtual object 914 in a particular manner and cause graphics engine 506 to render interface 902 accordingly. In addition, user interface engine 504 sends user interaction data including data about the collision event to a particular application (e.g., application 508), wherein such an application can perform a function or operation in response to the collision event.

[0139] As shown in another example, the interface 904 rendered by the graphics engine 506 shows that the position and posture 930 of the user's finger has changed relative to the interface 902. Based on the changed position and posture 910 of the representation of the user's finger in the real-world video frame data, the user interface engine 504 moves the indicator from the position and posture in the interface 902 to the position and posture in the interface 904 corresponding to the virtual object 932. In the interface 904, the indicator corresponding to the virtual object 932 overlaps with the virtual object 934 indicating a collision, and the user interface engine 504 can animate the virtual object 934 in response to detecting the collision event. In addition, the user interface engine 504 sends user interaction data including data about the collision event to a specific application (e.g., application 508), wherein such an application can perform a function or operation in response to the collision event.

[0140] Although the above description refers to application 508 , it should be understood that in some implementations, messaging client 104 , application 106 , or application 608 may perform the same operations as application 508 .

[0141] Fig.10 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.10 An example of the description in the above Fig. 9 Continuation of the discussion.

[0142] Fig.10 The example of illustrates an implementation for using a 3D pointer to interact with other virtual objects.

[0143] As shown, the interface 1002 shows real-world video frame data of the real world captured by the camera 502. The real-world video frame data includes one or more of the user's hands within the interface 1002 rendered by the graphics engine 506, and also includes hand position video frame data and hand gesture video frame data of the user's hands when the user makes movements with their hands. Based on the position and gesture 1010 of the representation of the user's fingers in the real-world video frame data, the user interface engine 504 generates a virtual object 1012 corresponding to the indicator for interaction with other virtual objects rendered for display in the interface 1002.

[0144] In this example, the user interface engine 504 enables a user to use virtual object 1012 to interact with a set of other virtual objects including virtual object 1014. The set of other virtual objects in this example are arranged in a grid-like configuration, where each virtual object is positioned at an equidistant amount of the space between adjacent virtual objects. In an implementation, the user interface engine 504 generates a virtual object collider for each virtual object. In an implementation, the user interface engine 504 limits the movement of the pointer corresponding to virtual object 1012 to two control axes (e.g., more than one axis), such as, for example, the x-axis (e.g., horizontal) and the y-axis (e.g., vertical). Thus, virtual object 1012 can select a particular virtual object from a set of other virtual objects in interface 1002, for example, from a group of virtual objects such as Fig.10 . As shown, virtual object 1012 corresponding to indicator has selected virtual object 1014 based on detecting a collision event, in which a first collider of virtual object 1012 intersects a second collider of virtual object 1014. In response to the collision event, user interface engine 504 can animate virtual object 1014 in a particular manner and cause graphics engine 506 to render interface 1002 accordingly. In addition, user interface engine 504 sends user interaction data including data about the collision event to a specific application (e.g., application 508), wherein such application can perform a function or operation in response to the collision event.

[0145] As shown in another example, the interface 1004 rendered by the graphics engine 506 shows that the position and posture 1030 of the user's finger has changed relative to the interface 902. Based on the changed position and posture 910 of the representation of the user's finger in the real-world video frame data, the user interface engine 504 moves the indicator from the position and posture in the interface 1002 to the position and posture corresponding to the virtual object 1032 in the row below the previously selected virtual object 1014 in the interface 1004. In the interface 1004, the indicator corresponding to the virtual object 1032 overlaps with the virtual object 1034 indicating a collision, and the user interface engine 504 can animate the virtual object 1034 in response to detecting the collision event. In addition, the user interface engine 504 sends user interaction data including data about the collision event to a specific application (e.g., application 508), wherein such an application can perform a function or operation in response to the collision event. For example, the function or operation can be a task related to navigation, gaming, creation, etc.

[0146] Although the above description refers to application 508 , it should be understood that in some implementations, messaging client 104 , application 106 , or application 608 may perform the same operations as application 508 .

[0147] Fig.11 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0148] As shown, interface 1102 includes real-world video frame data of the real world captured by camera 502. The real-world video frame data includes one or more of the user's hands within interface 902 rendered by graphics engine 506, and also includes hand position video frame data and hand pose video frame data of the user's hands as the user makes motions with their hands. Based on the position and pose 1110 of the representation of the user's finger (e.g., thumb) and the second pose of the representation of the user's second finger (e.g., index finger) and the second pose in the real-world video frame data, user interface engine 504 detects a gun or shooting gesture.

[0149] The interface 1104 rendered by the graphics engine 506 shows that the position and posture 1130 of the user's first finger has changed relative to the interface 1102. Based on the changed position and posture of the representation of the user's finger in the real-world video frame data, the user interface engine 504 determines the direction in which the user's second finger (e.g., index finger) is pointing, and performs a ray casting technique to determine a vector or path for animating a virtual object (e.g., a virtual bullet or laser, etc.) to follow the user's second finger. As shown in this example, the graphics engine 506 renders virtual objects 1132 and virtual objects 1134 in the interface 1104, and animates these virtual objects to follow the paths discussed above.

[0150] Fig.12 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.12 The example described in Fig.11 The discussion continues.

[0151] As shown, interface 1202 includes real-world video frame data of the real world captured by camera 502. The real-world video frame data includes one or more of the user's hands within interface 1202 rendered by graphics engine 506, and also includes hand position video frame data and hand pose video frame data of the user's hands as the user makes motions with their hands. Based on the position and pose 1210 of the representation of the user's second finger (e.g., index finger) in the real-world video frame data, user interface engine 504 detects that the position and pose of the user's second finger has changed relative to interface 1102.

