Method for optimizing virtual user interface in three-dimensional environment

By improving the computer system interface and utilizing visual and audio feedback, the interaction with virtual/augmented reality environments is optimized, solving the problems of low efficiency and energy waste in existing technologies, and achieving more efficient user interaction and power saving.

CN121646744APending Publication Date: 2026-03-10APPLE INC
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Patent Information

Authority / Receiving Office
CN · China
Patent Type
Applications(China)
Current Assignee / Owner
Filing Date
2024-05-22
Publication Date
2026-03-10

AI Technical Summary

Technical Problem

Existing methods for interacting with virtual/augmented reality environments are inefficient, complex, and error-prone, leading to increased cognitive burden on users and significant energy waste in battery-powered devices.

Method used

By improving the computer system interface, utilizing visual and audio feedback, reducing the amount and nature of user input, and combining environmental detection and 3D effects, the display and transition of user interface objects are optimized, providing a more intuitive way to interact.

Benefits of technology

It improves user interaction efficiency, reduces power consumption, extends device battery life, and enhances device operability and user experience.

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Abstract

In some embodiments, the computer system changes the level of detail that displays the respective environment. In some embodiments, a computer system applies and adjusts to generate a representation of a physical environment. In some embodiments, a computer system displays user interface objects in a three-dimensional environment in a three-dimensional stereoscopic effect. In some embodiments, a computer system implements light fusion. In some embodiments, a computer system transitions between three-dimensional environments using visual effects. In some embodiments, a computer system detects movement of a user's viewpoint while displaying a portal of a virtual environment, and maintains or stops displaying the portal based on the amount of movement and / or the direction in which the portal opens. In some embodiments, a computer system outputs different sound effects upon initiation of display of different virtual three-dimensional environments.
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Description

Cross-references to related applications

[0001] This application claims the benefits of U.S. Provisional Application No. 63 / 515,117, filed July 23, 2023; U.S. Provisional Application No. 63 / 506,093, filed June 4, 2023; and U.S. Provisional Application No. 63 / 503,934, filed May 23, 2023, the contents of which are incorporated herein by reference in their entirety for all purposes. Technical Field

[0002] The present invention relates throughout to computer systems that provide computer-generated experiences, including but not limited to electronic devices that provide virtual reality and mixed reality experiences via a display. Background Technology

[0003] In recent years, the development of computer systems for augmented reality has increased significantly. Example augmented reality environments include at least some virtual elements that replace or enhance the physical world. Input devices used in computer systems and other electronic computing devices (such as cameras, controllers, joysticks, touch-sensitive surfaces, and touchscreen displays) are used to interact with the virtual / augmented reality environment. Example virtual elements include virtual objects such as digital images, videos, text, icons, and control elements (such as buttons and other graphics). Summary of the Invention

[0004] Some methods and interfaces for interacting with environments that include at least some virtual elements (e.g., applications, augmented reality environments, mixed reality environments, and virtual reality environments) are cumbersome, inefficient, and limited. For example, systems that provide insufficient feedback for performing actions associated with virtual objects, systems that require a series of inputs to achieve a desired result in an augmented reality environment, and systems where manipulating virtual objects is complex, tedious, and error-prone, impose a significant cognitive burden on users and detract from the immersive experience of virtual / augmented reality environments. Furthermore, these methods take longer than necessary, thus wasting the energy of the computer system. This latter consideration is particularly important in battery-powered devices.

[0005] Therefore, computer systems with improved methods and interfaces are needed to provide users with computer-generated experiences, making user interaction with the computer system more efficient and intuitive. Such methods and interfaces can optionally supplement or replace conventional methods for providing users with extended reality experiences. By helping users understand the relationship between the input provided and the device's response to that input, such methods and interfaces reduce the quantity, extent, and / or nature of user input, thus creating a more efficient human-computer interface.

[0006] The disclosed system reduces or eliminates the aforementioned defects and other problems associated with the user interface of a computer system. In some embodiments, the computer system is a desktop computer with an associated display. In some embodiments, the computer system is a portable device (e.g., a laptop, tablet, or handheld device). In some embodiments, the computer system is a personal electronic device (e.g., a wearable electronic device, such as a watch or head-mounted device). In some embodiments, the computer system has a touchpad. In some embodiments, the computer system has one or more cameras. In some embodiments, the computer system has (e.g., includes or communicates with) a display generation component (e.g., a display device such as a head-mounted device (HMD), a monitor, a projector, a touch-sensitive display (also referred to as a “touchscreen” or “touchscreen display”), or other devices or components, such as those that present visual content to the user on or in the display generation component itself or generated from the display generation component and visible elsewhere). In some embodiments, the computer system has one or more eye-tracking components. In some embodiments, the computer system has one or more hand-tracking components. In some embodiments, in addition to the display generation component, the computer system also has one or more output devices, including one or more haptic output generators and / or one or more audio output devices. In some embodiments, the computer system has a graphical user interface (GUI), one or more processors, memory, and one or more modules, and a program or set of instructions stored in memory for performing multiple functions. In some embodiments, a user interacts with the GUI through touch and gestures of a stylus and / or fingers on a touch-sensitive surface, movement of the user's eyes and hands in space relative to the GUI (and / or the computer system) or the user's body (such as captured by a camera and other motion sensors), and / or voice input (such as captured by one or more audio input devices). In some embodiments, the functions performed through interaction optionally include image editing, drawing, presentation, word processing, spreadsheet creation, playing games, making and receiving phone calls, video conferencing, sending and receiving emails, instant messaging, test support, digital photography, digital video recording, web browsing, digital music playback, note-taking, and / or digital video playback. Executable instructions for performing these functions are optionally included in transient and / or non-transitory computer-readable storage media or other computer program products configured for execution by one or more processors.

[0007] There is a need for electronic devices with improved methods and interfaces for interacting with content in a 3D environment. Such methods and interfaces can complement or replace conventional methods for interacting with content in a 3D environment. These methods and interfaces reduce the amount, extent, and / or nature of user input, resulting in more efficient human-computer interfaces. For battery-powered computing devices, such methods and interfaces save power and increase the time interval between battery charging.

[0008] In some implementations, the computer system varies the level of detail displayed for a given environment based on the number of application user interfaces concurrently displayed with that environment. In some implementations, the computer system applies and adjusts to generate a representation of the physical environment. In some implementations, the computer system displays user interface objects in a three-dimensional environment with a stereoscopic effect corresponding to different views of content associated with those user interface objects. In some implementations, the computer system performs light blending relative to one or more objects in the three-dimensional environment. In some implementations, the computer system uses environment-type-dependent visual effects to transition from displaying one three-dimensional environment to displaying another. In some implementations, the computer system detects movement of the user's viewpoint when displaying a portal to a virtual environment and maintains or stops displaying the portal based on the amount of movement and / or based on the direction in which the portal is opened. In some implementations, the computer system outputs different sound effects when initiating the display of different virtual three-dimensional environments. In some implementations, the computer system outputs different sound effects when initiating the display of different virtual three-dimensional environments. In some implementations, the computer system displays simulated clouds in the environment. In some implementations, the computer system displays background elements in the environment.

[0009] It should be noted that the various embodiments described above can be combined with any other embodiments described herein. The features and advantages described in this specification are not exhaustive; in particular, many additional features and advantages will be apparent to those skilled in the art from the accompanying drawings, description, and claims. Furthermore, it should be pointed out that the language used in this specification has been chosen in principle for readability and instruction purposes, and such choice may not be necessary to depict or define the subject matter of the invention. Attached Figure Description

[0010] To better understand the various described embodiments, reference should be made to the following detailed description in conjunction with the accompanying drawings, wherein similar reference numerals indicate corresponding parts in all the drawings.

[0011] FIG. 1A This is a block diagram illustrating the operating environment of a computer system for providing XR experiences according to some implementation schemes.

[0012] FIGS. 1B-1P It is used in FIG. 1A Examples of computer systems that provide XR experiences in the operating environment.

[0013] FIG. 2 This is a block diagram illustrating a computer system configured to manage and coordinate an XR experience for a user, according to some implementation schemes.

[0014] FIG. 3 This is a block diagram illustrating a display generation component of a computer system configured to provide an XR experience to a user, according to some implementation schemes.

[0015] FIG. 4 This is a block diagram illustrating a hand tracking unit of a computer system configured to capture user gesture input according to some implementation schemes.

[0016] FIG. 5 This is a block diagram illustrating an eye-tracking unit of a computer system configured to capture a user's gaze input according to some implementation schemes.

[0017] FIG. 6 This is a flowchart illustrating a flare-assisted gaze tracking pipeline according to some implementation schemes.

[0018] FIGS. 7A-7D Examples are given of computer systems according to some implementation schemes that vary the level of detail displayed for a given environment based on the number of application user interfaces displayed concurrently with that environment.

[0019] FIGS. 7E-7J Examples of displaying simulated clouds and / or background elements in an environment are shown according to some implementation schemes.

[0020] FIGS. 8A-8F This is a flowchart illustrating a method for changing the level of detail displayed in a given environment based on the number of application user interfaces displayed concurrently with that environment, according to some implementation schemes.

[0021] FIGS. 9A-9E Examples are illustrated in computer system applications and modifications according to some implementation schemes to generate representations of the physical environment.

[0022] FIGS. 10A-10D This is a flowchart illustrating a method for generating a representation of a physical environment based on the application and adjustments of some implementation schemes.

[0023] FIGS. 11A-11I An example is illustrated of a computer system according to some implementations displaying a user interface object in a three-dimensional environment with a stereoscopic effect corresponding to different views of content associated with the user interface object.

[0024] FIGS. 12A-12I This is a flowchart illustrating a method for displaying a user interface object in a three-dimensional environment with a three-dimensional effect according to some implementation schemes, the three-dimensional effect corresponding to different views of content associated with the user interface object.

[0025] FIGS. 13A-13G Examples of light fusion techniques implemented by computer systems according to some implementation schemes for one or more objects in a three-dimensional environment are illustrated.

[0026] FIGS. 14A-14J This is a flowchart illustrating a method for implementing light fusion technology for one or more objects in a three-dimensional environment according to some implementation schemes.

[0027] FIGS. 15A-15O Examples of how computer systems, according to some implementation schemes, transition between displaying different three-dimensional environments are illustrated.

[0028] FIGS. 16A-16J A flowchart illustrating methods for transitioning between different 3D environments according to some implementation schemes is described.

[0029] FIGS. 17A-17M Examples of computer systems displaying and stopping the display of a virtual environment portal according to some implementation schemes are shown.

[0030] FIGS. 18A-18F A flowchart illustrating methods for displaying and stopping the display of a portal to a virtual environment according to some implementation schemes is depicted.

[0031] FIGS. 19A-19I Examples are given of computer systems according to some implementation schemes that output different sound effects when initiating the display of different virtual 3D environments.

[0032] FIGS. 20A-20L A flowchart illustrating methods for outputting different sound effects when initiating the display of different virtual 3D environments, based on some implementation schemes, is described.

[0033] FIG. 21 A flowchart illustrating a method for displaying a simulated cloud in an environment according to some implementation schemes is depicted.

[0034] FIG. 22 A flowchart illustrating methods for displaying background elements in an environment according to some implementation schemes is shown. Detailed Implementation

[0035] According to some implementations, this disclosure relates to a user interface for providing extended reality (XR) experiences to users.

[0036] The systems, methods, and GUIs described in this paper improve user interface interactions with virtual / augmented reality environments in a variety of ways.

[0037] In some implementations, when displaying a given environment, the computer system detects a change in the number of application user interfaces concurrently displayed with that environment. In some implementations, in response to detecting this change in the number of application user interfaces concurrently displayed with that environment, the computer system changes the level of detail displayed for that environment.

[0038] In some embodiments, when at least a portion of the physical environment of a user of the computer system is visible, the computer system receives a first input corresponding to a request to apply a first visual effect to a representation of the physical environment. In some embodiments, in response to receiving the first input, the computer system displays the representation of the physical environment. In some embodiments, based on determining that the at least portion of the physical environment has a first visual appearance, the computer system applies a first visual adjustment to generate the representation of the physical environment. In some embodiments, based on determining that the at least portion of the physical environment has a second visual appearance different from the first visual appearance, the computer system applies a second visual adjustment different from the first visual adjustment to generate the representation of the physical environment.

[0039] In some embodiments, the computer system displays a user interface object in an environment with a first visual appearance, the user interface object being selectable to display content. In some embodiments, while displaying the user interface object with the first visual appearance, the computer system detects the user's attention directed at the user interface object. In some embodiments, in response to detecting the user's attention directed at the user interface object, the computer system displays the user interface object with a second visual appearance different from the first visual appearance, the second visual appearance including a three-dimensional stereoscopic effect corresponding to multiple different views of the content corresponding to the user interface object. In some embodiments, the first visual appearance of the user interface object displayed before the user's attention is directed at the user interface object does not include the three-dimensional stereoscopic effect.

[0040] In some embodiments, the computer system displays a three-dimensional environment comprising virtual objects and / or one or more physical objects. In some embodiments, the three-dimensional environment includes a portion of a physical environment surrounding the computer system and visible in a first area of ​​the three-dimensional environment, and a portion of a virtual environment displayed in a second area of ​​the three-dimensional environment. In some embodiments, the computer system displays the virtual objects with visual lighting effects based on one or more visual characteristics of the at least portion of the physical environment and the at least portion of the virtual environment within the three-dimensional environment. In some embodiments, the computer system displays physical objects within the one or more physical objects with visual lighting effects based on one or more visual characteristics of the at least portion of the physical environment and the at least portion of the virtual environment within the three-dimensional environment.

[0041] In some implementations, the computer system displays a first three-dimensional environment, which optionally includes a virtual environment, a representation of a physical environment, an ambient environment, and / or a hybrid environment. In response to detecting user input corresponding to a request to display a second (different) three-dimensional environment, the computer system transitions from displaying the first three-dimensional environment to displaying the second three-dimensional environment using visual effects that depend on the type of the first three-dimensional environment (and optionally, on the type of the second three-dimensional environment). These visual effects optionally include, for example, cross-fading the hue of the first three-dimensional environment with the hue of the second three-dimensional environment, fading out of the first three-dimensional environment before fading into the second three-dimensional environment, and / or using other visual effects as described herein.

[0042] In some implementations, the computer system displays a portal to a virtual environment within a three-dimensional environment, wherein the portal has a first opening direction or a second opening direction. For example, the portal may optionally open in a first direction (e.g., vertically, orthogonal to the floor or ceiling plane of the three-dimensional environment) or in a second direction (e.g., horizontally, orthogonal to the walls or horizon of the three-dimensional environment). For example, the portal may optionally open above or below the user's viewpoint (e.g., vertically) or in front of the user's viewpoint (e.g., horizontally). The computer system detects movement of the user's viewpoint and, in response, maintains or stops displaying the portal based on the amount of movement and / or the opening direction of the portal.

[0043] In some embodiments, the computer system receives first user input corresponding to a request to display a corresponding virtual 3D environment. In some embodiments, in response to receiving the first user input, the computer system displays the corresponding virtual 3D environment. In some embodiments, based on determining that the corresponding virtual 3D environment is a first virtual 3D environment, the computer system outputs a first sound effect when initiating the display of the first virtual 3D environment. In some embodiments, based on determining that the corresponding virtual 3D environment is a second virtual 3D environment different from the first virtual 3D environment, the computer system outputs a second sound effect different from the first sound effect when initiating the display of the second virtual 3D environment.

[0044] FIGS. 1A-6 Descriptions of example computer systems for providing XR experiences to users are provided (such as those described below with respect to methods 800, 1000, 1200, 1400, 1600, 1800 and / or 2000). FIGS. 7A-7D Examples of techniques, based on some implementation schemes, are illustrated for changing the level of detail in displaying a given environment based on the number of application user interfaces displayed concurrently with that environment. FIGS. 8A-8F It is a flowchart illustrating a method for changing the level of detail displayed in a given environment based on the number of application user interfaces displayed concurrently with that environment, according to some implementation schemes. FIGS. 7A-7D The user interface in the example is used to demonstrate FIGS. 8A-8F The process in. FIGS. 7E-7J Examples of displaying simulated clouds and / or background elements in an environment are shown according to some implementation schemes. FIG. 21 and FIG. 22 It is a flowchart illustrating a method for displaying simulated clouds and / or background elements in an environment, based on some implementation schemes. FIGS. 7E-7J The user interface is used to demonstrate FIG. 21 and FIG. 22 The process in. FIGS. 9A-9E Example techniques for applying and adapting to generate representations of physical environments, according to some implementation schemes, are illustrated. FIGS. 10A-10D It is a flowchart illustrating a method for generating a representation of a physical environment based on the application and adjustments of some implementation schemes. FIGS. 9A-9E The user interface in the example is used to demonstrate FIGS. 10A-10D The process in. FIGS. 11A-11I Example techniques for displaying a user interface object in a three-dimensional environment with a stereoscopic effect, according to some implementation schemes, are illustrated, the stereoscopic effect corresponding to different views of content associated with the user interface object. FIGS. 12A-12I It is a flowchart of a method for displaying a user interface object in a three-dimensional environment with a three-dimensional effect according to some implementation schemes, wherein the three-dimensional effect corresponds to different views of content associated with the user interface object.FIGS. 11A-11I The user interface in the example is used to demonstrate FIGS. 12A-12I The process in. FIGS. 13A-13G Example techniques for implementing light fusion techniques for one or more objects in a three-dimensional environment, according to some implementation schemes, are illustrated. FIGS. 14A-14J This is a flowchart illustrating a method for implementing light fusion technology for one or more objects in a three-dimensional environment, based on some implementation schemes. FIGS. 13A-13G The user interface in the example is used to demonstrate FIGS. 14A-14J The process in. FIGS. 15A-15O This illustrates techniques for transitioning between different 3D environments. FIGS. 16A-16J A flowchart depicts a method for transitioning between different 3D environments. FIGS. 15A-15O The user interface in the example is used to demonstrate FIGS. 16A-16J The process in. FIGS. 17A-17M The techniques used to display and stop the display of a portal for a virtual environment are illustrated. FIGS. 18A-18D A flowchart depicts the methods for displaying and stopping the display of a portal to a virtual environment. FIGS. 17A-17M The user interface in the example is used to demonstrate FIGS. 18A-18D The process in. FIGS. 19A-19I Examples of techniques for outputting different sound effects when initiating the display of different virtual 3D environments are illustrated according to some implementation schemes. FIGS. 20A-20L It is a flowchart illustrating methods for outputting different sound effects when initiating the display of different virtual 3D environments, based on some implementation schemes. FIGS. 19A-19I The user interface in the example is used to demonstrate FIGS. 20A-20L The process in.