[0152] After detection, the user interface engine 504 determines the direction in which the user's second finger (e.g., index finger) is pointing, and performs a ray casting technique to determine a vector or path for animating a virtual object (e.g., a virtual bullet or laser, etc.) to follow the user's first finger. As shown in this example, the graphics engine 506 renders the virtual object 1212 in the interface 1202 and animates the virtual object to follow the path discussed above.

[0153] The interface 1204 rendered by the graphics engine 506 shows that the position and posture 1230 of the user's second finger has changed relative to the interface 1202. Based on the changed position and posture of the representation of the user's second finger in the real-world video frame data, the user interface engine 504 determines the new direction that the user's second finger (e.g., index finger) is pointing, and performs a ray casting technique to determine a vector or path for animating a virtual object to follow the user's second finger. As shown in this example, the graphics engine 506 renders a virtual object 1232 in the interface 1204 and animates the virtual object to follow the path discussed above.

[0154] Fig.13 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0155] As shown, the interface 1302 includes real-world video frame data of the real world captured by the camera 502. The real-world video frame data includes one or more of the user's hands within the interface 1302 rendered by the graphics engine 506, and also includes hand position video frame data and hand gesture video frame data of the user's hands when the user makes actions with their hands. Based on the position and gesture 1310 of the representation of the user's finger (e.g., thumb) and the position and gesture of the representation of the user's second finger (e.g., index finger) in the real-world video frame data, the user interface engine 504 generates a virtual object 1312 corresponding to the indicator for interacting with other virtual objects rendered for display in the interface 1102. As further shown, the user interface engine 504 generates virtual objects 1314 and virtual objects 1316. A closer view of the user's hands is shown in the graphics area 1318. In an embodiment, the graphics area 1318 is hidden from the interface 1302 or is not displayed in the interface 1302.

[0156] As shown, the virtual object 1312 corresponding to the indicator has selected the virtual object 1316 based on the detection of the collision event, and the first collider of the virtual object 1312 and the second collider of the virtual object 1316 intersect at the collision time. In response to the collision event, the user interface engine 504 can attach the virtual object 1316 to the virtual object 1312 and cause the graphics engine 506 to render the two virtual objects accordingly (e.g., appear to be connected to each other). In this example, the virtual object 1316 is a slider control that enables a specific color to be selected from the color palette represented by the virtual object 1314, including changing the selected color according to the positioning of the virtual object 1316 relative to the color palette. In particular, the selected color is displayed inside the virtual object 1316.

[0157] Interface 1304 rendered by graphics engine 506 shows that position and posture 1330 of a user's first finger (e.g., thumb) and virtual object 1332 have changed relative to interface 1302. In response to the changed position and posture of the user's first finger (e.g., thumb is now "closed" or adjacent to a second finger), user interface engine 504 sends user interaction data including data about a collision event to a particular application (e.g., application 508), where such application can perform a function or operation in response to the collision event (e.g., initiate a function such as color selection in a color palette provided by virtual object 1314 corresponding to the positioning of virtual object 1316). In this example, virtual object 1336 is the same object as virtual object 1316, and virtual object 1332 is the same object as virtual object 1312, each of which has a different positioning than the previous positioning in interface 1302. A closer view of the user's hand is shown in graphics area 1338.

[0158] In response to the changed position and posture 1330 of the user's hand, the graphics engine 506 renders virtual object 1336 and virtual object 1332 in interface 1304 at positions slightly different from the previous positions of virtual object 1316 and virtual object 1312 in interface 1302, which results in the color selected from the color palette being different from the color shown in virtual object 1316 in interface 1302.

[0159] although Fig.13 The above examples in discuss a user's first finger (e.g., a thumb acting as a trigger when "closed" or close to a second finger) using virtual object 1336 to make a selection, but in some embodiments, another finger (e.g., an index finger) can act as a "trigger" finger to make a selection or initiate some function or operation.

[0160] Fig.14Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.14 The example described in Fig.13 The discussion continues.

[0161] Interface 1402 rendered by graphics engine 506 shows that position and posture 1410 of the user's hand and virtual object 1412 have changed relative to interface 1304. In response to the changed position and posture 1410 of the user's hand and virtual object 1412, graphics engine 506 renders virtual object 1416 and virtual object 1412 in interface 1402 at a different position than the previous position of virtual object 1336 and virtual object 1332 in interface 1304, which results in a color selected from the color palette that is different than the color shown in virtual object 1336 in interface 1304. A closer view of the user's hand is shown in graphics area 1418.

[0162] In response to the changed position and gesture of the user's hand, the user interface engine 504 sends user interaction data to perform the color selection. In this example, virtual object 1416 is the same object as virtual object 1336, and virtual object 1412 is the same object as virtual object 1332, each of which has a different position than the previous position in interface 1304.

[0163] Interface 1404 rendered by graphics engine 506 shows that the position and posture 1430 of the user's hand has changed relative to interface 1402. In response to the changed position and posture 1430 of the user's hand, graphics engine 506 renders virtual object 1436 and virtual object 1432 in interface 1404 at different positions than the previous positions of virtual object 1416 and virtual object 1412 in interface 1402, which results in the color selected from the color palette being different than the color shown in virtual object 1416 in interface 1402. A closer view of the user's hand is shown in graphics area 1438.

[0164] In response to the changed position and gesture of the user's hand, the user interface engine 504 sends user interaction data to perform the color selection. In this example, virtual object 1436 is the same object as virtual object 1416, and virtual object 1432 is the same object as virtual object 1412, each of which has a different position than the previous position in interface 1402.

[0165] Fig.15Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.15 The example described in Fig.14 The discussion continues.