[0045] The processes described below enhance device operability and make the user-device interface more efficient through various technologies (e.g., by helping users provide appropriate input and reducing user errors when operating / interacting with the device). These technologies include providing users with improved visual feedback, reducing the amount of input required to perform operations, providing additional control options without cluttering the user interface with additional display controls, performing operations without further user input when a set of conditions are met, improving privacy and / or security, providing a more diverse, detailed, and / or realistic user experience while saving storage space, and / or additional technologies. These technologies also reduce power consumption and extend device battery life by enabling users to use the device faster and more efficiently. This saves battery power and, therefore, weight, and improves the device's ergonomics. These technologies also enable real-time communication, allowing the use of fewer and / or less precise sensors, resulting in a more compact, lighter, and cheaper device, and enabling the device to operate in a variety of lighting conditions. These technologies reduce energy consumption, thereby reducing the heat generated by the device. This is especially important for wearable devices, where if a device generates too much heat, even when operating entirely within the parameters of its components, it can become uncomfortable for the user to wear.

[0046] Furthermore, in a method described herein where one or more steps depend on the satisfaction of one or more conditions, it should be understood that the described method can be repeated in multiple repetitions such that, during the repetitions, all conditions determining the steps in the method are satisfied in different repetitions of the method. For example, if the method requires performing a first step (if the conditions are satisfied) and a second step (if the conditions are not satisfied), those skilled in the art will know that the stated steps are repeated until both conditions are satisfied and not satisfied (in no particular order). Thus, a method described as having one or more steps depending on the satisfaction of one or more conditions can be rewritten as a method that repeats until each condition described in the method is satisfied. However, this does not require the system or computer-readable medium to declare that the system or computer-readable medium contains instructions for performing discretionary operations based on the satisfaction of the corresponding one or more conditions, and thus to determine whether possible conditions have been satisfied without explicitly repeating the steps of the method until all conditions determining the steps in the method are satisfied. Those skilled in the art will also understand that, similar to a method having discretionary steps, a system or computer-readable storage medium can repeat the steps of the method multiple times as needed to ensure that all discretionary steps have been performed.

[0047] In some implementation schemes, such as FIG. 1AAs shown, an XR experience is provided to a user via an operating environment 100 including a computer system 101. The computer system 101 includes a controller 110 (e.g., a processor of a portable electronic device or a remote server), a display generation component 120 (e.g., a head-mounted display (HMD), a monitor, a projector, a touchscreen, etc.), one or more input devices 125 (e.g., an eye-tracking device 130, a hand-tracking device 140, other input devices 150), one or more output devices 155 (e.g., a speaker 160, a haptic output generator 170, and other output devices 180), one or more sensors 190 (e.g., image sensors, light sensors, depth sensors, haptic sensors, orientation sensors, proximity sensors, temperature sensors, position sensors, motion sensors, speed sensors, etc.), and optionally one or more peripheral devices 195 (e.g., home appliances, wearable devices, etc.). In some embodiments, one or more of the input devices 125, output devices 155, sensors 190, and peripheral devices 195 are integrated with the display generation component 120 (e.g., in a head-mounted or handheld device).

[0048] In describing XR experiences, various terms are used to distinguish several related but different environments that a user can sense and / or interact with (e.g., interacting with inputs detected by the computer system 101 that generates the XR experience, causing the computer system to generate audio, visual, and / or haptic feedback corresponding to various inputs provided to the computer system 101). The following is a subset of these terms: Physical environment: The physical environment refers to the physical world that people can sense and / or interact with without the aid of electronic systems. Physical environments, such as physical parks, include physical objects such as physical trees, physical buildings, and physical people. People can directly sense and / or interact with the physical environment through senses such as sight, touch, hearing, taste, and smell.

[0049] Extended Reality: Conversely, an extended reality (XR) environment refers to a fully or partially simulated environment that people sense and / or interact with via electronic systems. In XR, a subset of a person's physical motion, or a representation thereof, is tracked, and in response, one or more properties of one or more virtual objects simulated in the XR environment are adjusted in a manner consistent with at least one physical law. For example, an XR system can detect a person's head rotation and, in response, adjust the graphical content and sound field presented to the person in a manner similar to how such views and sounds change in a physical environment. In some cases (e.g., for accessibility reasons), the adjustment of the properties of virtual objects in the XR environment can be done in response to a representation of physical motion (e.g., a voice command). A person can use any of their senses to sense and / or interact with XR objects, including vision, hearing, touch, taste, and smell. For example, a person can sense and / or interact with audio objects that create a 3D or spatial audio environment that provides the perception of a point audio source in 3D space. For example, audio objects can enable audio transparency, which selectively introduces ambient sounds from the physical environment, with or without computer-generated audio. In some XR environments, people can sense and / or interact only with audio objects.

[0050] Examples of XR include virtual reality and mixed reality.

[0051] Virtual Reality: A virtual reality (VR) environment is a simulated environment designed to be entirely based on computer-generated sensory input for one or more senses. A VR environment includes multiple virtual objects that a person can sense and / or interact with. For example, trees, buildings, and computer-generated images representing human avatars are examples of virtual objects. A person can sense and / or interact with virtual objects in a VR environment through the simulation of a person's presence within the computer-generated environment and / or through the simulation of a subset of a person's physical movements within the computer-generated environment.

[0052] Mixed Reality: Compared to VR environments, which are designed to be entirely based on computer-generated sensory input, mixed reality (MR) environments refer to simulated environments designed to incorporate sensory input from the physical environment, or its representations, in addition to computer-generated sensory input (e.g., virtual objects). On the virtual continuum, a mixed reality environment is any state between, but not limited to, a purely physical environment as one end and a virtual reality environment as the other. In some MR environments, computer-generated sensory input can respond to changes in sensory input from the physical environment. Additionally, some electronic systems used to present an MR environment can track position and / or orientation relative to the physical environment to enable virtual objects to interact with real objects (i.e., physical objects or their representations from the physical environment). For example, a system can cause motion so that virtual trees appear stationary relative to the physical ground.

[0053] Examples of mixed reality include augmented reality and augmented virtual reality.

[0054] Augmented Reality (AR): An augmented reality (AR) environment is a simulated environment in which one or more virtual objects are overlaid on a physical environment or a representation of the physical environment. For example, an electronic system for presenting an AR environment may have a transparent or semi-transparent display through which a person can directly view the physical environment. The system can be configured to present virtual objects on the transparent or semi-transparent display, allowing a person to perceive the virtual objects overlaid on the physical environment. Alternatively, the system may have an opaque display and one or more imaging sensors that capture images or videos of the physical environment, which are representations of the physical environment. The system combines the images or videos with virtual objects and presents the combination on the opaque display. A person uses the system to indirectly view the physical environment via the images or videos of the physical environment and perceives the virtual objects overlaid on the physical environment. As used herein, video of the physical environment displayed on an opaque display is referred to as “pass-through video,” meaning that the system uses one or more image sensors to capture images of the physical environment and uses those images when presenting the AR environment on the opaque display. Alternatively, the system may have a projection system that projects virtual objects onto the physical environment, such as as a hologram or onto a physical surface, allowing a person to perceive the virtual objects superimposed on the physical environment. Augmented reality environments also refer to simulated environments in which the representation of the physical environment is transformed by computer-generated sensory information. For example, in providing pass-through video, the system can transform one or more sensor images to apply a selected viewpoint (e.g., viewpoint) different from the viewpoint captured by the imaging sensor. As another example, the representation of the physical environment can be transformed by graphically modifying (e.g., magnifying) portions of it, such that the modified portions can be representative but not realistic versions of the original captured image. Furthermore, the representation of the physical environment can be transformed by graphically removing or blurring portions of it.

[0055] Augmented Virtual: An augmented virtual (AV) environment is a simulated environment in which a virtual or computer-generated environment combines one or more sensory inputs from a physical environment. Sensory input can be a representation of one or more characteristics of the physical environment. For example, an AV park could have virtual trees and virtual buildings, but a person's face could be realistically reproduced from an image taken of a physical person. Similarly, virtual objects could adopt the shape or color of a physical object imaged by one or more imaging sensors. Furthermore, virtual objects could adopt shadows that correspond to the sun's position within the physical environment.

[0056] In augmented reality, mixed reality, or virtual reality environments, a view of the three-dimensional environment is visible to the user. This view is typically visible to the user via a virtual viewport through one or more display generating components (e.g., a display providing stereoscopic content to different eyes of the same user), which has a viewport boundary that defines the extent of the three-dimensional environment visible to the user via the one or more display generating components. In some embodiments, the area defined by the viewport boundary is smaller than the user's visual field in one or more dimensions (e.g., based on the user's visual field, the size of one or more display generating components, optical properties or other physical characteristics, and / or the position and / or orientation of one or more display generating components relative to the user's eyes). In some embodiments, the area defined by the viewport boundary is larger than the user's visual field in one or more dimensions (e.g., based on the user's visual field, the size of one or more display generating components, optical properties or other physical characteristics, and / or the position and / or orientation of one or more display generating components relative to the user's eyes). The viewport and viewport boundary typically move with the movement of one or more display generating components (e.g., with the user's head for head-mounted devices, or with the user's hand for handheld devices such as tablets or smartphones). The user's viewpoint determines what is visible within the viewport. The viewpoint typically specifies the position and orientation relative to the 3D environment, and as the viewpoint moves, the view of the 3D environment also moves within the viewport. For head-mounted devices, the viewpoint is typically based on the position and orientation of the user's head, face, and / or eyes to provide a perceptibly accurate view of the 3D environment that offers an immersive experience when the user is using the head-mounted device. For handheld or fixed devices, the viewpoint shifts with the movement of the handheld or fixed device and / or with changes in the user's positioning relative to the handheld or fixed device (e.g., the user moves towards, away from, up, down, right, and / or left). For a device that includes a display generation component with virtual pass-through, portions of the physical environment visible (e.g., displayed and / or projected) via one or more display generation components are based on the field of view of one or more cameras communicating with the display generation component, which typically move with the movement of the display generation component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the field of view of the one or more cameras (and the appearance of one or more virtual objects displayed via one or more display generation components is updated based on the user's viewpoint (e.g., the display positioning and pose of the virtual objects are updated based on the movement of the user's viewpoint)).For a display generating component with optical transparency, portions of the physical environment visible through one or more display generating components (e.g., optically visible through one or more portions or fully transparent portions of the display generating component) are based on the user's field of view through the portion or fully transparent portion of the display generating component (e.g., for a head-mounted device, it moves with the movement of the user's head, or for a handheld device such as a tablet or smartphone, it moves with the movement of the user's hand), because the user's viewpoint moves with the movement of the user's field of view through the portion or fully transparent portion of the display generating component (and the appearance of one or more virtual objects is updated based on the user's viewpoint).

[0057] In some embodiments, the representation of the physical environment (e.g., displayed via virtual passthrough or optical passthrough) may be partially or completely occluded by the virtual environment. In some embodiments, the amount of virtual environment displayed (e.g., the amount of physical environment not displayed) is based on the immersion level of the virtual environment (e.g., relative to the representation of the physical environment). For example, increasing the immersion level optionally results in more virtual environment being displayed, replacing and / or occluding more physical environment, and decreasing the immersion level optionally results in less virtual environment being displayed, thereby revealing portions of the physical environment that were previously not displayed and / or occluded. In some embodiments, at a particular immersion level, one or more first background objects (e.g., in the representation of the physical environment) are visually de-emphasized more than one or more second background objects (e.g., dimmed, blurred, displayed with increased transparency), and one or more third background objects are de-emphasized. In some embodiments, the level of immersion includes the associated degree to which virtual content (e.g., a virtual environment and / or virtual content) displayed by the computer system occludes background content (e.g., content other than the virtual environment and / or virtual content) around / behind the virtual environment, optionally including the number of items of the displayed background content and / or the displayed visual characteristics of the background content (e.g., color, contrast, and / or opacity), the angular range of the virtual content displayed via the display generating component (e.g., 60 degrees for content displayed at low immersion, 120 degrees for content displayed at medium immersion, or 180 degrees for content displayed at high immersion), and / or the proportion of the field of view displayed via the display generating component occupied by the virtual content (e.g., 33% of the field of view occupied by the virtual content at low immersion, 66% of the field of view occupied by the virtual content at medium immersion, or 100% of the field of view occupied by the virtual content at high immersion). In some embodiments, the background content is included in the background on which the virtual content is displayed (e.g., background content in a representation of the physical environment). In some implementations, the background content includes a user interface (e.g., a user interface corresponding to an application generated by a computer system), virtual objects not associated with or included in the virtual environment and / or virtual content (e.g., files generated by the computer system or other user representations), and / or real objects (e.g., transparent objects representing real objects in the user's surrounding physical environment, visible such that they are displayed via a display generation component and / or via a transparent or semi-transparent component of the display generation component, because the computer system does not obscure / impede their visibility through the display generation component). In some implementations, at a low immersion level (e.g., a first immersion level), the background, virtual, and / or real objects are displayed in an unobstructed manner. For example, a virtual environment with a low immersion level is optionally displayed simultaneously with the background content, which is optionally displayed at full brightness, color, and / or semi-transparency.In some implementations, at higher immersion levels (e.g., a second immersion level above the first immersion level), background, virtual, and / or real objects are displayed in an occluded manner (e.g., dimmed, blurred, or removed from the display). For example, a corresponding virtual environment with a high immersion level is displayed without concurrently displaying background content (e.g., in full-screen or fully immersive mode). Alternatively, a virtual environment displayed at a medium immersion level is displayed concurrently with darkened, blurred, or otherwise de-emphasized background content. In some implementations, the visual characteristics of background objects differ between background objects. For example, at a particular immersion level, one or more first background objects are visually de-emphasized more than one or more second background objects (e.g., dimmed, blurred, and / or displayed with increased transparency), and one or more third background objects are stopped from being displayed. In some implementations, zero immersion or a zero immersion level corresponds to a virtual environment that is stopped from being displayed, and instead, a representation of the physical environment (optionally having one or more virtual objects, such as an application, window, or virtual 3D object) is displayed, and the representation of the physical environment is not occluded by the virtual environment. Using physical input elements to adjust immersion levels provides a quick and efficient way to adjust immersion, which enhances the operability of computer systems and makes user-device interfaces more efficient.

[0058] Viewpoint-locked virtual objects: When a computer system displays a virtual object at the same location and / or position within the user's viewpoint, the virtual object remains viewpoint-locked even if the user's viewpoint shifts (e.g., changes). In embodiments where the computer system is a head-mounted device, the user's viewpoint is locked to the direction forward of the user's head (e.g., when the user is looking straight ahead, the user's viewpoint is at least a portion of the user's field of view); therefore, the user's viewpoint remains fixed even when the user's gaze shifts without moving the user's head. In embodiments where the computer system has a display generating component (e.g., a display screen) that can be repositioned relative to the user's head, the user's viewpoint is the augmented reality view presented to the user on the computer system's display generating component. For example, a viewpoint-locked virtual object displayed in the upper left corner of the user's viewpoint when the user's viewpoint is in a first orientation (e.g., the user's head is facing north) continues to be displayed in the upper left corner of the user's viewpoint, even when the user's viewpoint changes to a second orientation (e.g., the user's head is facing west). In other words, the position and / or orientation of a viewpoint-locked virtual object displayed in the user's viewpoint is independent of the user's position and / or orientation in the physical environment. In an implementation where the computer system is a head-mounted device, the user's viewpoint is locked to the orientation of the user's head, so the virtual object is also referred to as a "head-locked virtual object".

[0059] Environment-locked visual objects: When a computer system displays a virtual object at a location and / or position within the user's viewpoint, the virtual object is environment-locked (or, "world-locked"), the location and / or position being based on a location and / or object within a three-dimensional environment (e.g., a physical or virtual environment) (e.g., selected and / or anchored to that location and / or object with reference to it). As the user's viewpoint shifts, the location and / or object in the environment relative to the user's viewpoint changes, causing the environment-locked virtual object to appear at different locations and / or positions within the user's viewpoint. For example, an environment-locked virtual object locked to a tree immediately in front of the user appears at the center of the user's viewpoint. When the user's viewpoint shifts to the right (e.g., the user's head turns to the right) so that the tree is now centered to the left in the user's viewpoint (e.g., the tree's position shifts in the user's viewpoint), the environment-locked virtual object locked to the tree appears centered to the left in the user's viewpoint. In other words, the position and / or orientation of an environment-locked virtual object displayed in the user's viewpoint depends on the position to which the virtual object is locked and / or the orientation and / or orientation of the object within the environment. In some implementations, the computer system uses a stationary frame of reference (e.g., a coordinate system anchored to a fixed position and / or object in the physical environment) to determine the position of the environment-locked virtual object displayed in the user's viewpoint. An environment-locked virtual object may be locked to a stationary part of the environment (e.g., a floor, wall, table, or other stationary object), or it may be locked to a movable part of the environment (e.g., a vehicle, animal, person, or even a representation of a part of the user's body that moves independently of the user's viewpoint, such as a hand, wrist, arm, or foot), causing the virtual object to move with the viewpoint or that part of the environment to maintain a fixed relationship between the virtual object and that part of the environment.