[0166] Interface 1502 rendered by graphics engine 506 shows that position and posture 1510 of the user's hand and virtual object 1512 have changed relative to interface 1404. In response to the changed position and posture 1510 of the user's hand and virtual object 1412, graphics engine 506 renders virtual object 1516 and virtual object 1512 in interface 1502 at a different position than the previous position of virtual object 1436 and virtual object 1432 in interface 1404, which results in a color selected from the color palette that is different than the color shown in virtual object 1436 in interface 1404. A closer view of the user's hand is shown in graphics area 1518.

[0167] In response to the changed position and posture of the user's hand, the user interface engine 504 sends user interaction data to perform the color selection. In this example, virtual object 1516 is the same object as virtual object 1436, and virtual object 1512 is the same object as virtual object 1432, each of which has a different position than the previous position in interface 1304.

[0168] The interface 1504 rendered by the graphics engine 506 shows that the position and posture 1530 of the user's first finger (e.g., thumb) has changed relative to the interface 1502. In response to the changed position and posture 1430 of the user's first finger, the user interface engine 504 sends user interaction data to perform a final color selection from a color palette consistent with the color shown in the virtual object 1516 in the interface 1502. A closer view of the user's hand is shown in the graphics area 1538.

[0169] Fig.16 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0170] As shown, the interface 1602 includes real-world video frame data of the real world captured by the camera 604. The real-world video frame data includes one or more of the user's hands within the rendered interface 1602, and also includes hand position video frame data and hand gesture video frame data of the user's hands as the user makes movements with their hands. As further shown, the interface 1602 includes a virtual object 1614 that can be manipulated using various gestures. The rendered interface 1602 shows the position and gesture 1610 of the user's first hand and the position and gesture 1612 of the user's second hand.

[0171] As previously discussed, the gesture intent recognition engine 606 utilizes the hand position video frame data and the hand posture video frame data in the real-world video frame data to generate hand gesture data including hand gesture classification information indicating one or more hand gestures being made by the user. In implementation, the gesture intent recognition engine 606 transmits the hand gesture data to an application that utilizes the hand gesture data as input from a user interface. Fig.16 , Fig.17 and Fig.18 Such hand gesture data discussed in the example of includes data for both hands of the user, enabling the gesture intent recognition engine 606 to recognize multi-gesture actions involving both hands.

[0172] exist Fig.16 In the example of , the hand gesture data indicates that a virtual object 1614 will be selected for interaction and response with the user's hand movements. Such a virtual object is utilized by the application for performing a series of operations based at least in part on the position and posture of the virtual object including a group of objects.

[0173] As further shown, the interface 1604 includes the position and posture of the user's first hand 1630 and the position and posture of the user's second hand 1632 that have changed (e.g., each thumb on each hand has been closed or close to the index finger), and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.16 In another example, the updated hand gesture data indicates expanding virtual object 1614 to a larger size, which is shown as virtual object 1634 in rendered interface 1604 .

[0174] Fig.17 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.17 The example described in Fig.16 The discussion continues.

[0175] As shown, interface 1702 includes the position and posture of the user's first hand 1710 and the position and posture of the user's second hand 1712 that have changed, and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.17 In this example, the updated hand pose data indicates rotating the hand from Fig.16 Virtual object 1634 , which is shown as virtual object 1714 in rendered interface 1702 .

[0176] As further shown, the interface 1704 includes the position and posture of the user's first hand 1730 and the position and posture of the user's second hand 1732 that have changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.17 In another example, the updated hand gesture data indicates that virtual object 1714 is rotated in a different direction than in interface 1702 , which is shown as virtual object 1734 in rendered interface 1704 .

[0177] Fig.18 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.18 The example described in Fig.17 The discussion continues.

[0178] As shown, interface 1802 includes the position and posture of the user's first hand 1810 and the position and posture of the user's second hand 1812 that have changed, and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.18 In this example, the updated hand pose data indicates that the Fig.17 Virtual object 1734 is expanded in overall size, which is shown as virtual object 1814 in rendered interface 1802 .

[0179] As further shown, the interface 1804 includes the position and posture of the user's first hand 1830 and the position and posture of the user's second hand 1832 that have changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.18 In another example, the updated hand gesture data indicates that the virtual object 1814 in the interface 180202 is reduced in overall size, which is shown as the virtual object 1834 in the rendered interface 1804 .

[0180] Fig.19 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0181] As shown, the interface 1902 includes real-world video frame data of the real world captured by the camera 604. The real-world video frame data includes one or more of the user's hands within the rendered interface 1902, and also includes hand position video frame data and hand gesture video frame data of the user's hands as the user makes movements with their hands. As further shown, the interface 1902 includes virtual objects 1912 that can be manipulated using various gestures. The rendered interface 1902 shows the position and gesture 1910 of the user's first hand.

[0182] As discussed above, the gesture intent recognition engine 606 utilizes the hand position video frame data and the hand posture video frame data in the real-world video frame data to generate hand gesture data including hand gesture classification information indicating one or more hand gestures being made by the user. In implementation, the gesture intent recognition engine 606 transmits the hand gesture data to an application that utilizes the hand gesture data as input from a user interface.

[0183] exist Fig.19 In the example of , the hand gesture data indicates that a portion of the virtual object 1912 is selected as a starting point for modifying the virtual object 912 based at least in part on the user's hand movement. Such a virtual object is utilized by the application to perform a series of operations based at least in part on the position and posture of the virtual object including other features of the object.

[0184] As further shown, the interface 1904 includes the position and gesture 1930 of the user's first hand that has changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.19 In another example, the updated hand gesture data indicates that virtual object 1912 will be modified, which is shown in rendered interface 1904 as virtual object 1932, where virtual object 1932 includes additional graphics data extending from a starting point from interface 1902.

[0185] Fig. 20 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig. 20 The example described in Fig.19 The discussion continues.

[0186] As shown, the interface 2002 includes the position and gesture 2010 of the user's first hand that has changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig. 20 In this example, the updated hand gesture data indicates that a second portion of virtual object 1932 is to be selected as a starting point for modifying virtual object 1932 based at least in part on the user's hand movement, which is shown as virtual object 2012 in rendered interface 2002.

[0187] As further shown, the interface 2004 includes the position and gesture 2030 of the user's first hand that has changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig. 20 In another example, the updated hand gesture data indicates that virtual object 2012 will be modified, which is shown in rendered interface 2004 as virtual object 2032, where virtual object 2032 includes second additional graphics data extending from a second starting point from interface 2002.

[0188] Fig.21 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.21 The example described in Fig. 20 The discussion continues.

[0189] As shown, the interface 2102 includes the position and posture 2110 of the user's second hand that has changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.21 In this example, the updated hand gesture data indicates that the Fig. 20 A third portion of the virtual object 2032 is used as a third starting point for modifying the virtual object 2032 based at least in part on the user's hand movement, which is shown as virtual object 2112 in the rendered interface 2102.

[0190] As further shown, the interface 2104 includes the position and posture 2130 of the user's second hand that has changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.21In another example, the updated hand gesture data indicates that the virtual object 2112 will be modified, which is shown as virtual object 2132 in the rendered interface 2104, where the virtual object 2132 includes third additional graphics data extending from a third starting point from the interface 2102.

[0191] Fig. 22 Example interfaces according to various implementations are shown. Example interfaces may be provided for display on a client device (eg, client device 102), such as through an interface of a messaging client 104, application 106, application 608.

[0192] As shown, the interface 2202 includes real-world video frame data of the real world captured by the camera 604. The real-world video frame data includes one or more of the user's hands within the rendered interface 2202, and also includes hand position video frame data and hand gesture video frame data of the user's hands as the user makes movements with their hands. As further shown, the interface 2202 includes virtual objects 2214 and virtual objects 2216 that can be interacted with and moved using various gestures. The rendered interface 2202 shows the position and gesture 2210 of the user's first hand and the position and gesture 2212 of the user's second hand.

[0193] As previously discussed, the gesture intent recognition engine 606 utilizes the hand position video frame data and the hand posture video frame data in the real-world video frame data to generate hand gesture data including hand gesture classification information indicating one or more hand gestures being made by the user. In implementation, the gesture intent recognition engine 606 transmits the hand gesture data to an application that utilizes the hand gesture data as input from a user interface. Fig. 22 , Fig.23 , Fig.24 and Fig.25 Such hand gesture data discussed in the example of includes data for both hands of the user, enabling the gesture intent recognition engine 606 to recognize multi-gesture actions involving both hands or gesture actions involving one hand.

[0194] exist Fig. 22 In an example of , the hand gesture data indicates that additional virtual objects are shown in response to the user's hand movements. After each virtual object is selected based on the user's hand movements, a series of operations are performed using each virtual object through the application.

[0195] As further shown, interface 2204 includes a changed position and posture 2230 of a user's first hand and a changed position and posture 2232 of a user's second hand (e.g., each hand has moved outward toward an edge of interface 2204), and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig. 22 In another example, the updated hand gesture data indicates that virtual object 2112 will be modified, which is shown in rendered interface 2104 as virtual object 2132, where virtual object 2132 includes third additional graphical data extending from a third starting point from interface 2102. The updated hand gesture data causes additional virtual objects to be rendered for display, which are shown in rendered interface 2204 as virtual object 2234, virtual object 2235, virtual object 2236, virtual object 2238, and virtual object 2240.

[0196] Fig.23 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.23 The example described in Fig. 22 The discussion continues.

[0197] As shown, interface 2302 includes a changed position and posture 2310 of a user's first hand and a changed position and posture 2312 of a user's second hand (e.g., an open hand posture with each thumb open away from the other fingers of the same hand), and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.23 In this example, the updated hand gesture data indicates that the virtual objects have been set to maintain or remain fixed at their current position and posture in interface 2302.

[0198] As further shown, the interface 2304 includes the position and gesture 2330 of the user's first hand that has changed, and the gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.23 In another example, the updated hand gesture data indicates that the virtual object 2216 will be selected, which causes the application to perform a corresponding series of operations.

[0199] Fig.24Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.24 The example described in Fig.23 The discussion continues.

[0200] As shown, interface 2402 includes a position and posture 2410 of a user's first hand that has changed and a position and posture 2412 of a user's second hand that has changed (e.g., from an open hand to a pinching gesture for both hands), and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.24 In this example, the updated hand gesture data indicates that the virtual object is moved in response to the user's hand movement.

[0201] As further shown, interface 2404 includes a position and posture 2430 of a first hand of a user that has changed and a position and posture 2432 of a second hand of a user that has changed (e.g., the second hand has moved toward an upper edge of interface 2404 and the first hand has moved downward toward a lower edge of interface 2404), and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig. 22 In another example, the updated hand gesture data causes the virtual objects to be positioned in a vertical arrangement in the rendered interface 2404 .

[0202] Fig.25 Example interfaces according to various embodiments are shown. Example interfaces may be provided for display on a client device (e.g., client device 102), such as by an interface of a messaging client 104, application 106, or application 608. Fig.25 The example described in Fig.24 The discussion continues.

[0203] As shown, interface 2502 includes a changed position and posture 2510 of a user's first hand and a changed position and posture 2512 of a user's second hand, and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.25 In this example, the updated hand gesture data indicates that the virtual object is moved in response to the user's hand movements. Fig.25 In this example, the updated hand gesture data causes the virtual objects to be positioned in an arched and horizontal arrangement in the rendered interface 2502 .