[0060] In some implementations, environment-locked or viewpoint-locked virtual objects exhibit lazy following behavior, reducing or delaying their movement relative to the movement of a reference point they are following. In some implementations, when exhibiting lazy following behavior, the computer system intentionally delays the movement of the virtual object when movement of the reference point (e.g., a portion of the environment, a viewpoint, or a point fixed relative to the viewpoint, such as a point between 5 cm and 300 cm from the viewpoint) is detected. For example, when the reference point (e.g., that portion of the environment or the viewpoint) moves at a first rate, the virtual object is moved by the device to remain locked to the reference point, but moves at a second rate that is slower than the first rate (e.g., until the reference point stops moving or slows down, at which point the virtual object begins to catch up). In some implementations, when the virtual object exhibits lazy following behavior, the device ignores small movements of the reference point (e.g., ignores movements of the reference point below a threshold amount, such as 0 to 5 degrees or 0 cm to 50 cm). For example, when the reference point (e.g., a portion of the environment or viewpoint to which the virtual object is locked) moves by a first amount, the distance between the reference point and the virtual object increases (e.g., because the virtual object is being displayed to maintain a fixed or substantially fixed position relative to a portion of the viewpoint or environment to which the virtual object is locked), and when the reference point (e.g., a portion of the environment or viewpoint to which the virtual object is locked) moves by a second amount greater than the first amount, the distance between the reference point and the virtual object first increases (e.g., because the virtual object is being displayed to maintain a fixed or substantially fixed position relative to a portion of the viewpoint or environment to which the virtual object is locked), and then decreases when the amount of movement of the reference point increases to above a threshold (e.g., a "lazy following" threshold), because the virtual object is moved by the computer system to maintain a fixed or substantially fixed position relative to the reference point. In some implementations, maintaining a substantially fixed position of the virtual object relative to a reference point includes displaying the virtual object within a threshold distance (e.g., 1cm, 2cm, 3cm, 5cm, 15cm, 20cm, 50cm) of the reference point in one or more dimensions (e.g., up / down, left / right, and / or forward / backward relative to the reference point).

[0061] Hardware: Many different types of electronic systems enable people to sense and / or interact with various XR environments. Examples include head-mounted systems, projection-based systems, head-up displays (HUDs), vehicle windshields with integrated display capabilities, windows with integrated display capabilities, displays formed as lenses designed to be placed on a person's eyes (e.g., similar to contact lenses), headphones / earpieces, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablet devices, and desktop / laptop computers. Head-mounted systems may have one or more speakers and an integrated opaque display. Alternatively, head-mounted systems may be configured to receive an external opaque display (e.g., a smartphone). Head-mounted systems may incorporate one or more imaging sensors for capturing images or video of the physical environment and / or one or more microphones for capturing audio of the physical environment. Head-mounted systems may have transparent or semi-transparent displays instead of opaque displays. Transparent or semi-transparent displays may have a medium through which light representing the image is directed to the person's eyes. The display can utilize digital light projection, OLED, LED, uLED, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium can be an optical waveguide, holographic medium, optical combiner, optical reflector, or any combination thereof. In one embodiment, a transparent or translucent display can be configured to selectively become opaque. Projection-based systems can employ retinal projection techniques that project graphic images onto a person's retina. Projection systems can also be configured to project virtual objects into a physical environment, such as as holograms or onto a physical surface. In some embodiments, controller 110 is configured to manage and coordinate the user's XR experience. In some embodiments, controller 110 includes a suitable combination of software, firmware, and / or hardware. The following is relative to... FIG. 2The controller 110 is described in more detail. In some embodiments, the controller 110 is a computing device located locally or remotely relative to scene 105 (e.g., physical environment). For example, the controller 110 is a local server located within scene 105. Alternatively, the controller 110 is a remote server (e.g., a cloud server, central server, etc.) located outside scene 105. In some embodiments, the controller 110 is communicatively coupled to display generation components 120 (e.g., HMD, monitor, projector, touchscreen, etc.) via one or more wired or wireless communication channels 144 (e.g., Bluetooth, IEEE 802.11x, IEEE 802.16x, IEEE 802.3x, etc.). For example, controller 110 may be included within the housing (e.g., physical enclosure) of display generation component 120 (e.g., HMD or portable electronic device including display and one or more processors), one or more input devices in input device 125, one or more output devices in output device 155, one or more sensors in sensor 190, and / or one or more peripheral devices in peripheral device 195, or may share the same physical housing or support structure with one or more of the aforementioned devices.

[0062] In some implementations, display generation component 120 is configured to provide an XR experience to a user (e.g., at least the visual component of the XR experience). In some implementations, display generation component 120 includes a suitable combination of software, firmware, and / or hardware. The following is relative to... FIG. 3 The display generation component 120 is described in more detail. In some embodiments, the functionality of the controller 110 is provided by and / or combined with the display generation component 120.

[0063] According to some implementation schemes, when a user is virtually and / or physically present within scene 105, display generation component 120 provides the user with an XR experience.

[0064] In some embodiments, the display generation component is worn on a part of the user's body (e.g., on his / her head, his / her hand, etc.). Thus, the display generation component 120 includes one or more XR displays provided for displaying XR content. For example, in various embodiments, the display generation component 120 surrounds the user's field of view. In some embodiments, the display generation component 120 is a handheld device (such as a smartphone or tablet) configured to present XR content, and the user holds the device having a display facing the user's field of view and a camera facing scene 105. In some embodiments, the handheld device is optionally placed within a housing worn on the user's head. In some embodiments, the handheld device is optionally placed on a support (e.g., a tripod) in front of the user. In some embodiments, the display generation component 120 is an XR chamber, housing, or room configured to present XR content, wherein the user does not wear or hold the display generation component 120. Many user interfaces described with reference to one type of hardware used for displaying XR content (e.g., a handheld device or a tripod-mounted device) can be implemented on another type of hardware used for displaying XR content (e.g., an HMD or other wearable computing device). For example, a user interface illustrating interaction with XR content triggered by an interaction occurring in the space in front of a handheld device or tripod-mounted device can be similarly implemented using an HMD, where the interaction occurs in the space in front of the HMD and the response to the XR content is displayed via the HMD. Similarly, a user interface illustrating interaction with XR content triggered by movement of a handheld device or tripod-mounted device relative to the physical environment (e.g., scene 105 or a part of the user's body (e.g., the user's eyes, head, or hand)) can be similarly implemented using an HMD, where the movement is caused by movement of the HMD relative to the physical environment (e.g., scene 105 or a part of the user's body (e.g., the user's eyes, head, or hand)).

[0065] Despite FIG. 1A The relevant features of the operating environment 100 are illustrated herein, but those skilled in the art will understand from this disclosure that various other features are not illustrated for the sake of brevity and to avoid obscuring further relevant aspects of the exemplary embodiments disclosed herein.

[0066] FIGS. 1A-1PVarious examples of computer systems for performing methods and providing audio, visual, and / or haptic feedback as part of the user interface described herein are illustrated. In some embodiments, the computer system includes one or more display generation components (e.g., first and second display assemblies 1-120a, 1-120b and / or first and second optical modules 11.1.1-104a and 11.1.1-104b) for displaying virtual elements and / or representations of the physical environment to a user of the computer system, the virtual elements and / or the representations of the physical environment optionally being generated based on detected events and / or user input detected by the computer system. The user interface generated by the computer system is optionally corrected by one or more corrective lenses 11.3.2-216 to make it easier for a user who would otherwise use glasses or contact lenses to correct their vision to view the user interface, the one or more corrective lenses optionally being removably attached to one or more optical modules in the optical modules. While many user interfaces illustrated herein represent a single view of the user interface, user interfaces in HMDs optionally employ two optical modules (e.g., first display assembly 1-120a and second display assembly 1-120b and / or first optical module 11.1.1-104a and second optical module 11.1.1-104b) for display, one optical module for the user's right eye and a different optical module for the user's left eye, presenting slightly different images to the two different eyes to generate the illusion of stereoscopic depth. A single view of the user interface is typically a right-eye view or a left-eye view; the depth effect is explained in text or using other diagrams or views. In some embodiments, the computer system includes one or more external displays (e.g., display assembly 1-108) for displaying status information of the computer system to the user of the computer system (when the computer system is not worn) and / or to others near the computer system. This status information is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more audio output components (e.g., electronic components 1-112) for generating audio feedback, which is optionally generated based on detected events and / or user input detected by the computer system. In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors (e.g., sensor assemblies 1-356 and / or sensor assemblies 1-356) for detecting information about the physical environment of the device. FIG. II One or more sensors), which can be used (optionally with one or more illuminators, such as FIG. IIThe system combines the illuminators described herein to generate digital pass-through images, capture visual media (e.g., photographs and / or videos) corresponding to the physical environment, or determine the pose (e.g., positioning and / or orientation) of physical objects and / or surfaces in the physical environment, enabling the placement of virtual objects based on the detected pose of the physical objects and / or surfaces. In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors (e.g., sensor assemblies 1-356 and / or...) for detecting hand positioning and / or movement. FIG. II One or more sensors), which can be used (optionally with one or more illuminators, such as FIG. II The illuminators 6-124 described herein (in combination) determine when one or more air gestures are performed. In some embodiments, the computer system includes one or more input devices for detecting input, such as one or more sensors for detecting eye movement (e.g., FIG. II (Eye-tracking and gaze-tracking sensors in the system), these sensors can be used (optionally combined with one or more lights, such as...) FIG. IOThe light (11.3.2-110) in the image determines attention or gaze localization and / or gaze movement, which can optionally be used to detect gaze-only input based on gaze movement and / or dwell. Combinations of the various sensors described above can be used to determine user facial expressions and / or hand movements for generating an avatar or representation of the user, such as an anthropomorphic avatar or representation for real-time communication sessions, wherein the avatar has facial expressions, hand movements, and / or body movements detected by the user based on or similar to the device. Gaze and / or attention information may optionally be combined with hand tracking information to determine user interaction with one or more user interfaces based on direct and / or indirect input, such as air gestures or input using one or more hardware input devices, such as one or more buttons (e.g., first buttons 1-128, buttons 11.1.1-114, second buttons 1-132 and / or dials or buttons 1-328), knobs (e.g., first buttons 1-128, buttons 11.1.1-114 and / or dials or buttons 1-328), digital crowns (e.g., pressable and twistable or rotatable first buttons 1-128, buttons 11.1.1-114 and / or dials or buttons 1-328), touchpads, touchscreens, keyboards, mice and / or other input devices. One or more buttons (e.g., first buttons 1-128, buttons 11.1.1-114, second buttons 1-132, and / or dials or buttons 1-328) are optionally used to perform system operations, such as recentering content in the user-visible 3D environment of the device, displaying the main user interface for launching an application, initiating a real-time communication session, or initiating the display of a virtual 3D background. Knobs or digital crowns (e.g., pressable and twistable or rotatable first buttons 1-128, buttons 11.1.1-114, and / or dials or buttons 1-328) are optionally rotatable to adjust parameters of the visual content, such as the level of immersion of the virtual 3D environment (e.g., the extent to which the virtual content occupies the user's viewport in the 3D environment) or other parameters associated with the 3D environment and the virtual content displayed via optical modules (e.g., first display assembly 1-120a and second display assembly 1-120b and / or first optical module 11.1.1-104a and second optical module 11.1.1-104b).

[0067] FIG. IBExamples of head-mounted display (HMD) devices 1-100 configured to be worn by a user and provide virtual and altered / mixed reality (VR / AR) experiences are illustrated in front, top, and perspective views. The HMD 1-100 may include a display unit 1-102 or assembly, an electronic strip assembly 1-104 connected to and extending from the display unit 1-102, and a strap assembly 1-106 secured at either end to the electronic strip assembly 1-104. The electronic strip assembly 1-104 and the strap 1-106 may be part of a retention assembly configured to wrap around the user's head to hold the display unit 1-102 against the user's face.

[0068] In at least one example, the strap assembly 1-106 may include a first strap 1-116 configured to wrap around the back of the user's head and a second strap 1-117 configured to extend above the top of the user's head. As shown, the second strap may extend between the first electronic strip 1-105a and the second electronic strip 1-105b of the electronic strip assembly 1-104. The strip assembly 1-104 and the strap assembly 1-106 may be part of a fixing mechanism that extends rearward from the display unit 1-102 and is configured to hold the display unit 1-102 against the user's face.

[0069] In at least one example, the fixing mechanism includes a first electronic strip 1-105a, which includes a first proximal end 1-134 coupled to a display unit 1-102 (e.g., a housing 1-150 of the display unit 1-102) and a first distal end 1-136 opposite to the first proximal end 1-134. The fixing mechanism may also include a second electronic strip 1-105b, which includes a second proximal end 1-138 coupled to the housing 1-150 of the display unit 1-102 and a second distal end 1-140 opposite to the second proximal end 1-138. The fixing mechanism may also include a first strip 1-116 and a second strip 1-117, the first strip including a first end 1-142 coupled to the first distal end 1-136 and a second end 1-144 coupled to the second distal end 1-140, and the second strip extending between the first electronic strip 1-105a and the second electronic strip 1-105b. Strips 1-105a to 1-105b and strip 1-116 may be coupled via a connecting mechanism or assembly 1-114. In at least one example, the second strip 1-117 includes a first end 1-146 coupled to the first electronic strip 1-105a between a first proximal end 1-134 and a first distal end 1-136, and a second end 1-148 coupled to the second electronic strip 1-105b between a second proximal end 1-138 and a second distal end 1-140.

[0070] In at least one example, the first electronic strip and the second electronic strips 1-105a to 1-105b comprise plastic, metal, or other structural materials forming the substantially rigid shape of the strips 1-105a to 1-105b. In at least one example, the first strip and the second strips 1-116, 1-117 are formed of an elastic flexible material (including woven textiles, rubber, etc.). The first strip 1-116 and the second strip 1-117 may be flexible enough to conform to the shape of the user's head when wearing the HMD 1-100.

[0071] In at least one example, one or more of the first and second electronic stripes 1-105a to 1-105b may define an inner strip volume and include one or more electronic components disposed within the inner strip volume. In one example, such as FIG. IB As shown, the first electronic strip 1-105a may include electronic components 1-112. In one example, electronic components 1-112 may include a speaker. In another example, electronic components 1-112 may include computing components, such as a processor.

[0072] In at least one example, the housing 1-150 defines a first front opening 1-152. The front opening is located in... FIG. IB The section marked 1-152 with dashed lines is because the display assembly 1-108 is configured to obscure the first opening 1-152 when the HMD 1-100 is assembled, as viewed from above. The housing 1-150 may also define a rearward second opening 1-154. The housing 1-150 also defines an internal volume between the first opening 1-152 and the second opening 1-154. In at least one example, the HMD 1-100 includes a display assembly 1-108, which may include a front cover disposed in or across the front opening 1-152 to obscure the front opening 1-152 and a display screen (shown in other figures). In at least one example, the display screen of the display assembly 1-108, and the display assembly 1-108 in general, has a curvature configured to follow the curvature of the user's face. The display screen of the display assembly 1-108 can be bent as shown to complement the user's facial features and the overall curvature from one side of the face to the other, such as from left to right and / or from top to bottom, wherein the display unit 1-102 is pressed.

[0073] In at least one example, the housing 1-150 may define a first hole 1-126 between a first opening 1-152 and a second opening 1-154, and a second hole 1-130 between the first opening 1-152 and the second opening 1-154. The HMD 1-100 may also include a first button 1-126 disposed in the first hole 1-128, and a second button 1-132 disposed in the second hole 1-130. The first button 1-128 and the second button 1-132 are pressable through their respective holes 1-126 and 1-130. In at least one example, the first button 1-126 and / or the second button 1-132 may be a rotary dial and a pressable button. In at least one example, the first button 1-128 is a pressable and rotary dial button, and the second button 1-132 is a pressable button.

[0074] FIG. IC A rear perspective view of HMD 1-100 is illustrated. HMD 1-100 may include a light seal 1-110 extending rearwardly around the periphery of housing 1-150 of display assembly 1-108, as shown. The light seal 1-110 may be configured to extend from housing 1-150 to the user's face, surrounding the user's eyes, to block external light from being visible. In one example, HMD 1-100 may include a first display assembly 1-120a and a second display assembly 1-120b, which are disposed at or within and / or disposed within the internal volume of housing 1-150 and configured to project light through the second opening 1-154. In at least one example, each display assembly 1-120a to 1-120b may include a corresponding display screen 1-122a, 1-122b, which is configured to project light toward the user's eyes in a rearward direction through a second opening 1-154.

[0075] In at least one example, reference FIG. IB and FIG. IC Both, the display assembly 1-108 can be a front-facing display assembly including a display screen configured to project light in a first forward direction, and the rear display screens 1-122a to 1-122b can be configured to project light in a second rearward direction opposite to the first direction. As described above, the light seal 1-110 can be configured to block light from outside the HMD 1-100 from reaching the user's eyes, including a light seal composed of a light seal 1-110. FIG. IBThe front perspective view shows the light projected by the front display screen of the display assembly 1-108. In at least one example, the HMD 1-100 may also include a curtain 1-124 that blocks the second opening 1-154 between the housing 1-150 and the rear display assemblies 1-120a to 1-120b. In at least one example, the curtain 1-124 may be elastic or at least partially elastic.

[0076] FIG. IB and FIG. IC Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIGS. ID-IF In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIGS. ID-IF Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IB and FIG. IC Examples of devices, features, components, and parts are shown.

[0077] FIG. ID An exploded view of an example HMD 1-200 including its various parts or components, separated according to the modularity and selective coupling of these components. For example, HMD 1-200 may include a strip 1-216 selectively coupled to a first electronic strip 1-205a and a second electronic strip 1-205b. The first fixed strip 1-205a may include a first electronic component 1-212a, and the second fixed strip 1-205b may include a second electronic component 1-212b. In at least one example, the first and second strips 1-205a to 1-205b are removably coupled to a display unit 1-202.

[0078] Furthermore, HMD 1-200 may include a light-sealing member 1-210 configured to be removably coupled to display unit 1-202. HMD 1-200 may also include a lens 1-218, which may be removably coupled to display unit 1-202, for example, on a first display assembly including a display screen and a second display assembly. Lens 1-218 may include a custom prescription lens configured for vision correction. As noted, in FIG. IDThe exploded view shows that each component described above can be removably coupled, attached, reattached, and replaced to update the component, or replaced for different users. For example, belts such as belt 1-216, light seals such as light seal 1-210, lenses such as lens 1-218, and electronic strips such as electronic strips 1-205a to 1-205b can be replaced according to the user, so that these parts are customized to fit and correspond to a single user of HMD 1-200.

[0079] FIG. ID Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIG. IB , FIG. IC and FIGS. IE-IF In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIG. IB , FIG. IC and FIGS. IE-IF Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. ID Examples of devices, features, components, and parts are shown.

[0080] FIG. IE An exploded view illustrating an example of a display unit 1-306 of an HMD is shown. The display unit 1-306 may include a front display assembly 1-308, a frame / housing assembly 1-350, and a curtain assembly 1-324. The display unit 1-306 may also include a sensor assembly 1-356, a logic board assembly 1-358, and a cooling assembly 1-360 disposed between the frame assembly 1-350 and the front display assembly 1-308. In at least one example, the display unit 1-306 may also include a rear display assembly 1-320, which includes a first rear display screen 1-322a and a second rear display screen 1-322b disposed between the frame 1-350 and the curtain assembly 1-324.

[0081] In at least one example, the display unit 1-306 may further include a motor assembly 1-362 configured as an adjustment mechanism for adjusting the positioning of the display screens 1-322a to 1-322b of the display assembly 1-320 relative to the frame 1-350. In at least one example, the display assembly 1-320 is mechanically coupled to the motor assembly 1-362, and each display screen 1-322a to 1-322b has at least one motor, such that the motor is capable of translating the display screens 1-322a to 1-322b to match the interpupillary distance of the user's eyes.

[0082] In at least one example, display unit 1-306 may include a dial or button 1-328 that is pressable relative to frame 1-350 and accessible to a user outside frame 1-350. Button 1-328 may be electrically connected to motor assembly 1-362 via a controller, such that button 1-328 can be operated by a user to cause the motor of motor assembly 1-362 to adjust the positioning of display screens 1-322a to 1-322b.

[0083] FIG. IE Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIGS. IB-ID and FIG. IF In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIGS. IB-ID and FIG. IF Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IE Examples of devices, features, components, and parts are shown.

[0084] FIG. IF An exploded view of another example of a display unit 1-406 of an HMD device similar to other HMD devices described herein is illustrated. The display unit 1-406 may include a front display assembly 1-402, a sensor assembly 1-456, a logic board assembly 1-458, a cooling assembly 1-460, a frame assembly 1-450, a rear display assembly 1-421, and a curtain assembly 1-424. The display unit 1-406 may also include a motor assembly 1-462 for adjusting the positioning of the first display sub-assemblies 1-420a and 1-420b of the rear display assembly 1-421, including a first and second corresponding display screen for interpupillary adjustment, as described above.

[0085] References in this article FIGS. IB-IE The following figures, which are referenced in this disclosure, will be used to describe the subject in more detail. FIG. IF The exploded view shows the various parts, systems, and assemblies. FIGS. IB-IE The display unit 1-406 shown can be connected with FIGS. IB-IE The shown fixture assembly and integration includes electronic strips, belts, and other components (including light seals, connecting assemblies, etc.).

[0086] FIG. IF Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIG. IGIn any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIG. IG Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IG Examples of devices, features, components, and parts are shown.

[0087] FIG. IG An example is the front cover assembly 3-100 of the HMD device described herein (e.g., FIG. IG An exploded perspective view of the front cover assembly 3-1) of the HMD 3-100 shown or any other HMD device shown and described herein. FIG. IG The front cover assembly 3-100 shown may include a transparent or translucent cover 3-102, a shield 3-104 (or “cover”), an adhesive layer 3-106, a display assembly 3-108 including a biconvex lens panel or array 3-110, and a structural decorative element 3-112. The adhesive layer 3-106 secures the shield 3-104 and / or the transparent cover 3-102 to the display assembly 3-108 and / or the decorative element 3-112. The decorative element 3-112 secures the various components of the front cover assembly 3-100 to the frame or base of the HMD device.

[0088] In at least one example, such as FIG. IH As shown, the transparent cover 3-102, the shield 3-104, and the display assembly 3-108 including a biconvex lens array 3-110 can be bent to adapt to the curvature of a user's face. The transparent cover 3-102 and the shield 3-104 can be bent in two or three dimensions, for example, vertically in and out of the Z-plane along the Z direction, and horizontally in and out of the Z-plane along the X direction. In at least one example, the display assembly 3-108 may include the biconvex lens array 3-110 and a display panel with pixels configured to project light through the shield 3-104 and the transparent cover 3-102. The display assembly 3-108 can be bent in at least one direction (e.g., the horizontal direction) to adapt to the curvature of a user's face from one side (e.g., the left) to the other (e.g., the right). In at least one example, each layer or component of the display assembly 3-108 (which will be shown and described in more detail in the following figures, but may include the biconvex lens array 3-110 and the display layer) may be similarly or concentrically curved in the horizontal direction to accommodate the curvature of the user's face.

[0089] In at least one example, the cover 3-104 may include a transparent or translucent material through which the display assembly 3-108 projects light. In one example, the cover 3-104 may include one or more opaque portions, such as opaque ink-printed portions or other opaque film portions on the back of the cover 3-104. When the HMD device is worn, the rear surface may be the surface of the cover 3-104 facing the user's eyes. In at least one example, the opaque portion may be on the front surface of the cover 3-104 opposite the rear surface. In at least one example, one or more opaque portions of the cover 3-104 may include peripheral portions that visually conceal any components surrounding the outer periphery of the display screen of the display assembly 3-108. In this way, the opaque portions of the cover conceal any other components of the HMD device that would otherwise be visible through the transparent or translucent cover 3-102 and / or the cover 3-104, including electronic components, structural components, etc.

[0090] In at least one example, the housing 3-104 may define one or more transparent aperture portions 3-120 through which the sensor can transmit and receive signals. In one example, portion 3-120 is an aperture through which the sensor can extend or transmit and receive signals. In one example, portion 3-120 is a transparent portion, or a portion more transparent than the surrounding translucent or opaque portion of the housing, through which the sensor can transmit and receive signals through the housing and via the transparent cover 3-102. In one example, the sensor may include a camera, an IR sensor, a LUX sensor, or any other visual or non-visual environmental sensor of the HMD device.

[0091] FIG. II Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and parts described herein. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included, individually or in any combination. FIG. IJ Examples of devices, features, components, and parts are shown.

[0092] FIG. IJ An exploded view of an example HMD device 6-100 is shown. The HMD device 6-100 may include a sensor array or system 6-102 comprising one or more sensors, cameras, projectors, etc., mounted to one or more components of the HMD 6-100. In at least one example, the sensor system 6-102 may include a bracket 1-338 on which one or more sensors of the sensor system 6-102 may be fixed / secured.

[0093] FIG. IJ A portion of an HMD device 6-100, including a front transparent cover 6-104 and a sensor system 6-102, is illustrated. The sensor system 6-102 may include multiple different sensors, transmitters, and receivers, including cameras, IR sensors, projectors, etc. The transparent cover 6-104 is illustrated in front of the sensor system 6-102 to illustrate the relative positioning of the various sensors and transmitters and the orientation of each sensor / transmitter in system 6-102. As referenced herein, "side," "side," "lateral," "horizontal," and other similar terms refer to... FIG. II The orientation or direction indicated by the X-axis. Terms such as "vertical," "upward," "downward," and similar terms refer to the orientation or direction indicated by... FIG. II The orientation or direction indicated by the Z-axis. Terms such as "frontward," "rearward," "forward," "backward," and similar terms refer to the orientation or direction indicated by the Z-axis. FIG. II The orientation or direction indicated by the Y-axis shown.

[0094] In at least one example, a transparent cover 6-104 may define the front outer surface of an HMD device 6-100, and a sensor system 6-102, including various sensors and their components, may be positioned behind the cover 6-104 in the Y-axis / direction. The cover 6-104 may be transparent or translucent to allow light to pass through it, including both light detected by the sensor system 6-102 and light emitted therefrom.

[0095] As described elsewhere herein, the HMD device 6-100 may include one or more controllers, which include processors for electrically coupling various sensors and transmitters of the sensor system 6-102 to one or more motherboards, processing units, and other electronic devices such as displays. Furthermore, as will be shown in more detail below with reference to other accompanying drawings, various sensors, transmitters, and other components of the sensor system 6-102 may be coupled to the HMD device 6-100. FIG. II Various structural frame components, brackets, etc., not shown. For clarity, FIGS. IJ-IL The components of sensor system 6-102 are shown, which are not attached to or electrically coupled to other components.

[0096] In at least one example, the device may include one or more controllers having a processor configured to execute instructions stored on a memory component electrically coupled to the processor. These instructions may include, or cause the processor to execute, one or more algorithms for self-correcting the angle and position of the various cameras described herein as the camera's initial position, angle, or orientation is affected by collisions or deformations due to accidental drop events or other events over time.

[0097] In at least one example, the sensor system 6-102 may include one or more scene cameras 6-106. System 6-102 may include two scene cameras 6-102, respectively positioned on either side of the nose bridge or arch structure of the HMD device 6-100, such that each of the two cameras 6-106 approximately corresponds to the positioning of the user's left and right eyes behind the cover 6-103. In at least one example, the scene cameras 6-106 are generally oriented forward in the Y direction to capture images in front of the user during use of the HMD 6-100. In at least one example, the scene cameras are color cameras and, when the HMD device 6-100 is used, provide images and content for MR video pass-through to a display screen facing the user's eyes. The scene cameras 6-106 may also be used for environment and object reconstruction.

[0098] In at least one example, the sensor system 6-102 may include a first depth sensor 6-108 that is generally pointing forward in the Y direction. In at least one example, the first depth sensor 6-108 may be used for environment and object reconstruction as well as user hand and body tracking. In at least one example, the sensor system 6-102 may include a second depth sensor 6-110 centrally located along the width of the HMD device 6-100 (e.g., along the X-axis). For example, the second depth sensor 6-110 may be located above the central bridge of the nose or on an adapter structure above the nose when the user wears the HMD 6-100. In at least one example, the second depth sensor 6-110 may be used for environment and object reconstruction as well as hand and body tracking. In at least one example, the second depth sensor may include a LiDAR sensor.

[0099] In at least one example, the sensor system 6-102 may include a depth projector 6-112, which is typically forward-facing to project electromagnetic waves (e.g., in the form of a predetermined spot pattern) into or within the field of view of the user and / or scene camera 6-106, or into or beyond the field of view of the user and / or scene camera 6-106. In at least one example, the depth projector is capable of projecting electromagnetic waves of light in the form of a spot pattern, which are reflected from an object and back into the aforementioned depth sensors, including depth sensors 6-108 and 6-110. In at least one example, the depth projector 6-112 may be used for environment and object reconstruction, as well as hand and body tracking.

[0100] In at least one example, the sensor system 6-102 may include a downward-facing camera 6-114, whose field of view is generally directed downwards relative to the HMD device 6-100 on the Z-axis. In at least one example, the downward-facing camera 6-114 may be positioned as shown on the left and right sides of the HMD device 6-100 and used for hand and body tracking, head-mounted device tracking, and facial avatar detection and creation for displaying a user avatar on the front display screen of the HMD device 6-100 as described elsewhere herein. For example, the downward-facing camera 6-114 may be used to capture facial expressions and movements of the user's face below the HMD device 6-100, including the cheeks, mouth, and chin.

[0101] In at least one example, the sensor system 6-102 may include a jaw camera 6-116. In at least one example, the jaw camera 6-116 may be positioned as shown on the left and right sides of the HMD device 6-100 and used for hand and body tracking, head-mounted device tracking, and facial avatar detection and creation for displaying a user avatar on the front display screen of the HMD device 6-100 as described elsewhere herein. For example, the jaw camera 6-116 may be used to capture facial expressions and movements of the user's face below the HMD device 6-100, including the user's jaw, cheeks, mouth, and chin. Used for hand and body tracking, head-mounted device tracking, and facial avatar creation. In at least one example, the sensor system 6-102 may include a side camera 6-118. The side camera 6-118 may be oriented to capture left and right views along the X-axis or in a direction relative to the HMD device 6-100. In at least one example, the side camera 6-118 may be used for hand and body tracking, head-mounted device tracking, and facial avatar detection and reconstruction.

[0102] In at least one example, the sensor system 6-102 may include multiple eye-tracking and gaze-tracking sensors for determining identity, status, and the user's gaze direction during and / or prior to use. In at least one example, the eye / gaze-tracking sensor may include a nose-eye camera 6-120 positioned on either side of the user's nose and adjacent to the user's nose when wearing the HMD device 6-100. The eye / gaze sensor may also include a bottom eye camera 6-122 positioned below the respective user's eye for capturing images of the eye for use in facial avatar detection and creation, gaze tracking, and iris identification functions.

[0103] In at least one example, sensor system 6-102 may include an infrared illuminator 6-124 that is pointed outward from HMD device 6-100 to illuminate the external environment and any objects therein with IR light for IR detection using one or more IR sensors of sensor system 6-102. In at least one example, sensor system 6-102 may include a flicker sensor 6-126 and an ambient light sensor 6-128. In at least one example, flicker sensor 6-126 may detect the refresh rate of the overhead light to avoid display flicker. In one example, infrared illuminator 6-124 may include a light-emitting diode and may be specifically designed for low-light environments to illuminate a user's hands and other objects in low light for detection by the infrared sensors of sensor system 6-102.

[0104] In at least one example, multiple sensors (including scene camera 6-106, downward camera 6-114, chin camera 6-116, side camera 6-118, depth projector 6-112, and depth sensors 6-108, 6-110) can be used in combination with an electrically coupled controller to combine depth data with camera data for hand tracking and for size determination, thereby improving the hand tracking and object recognition and tracking functions of the HMD device 6-100. In at least one example, as described above and FIGS. IJ-IL The downward-facing camera 6-114, the jaw camera 6-116, and the side camera 6-118 shown can be wide-angle cameras capable of operating in both the visible and infrared spectra. In at least one example, these cameras 6-114, 6-116, and 6-118 can operate solely in black-and-white light detection to simplify image processing and achieve sensitivity.

[0105] FIG. II Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIG. IJ In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIG. IIAny of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IK Examples of devices, features, components, and parts are shown.

[0106] FIG. IL A lower perspective view of an example HMD 6-200 including a cover or shield 6-204 fixed to a frame 6-230 is shown. In at least one example, a sensor 6-203 of a sensor system 6-202 may be disposed around the periphery of the HMD 6-200 such that the sensor 6-203 is disposed outwardly around the periphery of the display area or region 6-232 so as not to obstruct the view of the displayed light. In at least one example, the sensor may be disposed behind the shield 6-204 and aligned with a transparent portion of the shield, thereby allowing light to pass back and forth through the shield 6-204 by the sensor and the projector. In at least one example, an opaque ink or other opaque material or film / layer may be disposed on the shield 6-204 around the display area 6-232 to conceal the components of the HMD 6-200 outside the display area 6-232 rather than through a transparent portion defined by the opaque portion through which the sensor and the projector transmit and receive light and electromagnetic signals during operation. In at least one example, the shield 6-204 allows light to pass through the display (e.g., within the display area 6-232), but does not allow light to pass radially outward from the display area surrounding the periphery of the display and the shield 6-204.

[0107] In some examples, the shield 6-204 includes a transparent portion 6-205 and an opaque portion 6-207, as described above and elsewhere herein. In at least one example, the opaque portion 6-207 of the shield 6-204 may define one or more transparent areas 6-209 through which the sensor 6-203 of the sensor system 6-202 transmits and receives signals. In the illustrated examples, the sensor 6-203 of the sensor system 6-202, which transmits and receives signals through the shield 6-204, or more specifically through the transparent area 6-209 defined by the opaque portion 6-207 of the shield 6-204, may include... FIG. IJ The examples illustrate those same or similar sensors, such as depth sensors 6-108 and 6-110, depth projector 6-112, first scene camera and second scene camera 6-106, first downward camera and second downward camera 6-114, first side camera and second side camera 6-118, and first infrared illuminator and second infrared illuminator 6-124. These sensors also... FIG. II and FIGS. IK-IL The example is shown. Other sensors, sensor types, number of sensors, and their relative positioning can be included in one or more other examples of the HMD.

[0108] FIG. IJ Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIG. IK and FIG. IJ In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIG. IK and FIGS. II-IJ Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IL Examples of devices, features, components, and parts are shown.

[0109] FIGS. II-IJ A front view of a portion of an example of an HMD device 6-300, including a display 6-334, brackets 6-336, 6-338, and a frame or housing 6-330, is shown. FIG. IL The examples shown do not include a front cover or shield to illustrate brackets 6-336 and 6-338. For example, FIG. IK The shield 6-204 shown includes an opaque portion 6-207 that visually covers / blocks the view of anything outside the display / display area 6-334 (e.g., radially / peripherally outside the display / display area), including the sensor 6-303 and the bracket 6-338.

[0110] In at least one example, various sensors of sensor system 6-302 are coupled to brackets 6-336, 6-338. In at least one example, scene camera 6-306 includes strict tolerances for angles relative to each other. For example, the tolerance for the mounting angle between two scene cameras 6-306 may be 0.5 degrees or less, such as 0.3 degrees or less. To achieve and maintain such strict tolerances, in one example, scene camera 6-306 may be mounted to bracket 6-338 instead of a housing. The bracket may include a cantilever on which scene camera 6-306 and other sensors of sensor system 6-302 may be mounted to maintain their positioning and orientation in the event of a drop event caused by a user that results in any deformation of other brackets 6-226, housing 6-330, and / or housing.

[0111] FIG. IL Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIGS. II-IK and FIG. IL In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIGS. II-IK and FIGS. II-IKAny of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IL Examples of devices, features, components, and parts are shown.

[0112] FIG. IM A bottom view illustrating an example of an HMD 6-400 including a front display / cover assembly 6-404 and a sensor system 6-402 is shown. The sensor system 6-402 is compatible with the above and other parts of this document (including references). FIG. IM Other sensor systems described are similar. In at least one example, the jaw camera 6-416 may be oriented downwards to capture images of the user's lower facial features. In one example, the jaw camera 6-416 may be directly coupled to a frame or housing 6-430 or one or more internal brackets that are directly coupled to the frame or housing 6-430 shown. The frame or housing 6-430 may include one or more holes / openings 6-415 through which the jaw camera 6-416 transmits and receives signals.