[0204] As further shown, interface 2504 includes a position and posture 2530 of a first hand of a user that has changed and a position and posture 2532 of a second hand of a user that has changed (e.g., the second hand has moved toward the center of interface 2504, and the first hand has moved toward the center of interface 2504), and gesture intent recognition engine 606 generates updated hand gesture data using the hand gesture video frame data and the hand position video frame data. Fig.25 In another example, the updated hand gesture data causes other virtual objects to be removed in the rendered interface 2504 , where only virtual object 2214 remains in the interface 2504 .

[0205] Fig.26 2600 according to some example embodiments. The method 2600 may be included in computer-readable instructions executed by one or more computer processors, so that the operations of the method 2600 may be performed in part or in whole by the messaging client 104, particularly with respect to the above-described Figure 5 and Figure 6 104, or an application (e.g., application 106) executed on a given client device (e.g., client device 102) that communicates with the messaging server system 108 and its components; therefore, the method 2600 is described below by way of example and with reference thereto. However, it should be understood that at least some operations of the method 2600 can be deployed on a variety of other hardware configurations, and the method 2600 is not intended to be limited to the messaging client 104 or any of the components or systems described above.

[0206] In an embodiment, Fig.26 The operations described in correspond at least to those discussed above. Fig.11 and Fig.12 Description.

[0207] At operation 2602, the messaging client 104 receives a set of frames captured by a camera of a client device.

[0208] At operation 2604, the messaging client 104 detects a first gesture corresponding to an open trigger finger gesture from a set of frames.

[0209] At operation 2606, the messaging client 104 receives a second set of frames captured by a camera of the client device.

[0210] At operation 2608, the messaging client 104 detects a second gesture corresponding to a closed trigger finger gesture from the second set of frames.

[0211] At operation 2610, the messaging client 104 detects the position and pose of the representation of the finger from the closed trigger finger pose.

[0212] At operation 2612, the messaging client 104 generates a first virtual object based at least in part on the position and posture of the representation of the finger.

[0213] At operation 2614, the messaging client 104 renders within the first scene the movement of the first virtual object along the position and gesture vector away from the representation of the finger.

[0214] At operation 2616, the messaging client 104 provides a display of movement of the first virtual object along the vector within the first scene.

[0215] In an embodiment, the open trigger finger posture includes a particular posture including the thumb and index finger indicating a gun or shooting gesture, while the closed trigger finger posture includes the thumb and index finger pointing in the same direction.

[0216] In an embodiment, the movement of the first virtual object moves the first virtual object through a particular outer boundary of a first scene and beyond a view of the first scene, wherein the first scene includes the first virtual object and a first representation of the real-world scene.

[0217] In an embodiment, the first virtual object comprises a representation of a projectile or missile fired from a firearm.

[0218] In an embodiment, the messaging client 104 generates a second virtual object based at least in part on a second gesture represented by the finger and a second gesture when rendering the movement of the first virtual object, renders the movement of the second virtual object along a second vector away from the position and gesture represented by the finger within a first scene, wherein the first scene includes a first representation of a real-world scene, a first virtual object, and a second virtual object, and provides a display of the movement of the rendered second virtual object along the second vector within the first scene.

[0219] In an embodiment, the second virtual object and the first virtual object are virtual objects of the same type, or the second virtual object and the first virtual object are virtual objects of different types. In an embodiment, the second vector is a vector that is the same as the vector, or the second vector is a vector that is different from the vector.

[0220] In an embodiment, a vector away from the position and pose of the representation of the finger is determined based on raycasting a path from the position and pose of the representation of the finger to a point along a particular outer boundary of the first scene.

[0221] In an embodiment, a second vector away from the second pose and the second pose of the representation of the finger is determined based on raycasting a second path from the second pose and the second pose of the representation of the finger to a second point along a specific outer boundary of the first scene, the second point being different from the point or the second point being the same as the point.

[0222] In an embodiment, rendering the movement of the second virtual object occurs during the movement of the first virtual object and before the first virtual object moves across a specific outer boundary of the first scene and out of view of the first scene.

[0223] In an embodiment, movement of a rendered first virtual object is provided for display within a messaging application executing on a client device.

[0224] Machine Architecture

[0225] Fig. 27 2700 within which instructions 2710 (e.g., software, programs, applications, applet, app, or other executable code) may be executed for causing the machine 2700 to perform any one or more of the methods discussed herein. For example, the instructions 2710 may cause the machine 2700 to perform any one or more of the methods described herein. The instructions 2710 convert a general purpose, unprogrammed machine 2700 into a specific machine 2700 that is programmed to perform the functions described and illustrated in the manner described. The machine 2700 may operate as a standalone device or may be coupled (e.g., networked) to other machines. In a networked deployment, the machine 2700 may operate as 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 2700 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 device, a network router, a network switch, a network bridge, or any machine capable of sequentially or otherwise executing instructions 2710 specifying specific actions to be taken by the machine 2700. In addition, although only a single machine 2700 is shown, the term "machine" should also be considered to include a collection of machines that individually or jointly execute instructions 2710 to perform any one or more of the methods discussed herein. For example, the machine 2700 may include any of the several server devices that form part of the messaging server system 108. In some examples, the machine 2700 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 certain operations of a particular method or algorithm are performed on the client side.

[0226] The machine 2700 may include a processor 2704, a memory 2706, and an input / output I / O component 2702 that may be configured to communicate with each other via a bus 2740. In an example, the processor 2704 (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 2708 that executes instructions 2710 and a processor 2712. 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. 27 Multiple processors 2704 are shown, but the machine 2700 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.

[0227] The memory 2706 includes a main memory 2714, a static memory 2716, and a storage unit 2718, all of which are accessible by the processor 2704 via the bus 2740. The main memory 2706, the static memory 2716, and the storage unit 2718 store instructions 2710 that embody any one or more of the methods or functions described herein. The instructions 2710 may also reside, completely or partially, within the main memory 2714, within the static memory 2716, within the machine-readable medium 2720 within the storage unit 2718, within at least one of the processors 2704 (e.g., within a cache memory of a processor), or within any suitable combination thereof during execution thereof by the machine 2700.