[0113] FIG. IM Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIG. IN In any other example of the devices, features, components, and parts shown and described herein. Similarly, refer to... FIG. IN Any of the features, components and / or parts shown and described (including their arrangement and configuration) may be included individually or in any combination. FIG. IN Examples of devices, features, components, and parts are shown.

[0114] FIG. INA rear perspective view of an interpupillary distance (IPD) adjustment system 11.1.1-102 is illustrated. This IPD adjustment system includes a first optical module and a second optical module 11.1.1-104a-11.1.1-104b that are slidably engaged / coupled to corresponding guide rods 11.1.1-108a-11.1.1-108b and motors 11.1.1-110a-11.1-110b of the left and right adjustment subsystems 11.1.1-106a-11.1-106b. The IPD adjustment system 11.1.1-102 is coupled to a bracket 11.1.1-112 and includes buttons 11.1.1-114 that are electrically in communication with the motors 11.1.1-110a-11.1.1-110b. In at least one example, buttons 11.1.1-114 can be electrically communicated with the first motor and the second motors 11.1.1-110a to 11.1.1-110b via a processor or other circuit components to activate the first motor and the second motors 11.1.1-110a to 11.1.1-110b and respectively cause the first optical module and the second optical modules 11.1.1-104a to 11.1.1-104b to change their positions relative to each other.

[0115] In at least one example, the first and second optical modules 11.1.1-104a to 11.1.1-104b may include corresponding display screens configured to project light toward the user's eyes when the HMD 11.1.1-100 is worn. In at least one example, a user-operable (e.g., pressing and / or rotating) button 11.1.1-114 activates positional adjustment of the optical modules 11.1.1-104a to 11.1.1-104b to match the interpupillary distance of the user's eyes. The optical modules 11.1.1-104a to 11.1.1-104b may also include one or more cameras or other sensors / sensor systems for imaging and measuring the user's IPD, such that the optical modules 11.1.1-104a to 11.1.1-104b can be adjusted to match the IPD.

[0116] In one example, a user can manipulate button 11.1.1-114 to cause automatic positional adjustment of the first and second optical modules 11.1.1-104a to 11.1.1-104b. In another example, a user can manipulate button 11.1.1-114 to cause manual adjustment, moving the optical modules 11.1.1-104a to 11.1.1-104b further or closer (e.g., when the user rotates button 11.1.1-114 in one way or another) until the user visually aligns it with their own IPD. In one example, manual adjustment is communicated electronically via one or more circuits, and power for moving the optical modules 11.1.1-104a to 11.1.1-104b via motors 11.1.1-110a to 11.1.1-110b is supplied by a power source. In one example, the adjustment and movement of optical modules 11.1.1-104a to 11.1.1-104b via manipulation buttons 11.1.1-114 are mechanically actuated via movement buttons 11.1.1-114.

[0117] FIG. IN Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and parts shown and described herein in any other illustrated figures. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included, individually or in any combination, in any other example of the devices, features, components, and / or parts shown and / or described herein in any other illustrated figures. FIG. IO Examples of devices, features, components, and parts are shown.

[0118] FIG. IO A front perspective view of a portion of HMD 11.1.2-100 is shown, including an outer structural frame 11.1.2-102 defining first and second holes 11.1.2-106a, 11.1.2-106b, and an inner or intermediate structural frame 11.1.2-104. Holes 11.1.2-106a to 11.1.2-106b are located in... FIG. IOThe holes 11.1.2-106a to 11.1.2-106b are shown in dashed lines because viewing the HMD 11.1.2-100 may be obstructed by one or more other components coupled to the inner frame 11.1.2-104 and / or the outer frame 11.1.2-102, as shown. In at least one example, the HMD 11.1.2-100 may include a first mounting bracket 11.1.2-108 coupled to the inner frame 11.1.2-104. In at least one example, the mounting bracket 11.1.2-108 is coupled to the inner frame 11.1.2-104 between the first and second holes 11.1.2-106a to 11.1.2-106b.

[0119] Mounting brackets 11.1.2-108 may include intermediate or central portions 11.1.2-109 coupled to the inner frame 11.1.2-104. In some examples, the intermediate or central portions 11.1.2-109 may not be the geometric center or middle of the brackets 11.1.2-108. Instead, the intermediate / central portions 11.1.2-109 may be positioned between a first cantilever extension arm and a second cantilever extension arm extending away from the intermediate portions 11.1.2-109. In at least one example, mounting bracket 108 includes first cantilever arms 11.1.2-112 and second cantilever arms 11.1.2-114 extending away from the intermediate portions 11.1.2-109 of the mounting brackets 11.1.2-108 coupled to the inner frame 11.1.2-104.

[0120] like FIG. IP As shown, the outer frame 11.1.2-102 may define a curved geometry on its lower side to adapt to the user's nose when the user wears the HMD 11.1.2-100. This curved geometry may be referred to as the bridge of the nose 11.1.2-111 and is centrally located on the lower side of the HMD 11.1.2-100 as shown. In at least one example, the mounting bracket 11.1.2-108 may be connected to the inner frame 11.1.2-104 between holes 11.1.2-106a to 11.1.2-106b, such that the cantilever 11.1.2-112, 11.1.2-114 extend downward and laterally outward away from the central portion 11.1.2-109 to complement the nose bridge geometry 11.1.2-111 of the outer frame 11.1.2-102. In this way, the mounting bracket 11.1.2-108 is configured to adapt to the user's nose, as described above. The geometry of the bridge of the nose 11.1.2-111 adapts to the nose because the bridge of the nose 11.1.2-111 provides a curvature that conforms to the shape of the user's nose, providing a comfortable fit from above, above, and around.

[0121] The first cantilever 11.1.2-112 may extend in a first direction away from the middle portion 11.1.2-109 of the mounting bracket 11.1.2-108, and the second cantilever 11.1.2-114 may extend in a second direction opposite to the first direction away from the middle portion 11.1.2-109 of the mounting bracket 11.1.2-108. The first cantilever 11.1.2-112 and the second cantilever 11.1.2-114 are referred to as “cantilever” or “cantilever” arms because each arm 11.1.2-112, 11.1.2-114 includes free distal ends 11.1.2-116, 11.1.2-118, respectively, which are not attached to the inner frame 11.1.2-102 and the outer frame 11.1.2-104. In this way, arms 11.1.2-112 and 11.1.2-114 extend from the middle section 11.1.2-109, which can be connected to the inner frame 11.1.2-104, while the distal ends 11.1.2-102 and 11.1.2-104 are not attached.

[0122] In at least one example, the HMD 11.1.2-100 may include one or more components coupled to the mounting bracket 11.1.2-108. In one example, the components include a plurality of sensors 11.1.2-110a-11.1.2-110f. Each of the plurality of sensors 11.1.2-110a-11.1.2-110f may include various types of sensors, including cameras, IR sensors, etc. In some examples, one or more of the sensors 11.1.2-110a-11.1.2-110f may be used for object recognition in three-dimensional space, making it important to maintain the precise relative positioning of two or more of the sensors 11.1.2-110a-11.1.2-110f. The cantilever nature of the mounting bracket 11.1.2-108 protects the sensors 11.1.2-110a-11.1.2-110f from damage and displacement in the event of an accidental drop by the user. Because sensors 11.1.2-110a-11.1.2-110f cantilevered on arms 11.1.2-112 and 11.1.2-114 of mounting bracket 11.1.2-108, stress and deformation of the internal frame and / or external frame 11.1.2-104 and 11.1.2-102 are not transmitted to the cantilever arms 11.1.2-112 and 11.1.2-114, and therefore do not affect the relative position of sensors 11.1.2-110a-11.1.2-110f coupled to / mounted to mounting bracket 11.1.2-108.

[0123] FIG. IPAny of the features, components, and / or parts shown herein (including their arrangement and configuration) may be included individually or in any combination of any other examples of the devices, features, components, and other examples described herein. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included individually or in any combination of any other examples. FIG. IO Examples of devices, features, components, and parts are shown.

[0124] FIG. IP An example of optical modules 11.3.2-100 for use in electronic devices, such as HMDs, including the HDM devices described herein, is illustrated. As shown in one or more other examples described herein, optical module 11.3.2-100 may be one of two optical modules within an HMD, wherein each optical module is aligned to project light toward a user's eye. In this way, a first optical module may project light toward a user's first eye via a display screen, and a second optical module of the same device may project light toward a user's second eye via another display screen.

[0125] In at least one example, the optical module 11.3.2-100 may include an optical frame or housing 11.3.2-102, which may also be referred to as a tube or optical module tube. The optical module 11.3.2-100 may also include a display 11.3.2-104 coupled to the housing 11.3.2-102, the display including one or more display screens. The display 11.3.2-104 may be coupled to the housing 11.3.2-102 such that the display 11.3.2-104 is configured to project light toward the user's eyes when the HMD to which the display module 11.3.2-100 belongs is worn during use. In at least one example, the housing 11.3.2-102 may surround the display 11.3.2-104 and provide connection features for coupling other components of the optical module described herein.

[0126] In one example, the optical module 11.3.2-100 may include one or more cameras 11.3.2-106 coupled to the housing 11.3.2-102. The cameras 11.3.2-106 may be positioned relative to the display 11.3.2-104 and the housing 11.3.2-102 such that the cameras 11.3.2-106 are configured to capture one or more images of a user's eye during use. In at least one example, the optical module 11.3.2-100 may also include a light strip 11.3.2-108 surrounding the display 11.3.2-104. In one example, the light strip 11.3.2-108 is disposed between the display 11.3.2-104 and the camera 11.3.2-106. The light strip 11.3.2-108 may include a plurality of lights 11.3.2-110. The plurality of lights may include one or more light-emitting diodes (LEDs) or other lights configured to project light toward the user's eyes when the HMD is worn. The individual lights 11.3.2-110 in the light strips 11.3.2-108 may be spaced apart around the light strips 11.3.2-108, and are therefore uniformly or non-uniformly spaced around the display 11.3.2-104 at various locations on the light strips 11.3.2-108 and around the display 11.3.2-104.

[0127] In at least one example, the housing 11.3.2-102 defines a viewing opening 11.3.2-101 through which a user can view the display 11.3.2-104 when wearing the HMD device. In at least one example, the LEDs are configured and arranged to emit light onto the user's eyes through the viewing opening 11.3.2-101. In one example, a camera 11.3.2-106 is configured to capture one or more images of the user's eyes through the viewing opening 11.3.2-101.

[0128] As mentioned above, FIG. IP Each of the components and features of the optical modules 11.3.2-100 shown can be replicated in another (e.g., a second) optical module set up with the HMD to interact with the user’s other eye (e.g., projecting light and capturing images).

[0129] FIG. IP Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination. FIG. 2 Any other example of the device, feature, component, and part shown or otherwise described herein. Similarly, refer to... FIG. 1A Any of the features, components, and / or parts shown, described, or otherwise described herein (including their arrangement and configuration) may be included individually or in any combination.FIG. 1A Examples of devices, features, components, and parts are shown.

[0130] FIG. 1A A cross-sectional view of an example optical module 11.3.2-200 is shown, which includes a housing 11.3.2-202, a display assembly 11.3.2-204 coupled to the housing 11.3.2-202, and a lens 11.3.2-216 coupled to the housing 11.3.2-202. In at least one example, the housing 11.3.2-202 defines a first aperture or channel 11.3.2-212 and a second aperture or channel 11.3.2-214. Channels 11.3.2-212 and 11.3.2-214 can be configured to slidably engage corresponding tracks or guides of an HMD device to allow the optical module 11.3.2-200 to be adjusted and positioned relative to the user's eye to match the user's interpupillary distance (IPD). The housing 11.3.2-202 can slidably engage the guide rod to secure the optical module 11.3.2-200 in the appropriate position within the HMD.

[0131] In at least one example, the optical module 11.3.2-200 may further include a lens 11.3.2-216 coupled to the housing 11.3.2-202 and disposed between the display assembly 11.3.2-204 and the user's eye when the HMD is worn. The lens 11.3.2-216 may be configured to direct light from the display assembly 11.3.2-204 to the user's eye. In at least one example, the lens 11.3.2-216 may be part of a lens assembly including a corrective lens removably attached to the optical module 11.3.2-200. In at least one example, lenses 11.3.2-216 are positioned above light strips 11.3.2-208 and one or more eye-tracking cameras 11.3.2-206, such that cameras 11.3.2-206 are configured to capture an image of a user's eye through lenses 11.3.2-216, and light strips 11.3.2-208 include lamps configured to project light onto the user's eye through lenses 11.3.2-216 during use.

[0132] FIG. 4 Any of the features, components, and / or parts shown (including their arrangement and configuration) may be included individually or in any combination in any other example of the devices, features, components, and parts described herein and in any other example. Similarly, any of the features, components, and / or parts shown and described herein (including their arrangement and configuration) may be included individually or in any combination. FIG. 5 Examples of devices, features, components, and parts are shown.

[0133] FIG. 2This is a block diagram of an example controller 110 according to some implementation schemes. Although some specific features are illustrated, those skilled in the art will recognize from this disclosure that various other features have not been illustrated for the sake of brevity and to avoid obscuring further relevant aspects of the implementation schemes disclosed herein. Therefore, as a non-limiting example, in some embodiments, controller 110 includes one or more processing units 202 (e.g., microprocessors, application-specific integrated circuits (ASICs), field-programmable gate arrays (FPGAs), graphics processing units (GPUs), central processing units (CPUs), processing cores, etc.), one or more input / output (I / O) devices 206, one or more communication interfaces 208 (e.g., Universal Serial Bus (USB), FireWire, Thunderbolt, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, Global System for Mobile Communications (GSM), Code Division Multiple Access (CDMA), Time Division Multiple Access (TDMA), Global Positioning System (GPS), Infrared (IR), Bluetooth, ZigBee, and / or similar types of interfaces), one or more programming (e.g., I / O) interfaces 210, memory 220, and one or more communication buses 204 for interconnecting these components and various other components.

[0134] In some embodiments, one or more communication buses 204 include circuitry for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices 206 include at least one of a keyboard, mouse, touchpad, joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, etc.

[0135] Memory 220 includes high-speed random access memory, such as dynamic random access memory (DRAM), static random access memory (SRAM), double data rate random access memory (DDR RAM), or other random access solid-state memory devices. In some embodiments, memory 220 includes non-volatile memory, such as one or more disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state memory devices. Memory 220 optionally includes one or more storage devices located remotely from one or more processing units 202. Memory 220 includes a non-transitory computer-readable storage medium. In some embodiments, memory 220 or the non-transitory computer-readable storage medium of memory 220 stores programs, modules, and data structures or subsets thereof, including optional operating system 230 and XR experience module 240.

[0136] Operating system 230 includes instructions for handling various basic system services and for performing hardware-related tasks. In some embodiments, XR experience module 240 is configured to manage and coordinate single or multiple XR experiences for one or more users (e.g., single XR experiences for one or more users, or multiple XR experiences for corresponding groups of one or more users). To this end, in various embodiments, XR experience module 240 includes a data acquisition unit 241, a tracking unit 242, a coordination unit 246, and a data transmission unit 248.

[0137] In some implementations, the data acquisition unit 241 is configured to acquire data from... FIG. 2 The data acquisition unit 241 includes at least the display generation component 120, and optionally acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.) from one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data acquisition unit 241 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0138] In some implementations, the tracking unit 242 is configured to map scene 105, and the tracking at least shows the generating component 120 relative to... FIG. 3 The tracking unit 242 tracks the location / position of scene 105, and optionally tracks the position of one or more of input devices 125, output devices 155, sensors 190, and / or peripheral devices 195. To this end, in various embodiments, the tracking unit 242 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics. In some embodiments, the tracking unit 242 includes a hand tracking unit 244 and / or an eye tracking unit 243. In some embodiments, the hand tracking unit 244 is configured to track the location / position of one or more portions of the user's hand, and / or the position of one or more portions of the user's hand relative to the user's hand. FIG. 1A The motion of scene 105 relative to the display generation component 120 and / or relative to a coordinate system (defined relative to the user's hand). The following refers to the motion relative to... FIG. 1A The hand tracking unit 244 is described in more detail. In some embodiments, the eye tracking unit 243 is configured to track the user's gaze (or more broadly, the user's eyes, face, or head) relative to scene 105 (e.g., relative to the physical environment and / or relative to the user (e.g., the user's hand)) or relative to XR content displayed via display generation component 120. The following description is relative to... FIG. 3 The eye-tracking unit 243 is described in more detail.

[0139] In some implementations, coordination unit 246 is configured to manage and coordinate the XR experience presented to the user by display generation component 120, and optionally by one or more of output device 155 and / or peripheral device 195. To this end, in various implementations, coordination unit 246 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0140] In some embodiments, the data sending unit 248 is configured to send data (e.g., presentation data, location data, etc.) to at least the display generation component 120, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data sending unit 248 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0141] Although the data acquisition unit 241, the tracking unit 242 (e.g., including eye tracking unit 243 and hand tracking unit 244), the coordination unit 246, and the data transmission unit 248 are shown residing on a single device (e.g., controller 110), it should be understood that in other embodiments, any combination of the data acquisition unit 241, the tracking unit 242 (e.g., including eye tracking unit 243 and hand tracking unit 244), the coordination unit 246, and the data transmission unit 248 may reside in a separate computing device.

[0142] also, FIG. 3 This is used more as a functional description of various features that can exist in a particular specific implementation, and differs from the structural diagrams of the implementations described herein. As those skilled in the art will recognize, individually shown items can be combined, and some items can be separated. For example, FIG. 4 Some functional modules shown individually may be implemented in a single module, and the various functions of a single functional block may be implemented in various implementations through one or more functional blocks. The actual number of modules and the division of specific functions and how features are allocated therein will vary depending on the specific implementation, and in some implementations, it depends in part on the specific combination of hardware, software and / or firmware chosen for that particular implementation.

[0143] FIG. 1AThis is a block diagram illustrating an example of generating component 120 according to some embodiments. Although some specific features are illustrated, those skilled in the art will recognize from this disclosure that various other features have not been illustrated for the sake of brevity and to avoid obscuring further relevant aspects of the embodiments disclosed herein. Therefore, as a non-limiting example, in some embodiments, the display generation component 120 (e.g., HMD) includes one or more processing units 302 (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, etc.), one or more input / output (I / O) devices and sensors 306, one or more communication interfaces 308 (e.g., USB, Firewire, Thunderbolt, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, Bluetooth, ZigBee, and / or similar interfaces), one or more programming (e.g., I / O) interfaces 310, one or more XR displays 312, one or more optional internal and / or external image sensors 314, memory 320, and one or more communication buses 304 for interconnecting these components and various other components.

[0144] In some embodiments, one or more communication buses 304 include circuitry for interconnecting and controlling communication between system components. In some embodiments, one or more I / O devices and sensors 306 include inertial measurement units (IMUs), accelerometers, gyroscopes, thermometers, one or more physiological sensors (e.g., blood pressure monitors, heart rate monitors, blood oxygen sensors, blood glucose sensors, etc.), one or more microphones, one or more speakers, haptic engines, and / or one or more depth sensors (e.g., structured light, time-of-flight, etc.).

[0145] In some embodiments, one or more XR displays 312 are configured to provide an XR experience to a user. In some embodiments, one or more XR displays 312 correspond to holographic, digital light processing (DLP), liquid crystal display (LCD), liquid crystal on silicon (LCoS), organic light-emitting field-effect transistor (OLET), organic light-emitting diode (OLED), surface-conducting electron emission display (SED), field emission display (FED), quantum dot light-emitting diode (QD-LED), microelectromechanical systems (MEMS), and / or similar display types. In some embodiments, one or more XR displays 312 correspond to waveguide displays such as diffraction, reflection, polarization, and holography. For example, display generation component 120 (e.g., HMD) includes a single XR display. Alternatively, display generation component 120 may include XR displays for each of the user's eyes. In some embodiments, one or more XR displays 312 are capable of presenting MR and VR content. In some embodiments, one or more XR displays 312 are capable of presenting either MR or VR content.

[0146] In some embodiments, one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's face, including the user's eyes (and may be referred to as an eye-tracking camera). In some embodiments, one or more image sensors 314 are configured to acquire image data corresponding to at least a portion of the user's hand and optionally the user's arm (and may be referred to as a hand-tracking camera). In some embodiments, one or more image sensors 314 are configured to face forward in order to acquire image data corresponding to the scene that the user would see in the absence of display generation component 120 (e.g., HMD) (and may be referred to as a scene camera). One or more optional image sensors 314 may include one or more RGB cameras (e.g., having a complementary metal-oxide-semiconductor (CMOS) image sensor or a charge-coupled device (CCD) image sensor), one or more infrared (IR) cameras, and / or one or more event-based cameras, etc.

[0147] Memory 320 includes high-speed random access memory, such as DRAM, SRAM, DDR RAM, or other random access solid-state memory devices. In some embodiments, memory 320 includes non-volatile memory, such as one or more disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. Memory 320 optionally includes one or more storage devices located remotely from one or more processing units 302. Memory 320 includes a non-transitory computer-readable storage medium. In some embodiments, memory 320 or the non-transitory computer-readable storage medium of memory 320 stores programs, modules, and data structures, or subsets thereof, including optional operating system 330 and XR rendering module 340.

[0148] Operating system 330 includes instructions for handling various basic system services and for performing hardware-related tasks. In some embodiments, XR rendering module 340 is configured to present XR content to a user via one or more XR displays 312. Therefore, in various embodiments, XR rendering module 340 includes a data acquisition unit 342, an XR rendering unit 344, an XR mapping generation unit 346, and a data transmission unit 348.

[0149] In some implementations, the data acquisition unit 342 is configured to acquire data from at least... FIG. 2 The controller 110 acquires data (e.g., presentation data, interaction data, sensor data, location data, etc.). To this end, in various embodiments, the data acquisition unit 342 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0150] In some implementations, the XR rendering unit 344 is configured to render XR content via one or more XR displays 312. To this end, in various implementations, the XR rendering unit 344 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0151] In some implementations, the XR mapping generation unit 346 is configured to generate XR maps based on media content data (e.g., 3D maps of mixed reality scenes or maps in which computer-generated objects can be placed to generate extended reality physical environments). To this end, in various implementations, the XR mapping generation unit 346 includes instructions and / or logic for the instructions, as well as heuristics and metadata for the heuristics.

[0152] In some embodiments, the data transmission unit 348 is configured to transmit data (e.g., presentation data, location data, etc.) to at least the controller 110, and optionally to one or more of the input device 125, output device 155, sensor 190, and / or peripheral device 195. To this end, in various embodiments, the data transmission unit 348 includes instructions and / or logic for instructions, as well as heuristics and metadata for heuristics.

[0153] Although the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data sending unit 348 are shown residing in a single device (e.g., FIG. 1A The data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data sending unit 348 are located on the display generation component 120, but it should be understood that in other embodiments, any combination of the data acquisition unit 342, the XR rendering unit 344, the XR mapping generation unit 346, and the data sending unit 348 may be located in a separate computing device.

[0154] also, FIG. 4 This serves more as a functional description of various features that may exist in a particular specific implementation, and differs from the structural schematic diagram of the implementation described herein. As those skilled in the art will recognize, individually shown items can be combined, and some items can be separated. For example, FIG. 4 Some functional modules shown individually may be implemented in a single module, and the various functions of a single functional block may be implemented in various implementations through one or more functional blocks. The actual number of modules and the division of specific functions and how features are allocated therein will vary depending on the specific implementation, and in some implementations, it depends in part on the specific combination of hardware, software and / or firmware chosen for that particular implementation.

[0155] FIG. 4 This is a schematic illustration of an example embodiment of the hand tracking device 140. In some embodiments, the hand tracking device 140 ( FIG. 4 ) by hand tracking unit 244 ( FIG. 5 To control and track the location / position of one or more parts of the user's hand, and / or the location of one or more parts of the user's hand relative to the user's hand. FIG. 1AThe scenario 105 refers to movement relative to a portion of the user's surrounding physical environment, relative to display generation component 120, or relative to a portion of the user (e.g., the user's face, eyes, or head), and / or relative to a coordinate system defined relative to the user's hand. In some embodiments, the hand tracking device 140 is part of the display generation component 120 (e.g., embedded in or attached to a head-mounted device). In some embodiments, the hand tracking device 140 is separate from the display generation component 120 (e.g., located in a separate housing or attached to a separate physical support structure).

[0156] In some embodiments, the hand tracking device 140 includes an image sensor 404 (e.g., one or more IR cameras, 3D cameras, depth cameras, and / or color cameras, etc.) that captures at least three-dimensional scene information including the human user's hand 406. The image sensor 404 captures images of the hand at sufficient resolution to distinguish the fingers and their corresponding positions. The image sensor 404 typically captures images of other parts of the user's body, or possibly all parts of the body, and may have scaling capabilities or be a dedicated sensor with increased magnification to capture images of the hand at the desired resolution. In some embodiments, the image sensor 404 also captures 2D color video images of the hand 406 and other elements of the scene. In some embodiments, the image sensor 404 is used in conjunction with other image sensors to capture the physical environment of scene 105, or serves as the image sensor for capturing the physical environment of scene 105. In some embodiments, the image sensor is positioned relative to the user or the user's environment in a way that uses the field of view of the image sensor 404 or a portion thereof to define an interaction space in which hand movements captured by the image sensor are considered input to the controller 110.

[0157] In some implementations, image sensor 404 outputs a sequence of frames containing 3D image data (and, in addition, possibly color image data) to controller 110, which extracts high-level information from the image data. This high-level information is typically provided via an application programming interface (API) to an application running on the controller, which in turn drives display generation component 120. For example, a user can interact with software running on controller 110 by moving his hand 406 and changing his hand pose.

[0158] In some embodiments, image sensor 404 projects a speckle pattern onto a scene containing hand 406 and captures an image of the projected pattern. In some embodiments, controller 110 calculates the 3D coordinates of points in the scene (including points on the surface of the user's hand) via triangulation based on the lateral offset of the specks in the pattern. This approach is advantageous because it does not require the user to hold or wear any kind of beacon, sensor, or other marker. This method gives the depth coordinates of points in the scene relative to a predetermined reference plane at a specific distance from image sensor 404. In this disclosure, it is assumed that image sensor 404 defines an orthogonal set of x-axis, y-axis, and z-axis such that the depth coordinates of points in the scene correspond to the z-component measured by the image sensor. Alternatively, image sensor 404 (e.g., a hand-tracking device) may use other 3D mapping methods, such as stereo imaging or time-of-flight measurement, based on a single or multiple cameras or other types of sensors.

[0159] In some implementations, hand tracking device 140 captures and processes time-series depth maps containing the user's hand as the user moves his hand (e.g., the entire hand or one or more fingers). Software running on a processor in image sensor 404 and / or controller 110 processes the 3D map data to extract image block descriptors of the hand from these depth maps. The software may match these descriptors with image block descriptors stored in database 408 based on a previous learning process to estimate the pose of the hand in each frame. The pose typically includes the 3D position of the user's hand joints and fingertips.

[0160] The software can also analyze the trajectories of the hand and / or fingers across multiple frames in a sequence to identify gestures. The pose estimation function described herein can be alternated with motion tracking, such that patch-based pose estimation is performed only once every two (or more) frames, while tracking is used to find pose changes occurring in the remaining frames. Pose, motion, and gesture information is provided to an application running on controller 110 via the aforementioned API. The application can, for example, move and modify the image presented on display generation component 120 in response to pose and / or gesture information, or perform other functions.

[0161] In some implementations, gestures include air gestures. An air gesture is a gesture detected without the user touching an input element that is part of the device (e.g., computer system 101, one or more input devices 125 and / or hand tracking device 140) (or independent of an input element that is part of the device) and based on the detected movement of a part of the user's body (e.g., head, one or two arms, one or two hands, one or more fingers and / or one or two legs) through the air (including movement of the user's body relative to an absolute reference (e.g., the angle of the user's arm relative to the ground or the distance of the user's hand relative to the ground), movement relative to another part of the user's body (e.g., movement of the user's hand relative to the user's shoulder, movement of one of the user's hands relative to the user's other hand, and / or movement of the user's fingers relative to another finger or part of the user's hand), and / or absolute movement of a part of the user's body (e.g., including a tapping gesture in which the hand moves a predetermined amount and / or speed in a predetermined pose, or a shaking gesture including a predetermined speed or amount of rotation of a part of the user's body)).

[0162] In some embodiments, the input gestures used in the various examples and embodiments described herein include air gestures for interacting with an XR environment (e.g., a virtual or mixed reality environment) performed by the movement of a user's fingers relative to other fingers or portions of the user's hand. In some embodiments, air gestures are detected without the user touching an input element that is part of the device (or independently of an input element that is part of the device) and are based on the detected movement of a part of the user's body through the air (including movement of the user's body relative to an absolute reference (e.g., the angle of the user's arm relative to the ground or the distance of the user's hand relative to the ground), movement relative to another part of the user's body (e.g., movement of the user's hand relative to the user's shoulder, movement of one of the user's hands relative to the user's other hand, and / or movement of the user's fingers relative to another finger or portion of the user's hand), and / or absolute movement of a part of the user's body (e.g., a tapping gesture that includes the hand moving a predetermined amount and / or speed in a predetermined pose, or a shaking gesture that includes a predetermined speed or amount of rotation of a part of the user's body)).

[0163] In some implementations where the input gesture is an air gesture (e.g., where the input device provides information to the computer system about which user interface element is the target of the user input in the absence of physical contact, such as contact with a user interface element displayed on a touchscreen, or contact with a mouse or touchpad to move the cursor to a user interface element), the gesture takes into account the user's attention (e.g., gaze) to determine the target of the user input (e.g., for direct input, as described below). Therefore, in implementations involving air gestures, for example, the input gesture is combined with (e.g., simultaneously) movement of the user's fingers and / or hand to detect attention (e.g., gaze) toward a user interface element to perform pinch and / or tap input, as described below.

[0164] In some implementations, input gestures directed to a user interface object are performed, either directly or indirectly, by referencing the user interface object. For example, user input is performed directly on the user interface object based on the user's hand performing an input gesture at a location corresponding to the user interface object's position in the three-dimensional environment (e.g., determined based on the user's current viewpoint). In some implementations, when user attention to the user interface object (e.g., gazing) is detected, input gestures are performed indirectly on the user interface object based on the user's hand not being positioned at a location corresponding to the user interface object's position in the three-dimensional environment while the user is performing the input gesture. For example, for direct input gestures, the user can guide their input to the user interface object by initiating a gesture at or near a location corresponding to the user interface object's display position (e.g., within 0.5 cm, 1 cm, 5 cm, or a distance between 0 and 5 cm measured from the outer edge or center of the option). For indirect input gestures, the user can guide their input to the user interface object by focusing on it (e.g., by gazing at the user interface object), and while focusing on the option, the user initiates an input gesture (e.g., at any location detectable by the computer system) (e.g., at a location not corresponding to the user interface object's display position).

[0165] In some implementations, the input gestures (e.g., air gestures) used in the various examples and implementations described herein include pinch input and tap input for interacting with a virtual or mixed reality environment. For example, the pinch input and tap input described below are performed as air gestures.

[0166] In some implementations, pinch input is part of an air gesture that includes one or more of the following: a pinch gesture, a long pinch gesture, a pinch and drag gesture, or a double pinch gesture. For example, a pinch gesture as an air gesture includes the movement of two or more fingers of the hand to contact each other, i.e., optionally followed by an immediate (e.g., within 0 to 1 second) interruption of contact. A long pinch gesture as an air gesture includes the movement of two or more fingers of the hand to contact each other for at least a threshold amount of time (e.g., at least 1 second) before an interruption of contact is detected. For example, a long pinch gesture includes the user holding a pinch gesture (e.g., where two or more fingers are in contact), and the long pinch gesture continues until an interruption of contact between the two or more fingers is detected. In some implementations, a double pinch gesture as an air gesture includes two (e.g., more) pinch inputs (e.g., performed by the same hand) that are detected consecutively with each other immediately (e.g., within a predefined time period). For example, a user performs a first pinch input (e.g., a pinch input or a long pinch input), releases the first pinch input (e.g., interrupts the contact between two or more fingers), and performs a second pinch input within a predefined time period after releasing the first pinch input (e.g., within 1 second or within 2 seconds).

[0167] In some embodiments, pinch and drag gestures as air gestures include pinch gestures (e.g., pinching gestures or long pinch gestures) performed in conjunction with (e.g., following) drag input that changes the user's hand position from a first position (e.g., the start position of the drag) to a second position (e.g., the end position of the drag). In some embodiments, the user holds the pinch gesture while performing the drag input and releases the pinch gesture (e.g., opening two or more of their fingers) to end the drag gesture (e.g., at the second position). In some embodiments, the pinch input and drag input are performed by the same hand (e.g., the user pinches two or more fingers together to touch each other and uses the drag gesture to move the same hand to the second position in the air). In some implementations, pinch input is performed by the user's first hand, and drag input is performed by the user's second hand (e.g., while the user continues pinch input with the user's first hand, the user's second hand moves in the air from a first position to a second position). In some implementations, input gestures as air gestures include inputs performed using both of the user's hands (e.g., pinch and / or tap inputs). For example, input gestures include two (e.g., more) pinch inputs performed in combination with each other (e.g., concurrently or within a predefined time period). For example, a first pinch gesture (e.g., pinch input, long pinch input, or pinch and drag input) is performed using the user's first hand, and a second pinch input is performed using the other hand (e.g., the second hand in the user's two hands).

[0168] In some implementations, a tap input performed as an air gesture (e.g., pointing at a user interface element) includes movement of a user's finger toward the user interface element, movement of the user's hand toward the user interface element (optionally, the user's finger extends toward the user interface element), downward movement of the user's finger (e.g., mimicking a mouse click or a tap on a touchscreen), or other predefined movements of the user's hand. In some implementations, the tap input performed as an air gesture is detected based on the movement characteristics of the finger or hand performing the tap gesture movement, which is the finger or hand moving away from the user's viewpoint and / or toward an object that is the target of the tap input, followed by the end of the movement. In some implementations, the end of the movement is detected based on changes in the movement characteristics of the finger or hand performing the tap gesture (e.g., the end of movement away from the user's viewpoint and / or toward an object that is the target of the tap input, a reversal of the direction of finger or hand movement, and / or a reversal of the acceleration direction of finger or hand movement).

[0169] In some implementations, the user's attention is determined to be directed to a portion of the 3D environment based on the detection of a gaze directed to that portion of the 3D environment (optionally, no other conditions are required). In some implementations, the user's attention is determined to be directed to that portion of the 3D environment based on the detection of a gaze directed to that portion of the 3D environment using one or more additional conditions, such as requiring the gaze to be directed to that portion of the 3D environment for at least a threshold duration (e.g., dwell time) and / or requiring the gaze to be directed to that portion of the 3D environment when the user's viewpoint is within a distance threshold from that portion of the 3D environment, so that the device determines that the user's attention is directed to that portion of the 3D environment, wherein if one of these additional conditions is not met, the device determines that the attention is not directed to the portion of the 3D environment to which the gaze is directed (e.g., until the one or more additional conditions are met).

[0170] In some implementations, the detection of the readiness configuration of a user or a portion of a user is performed by a computer system. The detection of the hand's readiness configuration is used by the computer system as an indication that the user may be preparing to interact with the computer system using one or more air gesture inputs performed by the hand (e.g., pinch, tap, pinch and drag, double pinch, long pinch, or other air gestures described herein). For example, the readiness of the hand is determined based on whether it has a predetermined hand shape (e.g., a pre-pinch shape with the thumb and one or more fingers extended and spaced apart in preparation for a pinch or grasping gesture, or a pre-tap shape with one or more fingers extended and the back of the hand facing the user), whether the hand is in a predetermined position relative to the user's viewpoint (e.g., below the user's head and above the user's waist and extending at least 15 cm, 20 cm, 25 cm, 30 cm, or 50 cm from the body), and / or whether the hand has moved in a particular manner (e.g., moving towards the area in front of the user above the user's waist and below the user's head, or moving away from the user's body or legs). In some implementations, the readiness state is used to determine whether an interactive element of the user interface responds to attentional (e.g., gaze) input.