[0228] I / O components 2702 may include various components that receive input, provide output, generate output, send information, exchange information, capture measurements, etc. The specific I / O components 2702 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 will be appreciated that I / O components 2702 may include Fig. 272702. In various examples, the I / O component 2702 may include a user output component 2726 and a user input component 2728. The user output component 2726 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 2728 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.

[0229] In other examples, the I / O component 2702 may include a biometric component 2730, a motion component 2732, an environmental component 2734, or a positioning component 2736, as well as various other components. For example, the biometric component 2730 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, sweating, or brain waves), identifying people (e.g., voice recognition, retinal recognition, facial recognition, fingerprint recognition, or EEG-based recognition), etc. The motion component 2732 includes an acceleration sensor component (e.g., an accelerometer), a gravity sensor component, and a rotation sensor component (e.g., a gyroscope).

[0230] Environmental components 2734 include, for example, one or more cameras (with still image / photo and video capabilities), lighting sensor components (e.g., a photometer), temperature sensor components (e.g., one or more thermometers that detect ambient temperature), humidity sensor components, pressure sensor components (e.g., a barometer), acoustic sensor components (e.g., one or more microphones that detect background noise), proximity sensor components (e.g., an infrared sensor that detects nearby objects), gas sensors (e.g., a gas detection sensor that detects concentrations of hazardous gases for safety or measures pollutants in the atmosphere), or other components that can provide indications, measurements, or signals corresponding to the surrounding physical environment.

[0231] 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.

[0232] 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.

[0233] The positioning component 2736 includes a position sensor component (for example, a GPS receiver component), an altitude sensor component (for example, an altimeter or barometer that detects air pressure, and the altitude can be obtained based on the air pressure), an orientation sensor component (for example, a magnetometer), etc.

[0234] A variety of technologies can be used to achieve communication. The I / O component 2702 also includes a communication component 2738 that is operable to couple the machine 2700 to the network 2722 or device 2724 via a corresponding coupling or connection. For example, the communication component 2738 may include a network interface component or other suitable device that interfaces with the network 2722. In other examples, the communication component 2738 may include: a wired communication component, a wireless communication component, a cellular communication component, a near field communication (NFC) component, Parts (e.g. Low energy consumption), Device 2724 may be another machine or any of a variety of peripherals (eg, a peripheral coupled via USB).

[0235] In addition, the communication component 2738 can detect an indication or include a component operable to detect an identifier. For example, the communication component 2738 can 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), maximum code (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 can be obtained via the communication component 2738, such as a location obtained via Internet Protocol (IP) geolocation, ... Location obtained by signal triangulation, location obtained via detection of NFC beacon signals that can indicate a specific location, etc.

[0236] Various memories (e.g., main memory 2714, static memory 2716, and memory of processor 2704) and storage unit 2718 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 2704, these instructions (e.g., instructions 2710) cause various operations to implement the disclosed examples.

[0237] The instructions 2710 may be sent or received over the network 2722 using a transmission medium via a network interface device (e.g., a network interface component included in the communication component 2738) and using any of a number of well-known transmission protocols (e.g., the Hypertext Transfer Protocol (HTTP)). Similarly, the instructions 2710 may be sent or received via a coupling (e.g., a peer-to-peer coupling) with the device 2724 using a transmission medium.

[0238] Software Architecture

[0239] Fig.282800 is a block diagram illustrating a software architecture 2804 that may be installed on any one or more of the devices described herein. The software architecture 2804 is supported by hardware, such as a machine 2802 including a processor 2820, a memory 2826, and an I / O component 2838. In this example, the software architecture 2804 may be conceptualized as a stack of layers, each of which provides specific functionality. The software architecture 2804 includes layers such as an operating system 2812, a library 2810, a framework 2808, and an application 2806. In operation, the application 2806 invokes an API call 2850 through the software stack and receives a message 2852 in response to the API call 2850.

[0240] The operating system 2812 manages hardware resources and provides public services. The operating system 2812 includes, for example, a kernel 2814, a server 2816, and a driver 2822. The kernel 2814 serves as an abstraction layer between the hardware and other software layers. For example, the kernel 2814 provides functions such as memory management, processor management (e.g., scheduling), component management, networking, and security settings. The server 2816 can provide other public services for other software layers. The driver 2822 is responsible for controlling or interfacing with the underlying hardware. For example, the driver 2822 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.

[0241] The library 2810 provides a common low-level infrastructure used by the application 2806. The library 2810 may include a system library 2818 (e.g., a C standard library) that provides functions such as memory allocation functions, string manipulation functions, mathematical functions, etc. In addition, the library 2810 may include an API library 2824, 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 presenting in two dimensions (2D) and three dimensions (3D) in graphics 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 2810 may also include various other libraries 2828 to provide many other APIs to the application 2806 .

[0242] The framework 2808 provides a common high-level infrastructure used by the applications 2806. For example, the framework 2808 provides various graphical user interface (GUI) functions, high-level resource management, and high-level positioning services. The framework 2808 can provide a wide range of other APIs that can be used by the applications 2806, some of which can be specific to a particular operating system or platform.

[0243] In an example, applications 2806 may include a home application 2836, a contacts application 2830, a browser application 2832, a book reader application 2834, a location application 2842, a media application 2844, a messaging application 2846, a game application 2848, and a variety of other applications such as third-party applications 2840. Application 2806 is a program that executes the functions defined in the program. Various programming languages ​​can be used to create one or more of the applications 2806 constructed in various ways, such as an object-oriented programming language (e.g., Objective-C, Java, or C++) or a procedural programming language (e.g., C or assembly language). In a specific example, third-party application 2840 (e.g., a third-party application created by an entity other than the vendor of a particular platform using ANDROID TM or IOS TM Software Development Kit (SDK) can be used to develop applications on platforms such as IOS TM ANDROID TM , Mobile software running on the mobile operating system of the phone or other mobile operating systems. In this example, the third-party application 2840 can activate the API call 2850 provided by the operating system 2812 to facilitate the functions described herein.

[0244] Glossary

[0245] "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.

[0246] "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, a desktop computer, a laptop computer, a portable digital assistant (PDA), a smart phone, a tablet computer, an ultrabook, a netbook, a laptop computer, a multiprocessor system, a microprocessor-based or programmable consumer electronics, a game console, a set-top box, or any other communications device that a user may use to access a network.

[0247] "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.

[0248] "Component" refers to a logic, device or physical entity with boundaries defined by function or subroutine calls, branch points, APIs or other technical definitions that provide partitioning or modularization for specific processing or control functions. Components can be combined with other components via their interfaces to perform machine processing. Components can be packaged functional hardware units designed for use with other components and can be part of a program that generally performs specific functions in related functions. Components can constitute software components (e.g., codes implemented on machine-readable media) or hardware components. "Hardware components" are tangible units that can perform certain operations and can be configured or arranged in a certain physical manner. In various examples, one or more computer systems (e.g., independent computer systems, client computer systems, or server computer systems) or one or more hardware components (e.g., processors or processor groups) of a computer system can be configured by software (e.g., applications or application parts) to operate to perform certain operations described herein. Hardware components can also be implemented mechanically, electronically, or any suitable combination thereof. For example, a hardware component may include a dedicated circuit system or logic that is permanently configured to perform certain operations. The hardware component may be a dedicated processor such as a field programmable gate array (FPGA) or an application specific integrated circuit (ASIC). The hardware component may also include a programmable logic or circuit system that is temporarily configured to perform certain operations by software. For example, the hardware component may include software executed by a general-purpose processor or other programmable processor. Once configured by such software, the hardware component becomes a specific machine (or a specific component of a machine) that is uniquely customized to perform the configured function, and is no longer a general-purpose processor. It will be recognized that it can be determined for cost and time considerations whether to mechanically implement the hardware component in a dedicated and permanently configured circuit system or in a temporarily configured (e.g., configured by software) circuit system to implement the hardware component. Therefore, the phrase "hardware component" (or "hardware-implemented component") should be understood to include a tangible entity, that is, an entity that is physically constructed, permanently configured (e.g., hardwired) or temporarily configured (e.g., programmed) to operate in some way or perform certain operations described herein. Considering an example where a hardware component is temporarily configured (e.g., programmed), it is not necessary to configure or instantiate each hardware component in the hardware component at any one time. For example, in the case where a hardware component includes a general-purpose processor that is configured by software to be a special-purpose processor, the general-purpose processor can be configured into different special-purpose processors (e.g., including different hardware components) at different times. Software accordingly configures one or more specific processors to, for example, constitute a specific hardware component at one time and constitute different hardware components at different times. 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 being present at the same time, communication can be achieved by signal transmission between two or more hardware components in the hardware components (for example, by appropriate circuits and buses). In examples where multiple hardware components are configured or instantiated at different times, communication between such hardware components can be achieved, for example, by storing information in a memory structure accessible to multiple hardware components 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 to which it is communicatively coupled. 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 initiate communication with an input device or an output device, and can operate on resources (for example, a collection of information). The various operations of the example methods described herein can be performed at least in part by one or more processors that are temporarily configured (for example, by software) or permanently configured to perform related operations. Whether it is temporarily configured or permanently configured, such a processor can constitute a processor-implemented component that operates to perform one or more operations or functions described herein. As used herein, "processor-implemented components" refer to hardware components implemented using one or more processors. Similarly, the method described in this article can be implemented at least in part by a processor, wherein one or more specific processors are examples of hardware. For example, at least some operations in the operation of the method can be performed by one or more processors 2704 or the parts implemented by the processor. In addition, the one or more processors can also operate to support the execution of related operations in the "cloud computing" environment or as "software as a service" (SaaS) operation. For example, at least some operations in the operation can be performed by a group of computers (as an example of a machine including a processor), wherein these operations can be accessed via a network (for example, the Internet) and via one or more appropriate interfaces (for example, API). The execution of some operations in the operation can be distributed between processors, not only resident in a single machine, but deployed across several machines. In some examples, a processor or a part implemented by a processor can be located in a single geographical location (for example, in a home environment, an office environment or a server group). In other examples, a processor or a part implemented by a processor can be distributed across several geographical locations.

[0249] "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 can be used interchangeably in this disclosure.

[0250] "Ephemeral messages" are messages that are accessible for a time-limited duration. Ephemeral messages can be text, images, videos, etc. The access time for ephemeral messages can be set by the message sender. Alternatively, the access time can be a default setting or a setting specified by the recipient. Regardless of the setting technique, the message is ephemeral.

[0251] "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" expressly exclude carrier waves, modulated data signals, and other such media, at least some of which are encompassed by the term "signal media".

[0252] “Non-transitory computer-readable storage medium” refers to tangible media capable of storing, encoding, or carrying instructions to be executed by a machine.

[0253] "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" refers to a signal that has one or more of its characteristics set or changed to encode information in the signal. The terms "transmission medium" and "signal medium" refer to the same thing and can be used interchangeably in this disclosure.