[0171] In scenarios where input is described by reference to air gestures, it should be understood that hardware input devices attached to or held by one or both of the user's hands can be used to detect such gestures. Optical tracking, one or more accelerometers, one or more gyroscopes, one or more magnetometers, and / or one or more inertial measurement units can be used to track the spatial positioning of the hardware input device, and the positioning and / or movement of the hardware input device can be used in place of the positioning and / or movement of the one or two hands corresponding to the air gesture. Similarly, in scenarios where input is described by reference to air pose, it should be understood that hardware input devices attached to or held by one or both of the user's hands can be used to detect such poses. User input can be detected using controls contained in hardware input devices, such as one or more touch-sensitive input elements, one or more pressure-sensitive input elements, one or more buttons, one or more knobs, one or more dials, one or more joysticks, a hand or finger cover that can detect the position or positional change of a portion of a hand and / or finger relative to each other, relative to the user's body, and / or relative to the user's physical environment, and / or other hardware input device controls, wherein user input using controls contained in the hardware input device replaces hand and / or finger gestures such as air taps or air pinches in corresponding air gestures. For example, a selection input described as being performed using an air tap or air pinch input can alternatively be detected using button presses, taps on touch-sensitive surfaces, presses on pressure-sensitive surfaces, or other hardware inputs. As another example, motion input described as being performed using air pinch and drag (e.g., air drag gestures or air swipe gestures) can be optionally detected based on interaction with hardware input controls (such as button press and hold, touch on a touch-sensitive surface, press on a pressure-sensitive surface, or other hardware input following movement of a hardware input device (e.g., a hand associated with the hardware input device) through space). Similarly, two-handed input involving movement of hands relative to each other can be performed using an air gesture and a hardware input device not in the hand performing the air gesture, two hardware input devices held in different hands, or two air gestures performed by different hands using air gestures and / or inputs detected by one or more of the aforementioned hardware input devices.

[0172] In some embodiments, the software may be downloaded to controller 110 electronically, for example, via a network, or alternatively, may be provided on a tangible, non-transitory medium, such as an optical, magnetic, or electronic memory medium. In some embodiments, database 408 is also stored in memory associated with controller 110. Alternatively or additionally, some or all of the described functions of the computer may be implemented in dedicated hardware, such as custom or semi-custom integrated circuits or programmable digital signal processors (DSPs). Although inFIG. 2 The controller 110 is shown, but for example, as a separate unit from the image sensor 404, some or all of the controller's processing functions may be performed by a suitable microprocessor and software, or by dedicated circuitry within the housing of the image sensor 404 (e.g., a hand-tracking device), or by other devices associated with the image sensor 404. In some embodiments, at least some of these processing functions may be performed by a suitable processor integrated with the display generation component 120 (e.g., in a television receiver, handheld device, or head-mounted device) or with any other suitable computerized device (such as a game console or media player). The sensing function of the image sensor 404 may also be integrated into a computer or other computerized device controlled by the sensor output.

[0173] FIG. 5 It also includes a schematic diagram of a depth map 410 captured by image sensor 404 according to some embodiments. As described above, the depth map comprises a matrix of pixels with corresponding depth values. Pixel 412 corresponding to hand 406 has been segmented from the background and wrist in the map. The brightness of each pixel within the depth map 410 is inversely proportional to its depth value (i.e., the measured z-distance from image sensor 404), where gray shadows become darker as depth increases. Controller 110 processes these depth values ​​to identify and segment components of the image that have human hand characteristics (i.e., a group of adjacent pixels). These characteristics may include, for example, overall size, shape, and frame-to-frame motion from the depth map sequence.

[0174] FIG. 5 The controller 110 also schematically illustrates, according to some embodiments, the hand skeleton 414 ultimately extracted from the depth map 410 of the hand 406. FIG. 5 In this configuration, the hand skeleton 414 is superimposed on the hand background 416, which has already been segmented from the original depth map. In some embodiments, key feature points of the hand, and optionally those on the wrist or arm connected to the hand (e.g., points corresponding to knuckles, fingertips, the center of the palm, the end of the hand connecting to the wrist, etc.), are identified and located on the hand skeleton 414. In some embodiments, the controller 110 uses the position and movement of these key feature points across multiple image frames to determine, according to some embodiments, the gesture performed by the hand or the current state of the hand.

[0175] FIG. 5 An eye-tracking device 130 is illustrated. FIG. 5 Example implementation of ). In some implementations, the eye-tracking device 130 consists of an eye-tracking unit 243 ( FIG. 5The eye-tracking device 130 is controlled to track the positioning and movement of a user's gaze relative to scene 105 or relative to XR content displayed via display generation component 120. In some embodiments, the eye-tracking device 130 is integrated with the display generation component 120. For example, in some embodiments, when the display generation component 120 is a head-mounted device (such as a head-mounted device, helmet, goggles, or glasses) or a handheld device placed in a wearable frame, the head-mounted device includes both components for generating XR content for the user to view and components for tracking the user's gaze relative to the XR content. In some embodiments, the eye-tracking device 130 is separate from the display generation component 120. For example, when the display generation component is a handheld device or an XR room, the eye-tracking device 130 is optionally a separate device from the handheld device or XR room. In some embodiments, the eye-tracking device 130 is a head-mounted device or part of a head-mounted device. In some embodiments, the head-mounted eye-tracking device 130 is optionally used in conjunction with a display generation component that is also head-mounted or not head-mounted. In some embodiments, the eye-tracking device 130 is not a head-mounted device and is optionally used in conjunction with a head-mounted display generation component. In some embodiments, the eye-tracking device 130 is not a head-mounted device and is optionally part of a non-head-mounted display generation component.

[0176] In some embodiments, the display generation component 120 uses display mechanisms (e.g., a left near-eye display panel and a right near-eye display panel) to display frames including left and right images in front of the user's eyes, thereby providing the user with a 3D virtual view. For example, the head-mounted display generation component may include left and right optical lenses (referred to herein as eye lenses) located between the display and the user's eyes. In some embodiments, the display generation component may include or be coupled to one or more external cameras that capture video of the user's environment for display. In some embodiments, the head-mounted display generation component may have a transparent or semi-transparent display on which virtual objects are displayed, allowing the user to view the physical environment directly through the transparent or semi-transparent display. In some embodiments, the display generation component projects virtual objects onto the physical environment. The virtual objects may, for example, be projected onto a physical surface or as holograms, allowing an individual to observe virtual objects superimposed on the physical environment using the system. In this case, separate display panels and image frames for the left and right eyes may not be necessary.

[0177] like FIG. 6As shown, in some embodiments, eye-tracking device 130 (e.g., gaze tracking device) includes at least one eye-tracking camera (e.g., an infrared (IR) or near-infrared (NIR) camera) and an illumination source (e.g., an array or ring of IR or NIR light sources, such as LEDs) that emits light (e.g., IR or NIR light) toward the user's eye. The eye-tracking camera may be pointed at the user's eye to receive IR or NIR light reflected directly from the eye, or alternatively, it may be pointed at "hot" mirrors located between the user's eye and the display panel, which reflect the IR or NIR light from the eye back to the eye-tracking camera while allowing visible light to pass through. Eye-tracking device 130 optionally captures images of the user's eyes (e.g., as a video stream captured at 60-120 frames per second (fps), analyzes these images to generate gaze tracking information, and transmits the gaze tracking information to controller 110. In some embodiments, the user's two eyes are tracked separately using corresponding eye-tracking cameras and illumination sources. In some embodiments, only one of the user's eyes is tracked using corresponding eye-tracking cameras and illumination sources.

[0178] In some implementations, a device-specific calibration procedure is used to calibrate the eye-tracking device 130 to determine parameters for the eye-tracking device in a specific operating environment 100, such as the 3D geometry and parameters of the LEDs, camera, thermal mirror (if present), eye lenses, and display. The device-specific calibration procedure can be performed at a factory or another facility before the AR / VR equipment is delivered to the end user. The device-specific calibration procedure can be automated or manual. According to some implementations, a user-specific calibration procedure may include estimations of eye parameters for a specific user, such as pupil position, foveal position, optical axis, visual axis, interocular distance, etc. According to some implementations, once the device-specific and user-specific parameters for the eye-tracking device 130 are determined, a flash-assisted method can be used to process the images captured by the eye-tracking camera to determine the current visual axis and the user's gaze point relative to the display.

[0179] like FIG. 1AAs shown, the eye-tracking device 130 (e.g., 130A or 130B) includes an eye lens 520 and a gaze tracking system. The gaze tracking system includes at least one eye-tracking camera 540 (e.g., an infrared (IR) or near-infrared (NIR) camera) positioned on the side of the user's face where eye tracking is performed, and an illumination source 530 (e.g., an IR or NIR light source, such as an array or ring of NIR light-emitting diodes (LEDs)) that emits light (e.g., IR or NIR light) toward the user's eye 592. The eye-tracking camera 540 may be pointed toward a mirror 550 located between the user's eye 592 and a display 510 (e.g., the left or right display panel of a head-mounted display, or the display of a handheld device, projector, etc.). These mirrors reflect the IR or NIR light from the eye 592 while allowing visible light to pass through. FIG. 5 (as shown in the top portion), or alternatively, it can be pointed towards the user's eye 592 to receive reflected IR or NIR light from the eye 592 (e.g., as shown in the top portion), FIG. 6 (As shown in the bottom part).

[0180] In some implementations, controller 110 renders AR or VR frames 562 (e.g., left and right frames for the left and right display panels) and provides frames 562 to display 510. Controller 110 uses gaze tracking input 542 from eye-tracking camera 540 for various purposes, such as processing frame 562 for display. Controller 110 optionally estimates the user's gaze point on display 510 based on the gaze tracking input 542 obtained from eye-tracking camera 540 using a flash-assisted method or other suitable method. The gaze point estimated based on gaze tracking input 542 is optionally used to determine the direction the user is currently looking.

[0181] The following describes several possible use cases for the user's current gaze direction and is not intended to be limiting. As an example use case, controller 110 may render virtual content differently based on the determined user gaze direction. For example, controller 110 may generate virtual content at a higher resolution in the concave area determined according to the user's current gaze direction than in the peripheral area. As another example, the controller may position or move virtual content in the view based at least partially on the user's current gaze direction. As yet another example, the controller may display specific virtual content in the view based at least partially on the user's current gaze direction. As another example use case in an AR application, controller 110 may guide an external camera used to capture the physical environment of an XR experience to focus in the determined direction. The external camera's autofocus mechanism can then focus on an object or surface in the environment that the user is currently looking at on display 510. As another example use case, eye lens 520 may be a focusable lens, and the controller uses gaze tracking information to adjust the focus of eye lens 520 so that the virtual object the user is currently looking at has appropriate convergence / divergence to match the convergence of the user's eyes 592. The controller 110 can use gaze tracking information to guide the eye lens 520 to adjust its focus so that the nearby object that the user is looking at appears at the correct distance.

[0182] In some embodiments, the eye-tracking device is part of a head-mounted device that includes a display (e.g., display 510), two eye lenses (e.g., eye lens 520), an eye-tracking camera (e.g., eye-tracking camera 540), and a light source (e.g., illumination source 530 (e.g., IR or NIR LED)). The light source emits light (e.g., IR or NIR light) toward the user's eyes 592. In some embodiments, the light source may be arranged in a ring or circle around each lens in the head-mounted device, such as... FIG. 6 As shown. In some embodiments, for example, eight light sources 530 (e.g., LEDs) are arranged around each lens 520. However, more or fewer light sources 530 may be used, and other arrangements and positions of the light sources 530 may be used.

[0183] In some embodiments, the display 510 emits light in the visible light range and does not emit light in the IR or NIR range, and therefore does not introduce noise into the gaze tracking system. It should be noted that the positions and angles of the eye-tracking camera 540 are given by way of example and are not intended to be limiting. In some embodiments, a single eye-tracking camera 540 is located on each side of the user's face. In some embodiments, two or more NIR cameras 540 may be used on each side of the user's face. In some embodiments, cameras 540 with a wider field of view (FOV) and cameras 540 with a narrower FOV may be used on each side of the user's face. In some embodiments, cameras 540 operating at one wavelength (e.g., 850 nm) and cameras 540 operating at different wavelengths (e.g., 940 nm) may be used on each side of the user's face.

[0184] like User Interface and Associated Processes The gaze tracking system implementations illustrated herein can be used, for example, in computer-generated reality, virtual reality, and / or mixed reality applications to provide users with computer-generated reality, virtual reality, augmented reality, and / or augmented virtual experiences.

[0185] FIGS. 7A-7D Examples of flash-assisted gaze tracking pipelines according to some embodiments are illustrated. In some embodiments, the gaze tracking pipeline uses a flash-assisted gaze tracking system (e.g., such as...) FIG. 7A and FIG. 3 The illustrated eye-tracking device 130 is used to implement this. The flash-assisted gaze tracking system can maintain a tracking state. Initially, the tracking state is off or "no". When in tracking state, the flash-assisted gaze tracking system uses previous information from previous frames when analyzing the current frame to track the pupil outline and flash in the current frame. When not in tracking state, the flash-assisted gaze tracking system attempts to detect the pupil and flash in the current frame, and if successful, initializes the tracking state to "yes" and continues to the next frame in tracking state.

[0186] like FIG. 7A As shown, the gaze-tracking camera captures left and right images of the user's left and right eyes. The captured images are then fed into a gaze-tracking pipeline for processing to begin at 610. As indicated by the arrow returning to element 600, the gaze-tracking system can continue capturing images of the user's eyes, for example, at a rate of 60 to 120 frames per second. In some embodiments, each set of captured images can be fed into the pipeline for processing. However, in some embodiments or under certain conditions, not all captured frames are processed by the pipeline.

[0187] At 610, for the currently captured image, if the tracking state is yes, the method proceeds to element 640. At 610, if the tracking state is no, the image is analyzed to detect the user's pupil and flash, as indicated at 620. At 630, if the pupil and flash are successfully detected, the method proceeds to element 640. Otherwise, the method returns to element 610 to process the next image of the user's eye.

[0188] At 640, if proceeding from element 610, the current frame is analyzed to track the pupil and flashes in part based on previous information from the previous frame. At 640, if proceeding from element 630, the tracking state is initialized based on the pupil and flashes detected in the current frame. The processing result at element 640 is checked to verify that the tracking or detection result is credible. For example, the result may be checked to determine whether a sufficient number of pupils and flashes used for gaze estimation were successfully tracked or detected in the current frame. At 650, if the result is not credible, the tracking state is set to no at element 660, and the method returns to element 610 to process the next image of the user's eye. At 650, if the result is credible, the method proceeds to element 670. At 670, the tracking state is set to yes (if not already yes), and the pupil and flash information is passed to element 680 to estimate the user's gaze point.

[0189] FIG. 7A This is intended as an example of an eye-tracking technology that can be used in a particular specific implementation. As will be recognized by those skilled in the art, in a computer system 101 for providing an XR experience to a user, other eye-tracking technologies that are currently available or will be developed in the future may be used to replace or in combination with the flash-assisted eye-tracking technology described herein, depending on the various implementations.

[0190] In some implementations, a portion of the captured real-world environment 602 is used to provide an XR experience to the user, such as a mixed reality environment in which one or more virtual objects are overlaid on a representation of the real-world environment 602.

[0191] Therefore, this description describes some embodiments of a three-dimensional environment (e.g., an XR environment) that includes representations of real-world objects and virtual objects. For example, the three-dimensional environment optionally includes a representation of a table existing in a physical environment, which is captured and displayed in the three-dimensional environment (e.g., actively displayed via a camera and display of a computer system or passively displayed via a transparent or semi-transparent display of a computer system). As previously described, the three-dimensional environment is optionally a mixed reality system, wherein the three-dimensional environment is based on a physical environment captured by one or more sensors of a computer system and displayed via a display generation component. As a mixed reality system, the computer system is optionally capable of selectively displaying portions and / or objects of the physical environment such that the corresponding portions and / or objects of the physical environment appear as if they exist in the three-dimensional environment displayed by the computer system. Similarly, the computer system is optionally capable of displaying virtual objects in the three-dimensional environment to appear as if the virtual objects exist in the real world (e.g., the physical environment) by placing virtual objects in the three-dimensional environment at corresponding locations in the real world that have corresponding positions in the three-dimensional environment. For example, the computer system optionally displays a vase such that the vase appears as if a real vase were placed on top of a table in the physical environment. In some implementations, a corresponding location in the three-dimensional environment has a corresponding location in the physical environment. Therefore, when a computer system is described as displaying a virtual object at a corresponding location relative to a physical object (e.g., such as at or near a user's hand or at or near a physical table), the computer system displays the virtual object at a specific location in the three-dimensional environment such that it appears as if the virtual object were at or near a physical object in the physical environment (e.g., the virtual object is displayed in the three-dimensional environment at a location in the physical environment that would be displayed if the virtual object were a real object at that specific location).

[0192] In some implementations, real-world objects that exist in the physical environment and are displayed in a 3D environment (e.g., and / or visible via a display generation component) can interact with virtual objects that exist only in the 3D environment. For example, the 3D environment may include a table and a vase placed on top of the table, where the table is a view (or representation) of a physical table in the physical environment, and the vase is a virtual object.