Claims

1. A method comprising: receiving, using one or more hardware processors, a set of frames captured by a camera of a client device; detecting, using the one or more hardware processors, from the set of frames, a first gesture corresponding to an open trigger finger gesture; receiving, using the one or more hardware processors, a second set of frames captured by the camera of the client device; detecting, using the one or more hardware processors, from the second set of frames, a second gesture corresponding to a closed trigger finger gesture; detecting, using the one or more hardware processors, a position and a pose of a representation of a finger from the closed trigger finger pose; generating, using the one or more hardware processors, a first virtual object based at least in part on the position and the pose of the representation of the finger; rendering, within a first scene, movement of the first virtual object along a vector away from the position and the pose of the representation of the finger, using the one or more hardware processors; as well as Displaying the movement of the first virtual object rendered along the vector within the first scene is provided using the one or more hardware processors.

2. The method according to claim 1, wherein: The open trigger finger posture includes a specific posture including a thumb and an index finger indicating a gun-drawing or shooting gesture, and the closed trigger finger posture includes the thumb and the index finger pointing in the same direction.

3. The method according to claim 1, wherein: The movement of the first virtual object moves the first virtual object through a particular outer boundary of the first scene and beyond a view of the first scene, wherein the first scene includes the first virtual object and a first representation of a real-world scene.

4. The method according to claim 1, wherein: The first virtual object includes a representation of a bullet or projectile to be fired from a firearm.

5. The method according to claim 1, further comprising: generating a second virtual object based at least in part on a second gesture of the representation of the finger and a second gesture while rendering the movement of the first virtual object; rendering within a first scene movement of the second virtual object along a second vector away from the position and the pose of the representation of the finger, wherein the first scene includes the first virtual object, the second virtual object, and a first representation of a real-world scene; as well as Displaying the movement of the second virtual object rendered along the second vector within the first scene is provided.

6. The method according to claim 5, wherein: The second virtual object and the first virtual object are virtual objects of the same type, or the second virtual object and the first virtual object are virtual objects of different types, The second vector is the same vector as the vector, or the second vector is a different vector from the vector.

7. The method according to claim 5, wherein: The vector away from the position and the pose of the representation of the finger is determined based on ray casting a path from the position and the pose of the representation of the finger to a point along a particular outer boundary of the first scene.

8. The method according to claim 7, wherein: Determine the second vector away from the second posture and the second position of the representation of the finger based on ray casting a second path from the second posture and the second position of the representation of the finger to a second point along the specific outer boundary of the first scene, the second point being different from the point or the second point being the same as the point.

9. The method according to claim 5, wherein: Rendering the movement of the second virtual object occurs during the movement of the first virtual object and before the first virtual object moves across a specific outer boundary of the first scene and out of view of the first scene.

10. The method according to claim 1, wherein: The rendered movement of the first virtual object is provided for display within a messaging application executing on the client device.

11. A system comprising: processor; as well as a memory including instructions that, when executed by the processor, cause the processor to perform operations comprising: receiving a set of frames captured by a camera of a client device; detecting a first gesture corresponding to an open trigger finger gesture from the set of frames; receiving a second set of frames captured by the camera of the client device; detecting a second posture corresponding to a closed trigger finger posture from the second set of frames; detecting a position and posture of a representation of a finger from the closed trigger finger posture; generating a first virtual object based at least in part on the position and the pose of the representation of the finger; rendering within a first scene movement of the first virtual object along a vector away from the position and the pose of the representation of the finger; and Displaying the movement of the first virtual object rendered along the vector within the first scene is provided.

12. The system according to claim 11, wherein: The open trigger finger posture includes a specific posture including a thumb and an index finger indicating a gun-drawing or shooting gesture, and the closed trigger finger posture includes the thumb and the index finger pointing in the same direction.

13. The system according to claim 11, wherein: The movement of the first virtual object moves the first virtual object through a particular outer boundary of the first scene and beyond a view of the first scene, wherein the first scene includes the first virtual object and a first representation of a real-world scene.

14. The system according to claim 11, wherein: The first virtual object includes a representation of a bullet or projectile fired from a firearm.

15. The system according to claim 11, wherein: The operations also include: generating a second virtual object based at least in part on a second gesture of the representation of the finger and a second gesture while rendering the movement of the first virtual object; rendering within a first scene movement of the second virtual object along a second vector away from the position and the pose of the representation of the finger, wherein the first scene includes the first virtual object, the second virtual object, and a first representation of a real-world scene; and Displaying the movement of the second virtual object rendered along the second vector within the first scene is provided.

16. The system of claim 15, wherein: The second virtual object and the first virtual object are virtual objects of the same type, or the second virtual object and the first virtual object are virtual objects of different types, The second vector is the same vector as the vector, or the second vector is a different vector from the vector.

17. The system of claim 15, wherein: The vector away from the position and the pose of the representation of the finger is determined based on ray casting a path from the position and the pose of the representation of the finger to a point along a particular outer boundary of the first scene.

18. The system of claim 17, wherein: Determine the second vector away from the second posture and the second position of the representation of the finger based on ray casting a second path from the second posture and the second position of the representation of the finger to a second point along the specific outer boundary of the first scene, the second point being different from the point or the second point being the same as the point.

19. The system of claim 15, wherein: Rendering the movement of the second virtual object occurs during the movement of the first virtual object and before the first virtual object moves across a specific outer boundary of the first scene and out of view of the first scene.

20. A non-transitory computer-readable medium comprising instructions that, when executed by a computing device, cause the computing device to perform operations comprising: receiving a set of frames captured by a camera of a client device; detecting a first gesture corresponding to an open trigger finger gesture from the set of frames; receiving a second set of frames captured by the camera of the client device; detecting a second posture corresponding to a closed trigger finger posture from the second set of frames; detecting a position and posture of a representation of a finger from the closed trigger finger posture; generating a first virtual object based at least in part on the position and the pose of the representation of the finger; rendering within a first scene movement of the first virtual object along a vector away from the position and the pose of the representation of the finger; as well as Displaying the movement of the first virtual object rendered along the vector within the first scene is provided.

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