[0193] In a three-dimensional environment (e.g., a real environment, a virtual environment, or a hybrid environment including both real and virtual objects), an object is sometimes referred to as having depth or simulated depth, or as being visible, displayed, or placed at different depths. In this context, depth refers to a dimension other than height or width. In some embodiments, depth is defined relative to a fixed set of coordinates (e.g., where a room or object has a height, depth, and width defined relative to a fixed set of coordinates). In some embodiments, depth is defined relative to a user's position or viewpoint, in which case the depth dimension varies based on the user's position and / or the position and angle of the user's viewpoint. In some embodiments where depth is defined relative to the user's location relative to a surface of the environment (e.g., the surface of the environment's floor or ground), objects further away from the user along lines extending parallel to the surface are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from the user's position and parallel to the surface of the environment (e.g., depth is defined in a cylindrical or substantially cylindrical coordinate system, where the user's position is at the center of a cylinder extending from the user's head toward the user's feet). In some embodiments where depth is defined relative to the user's viewpoint (e.g., a direction relative to a point in space that determines which part of the environment is visible via a head-mounted device or other display), objects further away from the user's viewpoint along a line extending parallel to the user's viewpoint are considered to have greater depth in the environment, and / or the depth of an object is measured along an axis extending outward from a line extending from and parallel to the user's viewpoint (e.g., defining depth in a spherical or substantially spherical coordinate system, where the origin of the viewpoint is at the center of a sphere extending outward from the user's head). In some embodiments, depth is defined relative to a user interface container (e.g., a window or application displaying application and / or system content), where the user interface container has a height and / or width, and depth is a dimension orthogonal to the height and / or width of the user interface container. In some implementations, when a depth is defined relative to a user interface container, when the container is placed in a three-dimensional environment or initially displayed (e.g., such that the container's depth dimension extends outward away from the user or the user's viewpoint), the container's height and / or width are typically orthogonal or substantially orthogonal to a straight line extending from the user's location (e.g., the user's viewpoint or the user's position) to the user interface container (e.g., the center of the user interface container or another feature point of the user interface container). In some implementations, when a depth is defined relative to a user interface container, the object's depth relative to the user interface container refers to the object's positioning along the depth dimension of the user interface container. In some implementations, multiple different containers may have different depth dimensions (e.g., different depth dimensions extending away from the user or the user's viewpoint in different directions and / or from different starting points).In some implementations, when depth is defined relative to a user interface container, the orientation of the depth dimension remains constant relative to the user interface container as the position of the user interface container changes, or as the user and / or the user's viewpoint changes (e.g., when multiple different viewers are viewing the same container in a 3D environment, such as during a collaborative session and / or when multiple participants are in a real-time communication session with shared virtual content including the container). In some implementations, for curved containers (e.g., containers including those with curved surfaces or curved content areas), the depth dimension optionally extends into the surface of the curved container. In some cases, z-interval (e.g., the distance between two objects in the depth dimension), z-height (e.g., the distance of one object from another in the depth dimension), z-position (e.g., the position of an object in the depth dimension), z-depth (e.g., the position of an object in the depth dimension), or simulated z-dimensionality (e.g., depth used as a dimension of an object, a dimension of the environment, an orientation in space, and / or an orientation in simulated space) are used to refer to the concept of depth as described above.

[0194] In some implementations, a user may optionally be able to interact with virtual objects in a three-dimensional environment using one or both hands as if the virtual objects were real objects in the physical environment. For example, as described above, one or more sensors of the computer system may optionally capture one or both of the user's hands and display a representation of the user's hands in the three-dimensional environment (e.g., in a manner similar to displaying real-world objects in the three-dimensional environment described above). Alternatively, in some implementations, the user's hands may be seen via the display generation component, through the ability to see the physical environment through the user interface, due to the transparency / semi-transparency of a portion of the user interface being displayed by the display generation component, or due to the projection of the user interface onto a transparent / semi-transparent surface or onto the user's eyes or into the user's field of view. Thus, in some implementations, the user's hands are displayed at corresponding locations in the three-dimensional environment and are treated as if they were objects in the three-dimensional environment that could interact with virtual objects in the three-dimensional environment as if these virtual objects were physical objects in the physical environment. In some implementations, the computer system may update the display of the user's hand representation in the three-dimensional environment in conjunction with the movement of the user's hands in the physical environment.

[0195] In some embodiments described below, the computer system optionally determines the “effective” distance between a physical object in the physical world and a virtual object in a three-dimensional environment, for example, to determine whether a physical object is directly interacting with a virtual object (e.g., whether a hand is touching, grasping, holding, or within a threshold distance of a virtual object). For example, a hand directly interacting with a virtual object optionally includes one or more of the following: a finger pressing a virtual button, a user’s hand grasping a virtual vase, a user’s hand clasped together to pinch / hold the application’s user interface, and two fingers performing any other type of interaction described herein. For example, the computer system optionally determines the distance between a user’s hand and a virtual object when determining whether and / or how a user is interacting with a virtual object. In some embodiments, the computer system determines the distance between a user’s hand and a virtual object by determining the distance between the position of a hand in the three-dimensional environment and the position of the virtual object of interest in the three-dimensional environment. For example, a user's one or both hands are located at a specific location in the physical world. The computer system optionally captures the one or both hands and displays them at a specific corresponding location in a three-dimensional environment (e.g., the location where the hand would be displayed in the three-dimensional environment if it were a virtual hand rather than a physical hand). Optionally, the location of the hand in the three-dimensional environment is compared with the location of a virtual object of interest in the three-dimensional environment to determine the distance between the user's one or both hands and the virtual object. In some embodiments, the computer system optionally determines the distance between a physical object and a virtual object by comparing locations in the physical world (e.g., rather than comparing locations in the three-dimensional environment). For example, when determining the distance between a user's one or both hands and a virtual object, the computer system optionally determines the corresponding location of the virtual object in the physical world (e.g., the location where the virtual object would be located in the physical world if it were a physical object rather than a virtual object), and then determines the distance between the corresponding physical location and the user's one or both hands. In some embodiments, the same technique is optionally used to determine the distance between any physical object and any virtual object. Therefore, as described herein, when determining whether a physical object is in contact with a virtual object or whether a physical object is within a threshold distance of a virtual object, the computer system may optionally perform any of the techniques described above to map the position of the physical object to the three-dimensional environment and / or map the position of the virtual object to the physical environment.

[0196] In some implementations, the same or similar techniques are used to determine where and what the user's gaze is directed at, and / or where and what the physical stylus held by the user is pointing at. For example, if the user's gaze is directed at a specific location in the physical environment, the computer system optionally determines a corresponding location in the three-dimensional environment (e.g., a virtual location of the gaze), and if a virtual object is located at that corresponding virtual location, the computer system optionally determines that the user's gaze is directed at that virtual object. Similarly, the computer system may optionally be able to determine the direction in which the stylus is pointing in the physical environment based on the orientation of the physical stylus. In some implementations, based on this determination, the computer system determines a corresponding virtual location in the three-dimensional environment corresponding to the location pointed at by the stylus in the physical environment, and optionally determines that the stylus is pointing at the corresponding virtual location in the three-dimensional environment.

[0197] Similarly, the embodiments described herein may refer to the location of a user (e.g., a user of a computer system) in a three-dimensional environment and / or the location of the computer system in a three-dimensional environment. In some embodiments, the user of the computer system is holding, wearing, or otherwise located at or near the computer system. Thus, in some embodiments, the location of the computer system serves as a proxy for the location of the user. In some embodiments, the location of the computer system and / or the user in the physical environment corresponds to a corresponding location in the three-dimensional environment. For example, the location of the computer system would be its location in the physical environment (and its corresponding location in the three-dimensional environment) such that, if the user stands at that location facing the corresponding portion of the physical environment visible via the display generation component, the user will see from that location objects in the physical environment that are positioned, oriented, and / or sized (e.g., in an absolute sense and / or relative to each other) in the same way as objects displayed or visible in the three-dimensional environment by or via the display generation component of the computer system. Similarly, if the virtual objects displayed in a 3D environment are physical objects in the physical environment (e.g., physical objects placed in the physical environment at the same location as these virtual objects in the 3D environment, and physical objects in the physical environment having the same size and orientation as in the 3D environment), then the position of the computer system and / or the user is the position from which the user will see these virtual objects in the physical environment at the same location, orientation, and / or size (e.g., in an absolute sense and / or relative to each other and real-world objects) as the virtual objects displayed in the 3D environment by the display generation components of the computer system.

[0198] In this disclosure, various input methods are described in relation to interaction with a computer system. When an example is provided using one input device or method, and another example is provided using another input device or method, it should be understood that each example is compatible with and optionally utilizes the input device or method described with respect to the other example. Similarly, various output methods are described in relation to interaction with a computer system. When an example is provided using one output device or method, and another example is provided using another output device or method, it should be understood that each example is compatible with and optionally utilizes the output device or method described with respect to the other example. Similarly, various methods are described in relation to interaction with a virtual or mixed reality environment via a computer system. When an example is provided using interaction with a virtual environment, and another example is provided using a mixed reality environment, it should be understood that each example is compatible with and optionally utilizes the methods described with respect to the other example. Therefore, this disclosure discloses embodiments that are combinations of features of a plurality of examples without exhaustively listing all features of the embodiments in the description of each example embodiment.

[0199] FIG. 7A Now turn our attention to implementations of user interfaces (“UIs”) and associated processes that can be implemented on computer systems (such as portable multifunction devices or head-mounted devices) having display generation components, one or more input devices, and (optionally) one or more cameras.

[0200] FIG. 7A Examples are given of computer systems according to some implementation schemes that vary the level of detail displayed for a given environment based on the number of application user interfaces displayed concurrently with that environment.

[0201] FIG. 7A A computer system (e.g., an electronic device) 101 is shown displaying a three-dimensional environment 704 from the user's viewpoint (e.g., facing the rear wall of the physical environment in which the computer system 101 is located) via a display generation component (e.g., display generation component 120 of FIG. 1). In some embodiments, the computer system 101 includes a display generation component (e.g., a touchscreen) and multiple image sensors (e.g., ...). FIG. 7AImage sensor 314). The image sensor optionally includes one or more of the following: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of the user or a portion of the user (e.g., one or both of the user's hands) when the user interacts with the computer system 101. In some embodiments, the user interface illustrated and described below may also be implemented on a head-mounted display including display generation components for displaying the user interface or a three-dimensional environment to the user, and sensors for detecting the physical environment and / or movement of the user's hands (e.g., external sensors facing outward from the user) and / or sensors for detecting the user's attention (e.g., including gaze) (e.g., internal sensors facing inward toward the user's face).

[0202] In some embodiments, computer system 101 captures one or more images of the physical environment surrounding computer system 101 (e.g., operating environment 100) (including one or more objects in that physical environment). In some embodiments, computer system 101 displays a representation of the physical environment in a three-dimensional environment, or portions of the physical environment are visible via display generation component 120 of computer system 101. In some embodiments, a corresponding environment, optionally simulating a three-dimensional environment (e.g., a virtual environment), is optionally displayed in the three-dimensional environment concurrently with or alternatively replacing the representation of the physical environment.

[0203] like FIG. 7A As shown, computer system 101 is displaying a representation of the corresponding environment 706 in a 3D environment 704 instead of the physical environment 702 (e.g., full immersion). FIG. 7A In this embodiment, computer system 101 is displaying an immersion level indicator 716. In some embodiments, the immersion level indicator 716 indicates the current immersion level (e.g., within a maximum number of immersion levels) as computer system 101 is displaying a 3D environment 704. In some embodiments, the immersion level includes the amount of view of the physical environment occluded (e.g., replaced) by the corresponding environment 706. FIG. 7A In this configuration, the immersion level indicator 716 indicates complete immersion; therefore, the physical environment is completely replaced by the corresponding environment 706. In some implementations, the computer system does not display the immersion level indicator in the 3D environment.

[0204] like FIG. 7AAs shown, the corresponding environment 706 is background 1. Some examples of background 1 include desert backgrounds, mountain backgrounds, beach backgrounds, sporting event backgrounds, etc. In some implementations, the corresponding environment 706 is based on a physical location. In some implementations, the corresponding environment 706 is a location designed by an artist or a simulated physical space. Therefore, displaying the corresponding environment 706 within the 3D environment 704 provides the user with a virtual experience as if the user were physically located within the corresponding environment 706. FIG. 7A In the context, the corresponding environment 706, which corresponds to the background 1, includes environmental elements 738, 740, 742, and 744, such as virtual sky, virtual clouds, virtual animals, and virtual trees.

[0205] In some implementations, the three-dimensional environment 704 includes virtual content, such as an application user interface. For example, the virtual content optionally includes a user interface for a messaging application, a content browsing application, a media playback application, etc., as described in reference method 800. FIG. 7A As shown, the computer system concurrently displays application user interfaces 726a and 726b with a corresponding environment 706. In some embodiments, when at least one application user interface is concurrently displayed with the corresponding environment 706, the computer system 101 displays the corresponding environment 706 at a reduced level of detail compared to when no application user interface is concurrently displayed with the corresponding environment 706. In some embodiments, the computer system 101 increases or decreases its level of detail for displaying the corresponding environment 706 based on an increase or decrease in the number of application user interfaces concurrently displayed with the corresponding environment 706. As described with reference to method 800, the level of detail for displaying the corresponding environment 706 corresponds to the number of animations of virtual content to be displayed in the corresponding environment, the type of animation to be displayed in the corresponding environment, the resolution associated with the animation to be displayed in the corresponding environment, and / or the frame rate associated with the animation to be displayed in the corresponding environment.

[0206] like FIG. 7B As shown, environment elements 738, 740, 742, and 744 displayed in the corresponding environment 706 are animated, as illustrated by the curved arrows. The animation of environment elements 740, 742, and 744 optionally depends on whether the number of application user interfaces displayed concurrently with the corresponding environment 706 exceeds a threshold number of application user interfaces (e.g., 1, 2, 3, 4, 5, 10, 20, 50, or 100 application user interfaces). FIGS. 7A-7B In this context, the number of application user interfaces displayed concurrently with the corresponding environment 706 (e.g., two application user interfaces) does not exceed a threshold number of application user interfaces, as exemplified by threshold 722 of application user interface indicator 720. However, the number of displayed application user interfaces (e.g., as shown in the image) does not exceed a threshold number of application user interfaces, as exemplified by threshold 722 of application user interface indicator 720.FIGS. 7A-7B The number of applications (as indicated by X applications) is optionally greater than a threshold number for the application user interface. Additionally or alternatively, the computer system 101 optionally changes the level of detail displayed for the corresponding environment 706 based on whether the application user interface concurrently displayed with the corresponding environment 706 is active (e.g., currently being used by a user and / or actively consuming resources). FIG. 7A In this embodiment, application user interface 726a is currently active, while application user interface 726b is inactive (as illustrated by the shaded area). In some embodiments, because application user interface 726a is active, the computer system maintains the characteristics of application user interface 726a (e.g., frame rate or pixel density) at a higher level than the characteristics of the corresponding environment 706 (e.g., frame rate or pixel density), as described in reference method 800. Conversely, in some embodiments, because application user interface 726b is inactive, the computer system maintains the characteristics of application user interface 726b (e.g., frame rate or pixel density) at a lower level than the characteristics of the corresponding environment 706 (e.g., frame rate or pixel density). In some embodiments, because application user interface 726a is active but application user interface 726b is inactive, the computer system 101 maintains the characteristics of application user interface 726a (e.g., frame rate or pixel density) at a higher level than the characteristics of application user interface 726b (e.g., frame rate or pixel density).

[0207] In some implementations, computer system 101 receives and stops displaying all application user interfaces (e.g., from...). FIG. 7A The request corresponds to user input from two application user interfaces. In some implementations, the user's input is not detected within a time frame exceeding a threshold (e.g., 10 min, 30 min, 1 hr, 5 hr, or 24 hr). FIG. 7B When the computer system loses attention to the two application user interfaces, it stops displaying those user interfaces. Therefore, in ​ In this context, computer system 101 concurrently displays zero application user interfaces and corresponding environments 706. This is because... ​ The number of application user interfaces displayed is reduced, therefore from ​Computer system 101 enhances the level of detail of the corresponding environment 706. In some embodiments, enhancing the level of detail of the corresponding environment 706 includes: increasing the frame rate of the corresponding environment 706, increasing the pixel density of the corresponding environment 706, increasing the number of animations displayed in the corresponding environment 706, increasing the frame rate of the animations displayed in the corresponding environment 706, increasing the number of environmental elements displayed in the corresponding environment 706 (e.g., environmental elements 738, 740, 742, and 744 corresponding to virtual sky, virtual clouds, virtual animals, and virtual trees) and / or increasing the pixel density of the environmental elements displayed in the corresponding environment 706, as described in detail with reference to method 800. In some embodiments, if no application user interface is displayed concurrently with the corresponding environment 706, computer system 101 displays the corresponding environment 706 at the maximum level of detail. Therefore, computer system 101 enhances the level of detail of the corresponding environment 706 by displaying... ​ The environmental elements 738, 740, 742, and 744 (corresponding to virtual sky, virtual clouds, virtual animals, and virtual trees) and ​ Additional environmental elements 746, 748, and 750, not shown in the image, are available in... ​ The corresponding environment is displayed at the highest level of detail (706). For example... Figure 7B As illustrated, additional environmental elements 746 and 748 are virtual shadows (e.g., virtual cloud shadow 746 and virtual tree shadow 748). As an example, additional environmental element 750 corresponds to virtual water. In some embodiments, as described with reference to method 800, a distortion effect (e.g., ripple effect) is applied to environmental element 750 (e.g., virtual water) based on changes in environmental elements and / or other content displayed in the corresponding environment 706. For example, changing the animation of simulated wind in the corresponding environment may optionally change the distortion (e.g., ripple or other texture movement effect) of the virtual water displayed in the corresponding environment (e.g., the ripple effect in the virtual water increases with increasing simulated wind, or the ripple effect in the virtual water decreases with decreasing simulated wind). Besides from... Figures 7A to 7B In addition to the increased number of displayed environment elements, each of environment elements 738, 740, 742, 744, 746, 748, and 750... Figure 7B All of them are animated (as indicated by the curved arrow).

[0208] Figure 7A1 Examples of the same Figure 7A The concepts shown are similar and / or identical (having many of the same reference numerals). It should be understood that, unless indicated below, otherwise... Figure 7A1 The shown has the same Figures 7A to 7D The elements shown with the same reference numerals have one or more or all of the same characteristics. Figure 7A1The system includes a computer system 101, which includes a display generation component 120 (or the same thereof). In some embodiments, the computer system 101 and the display generation component 120 each have... Figure 7A and Figures 7A to 7D The computer system 101 shown and Figure 1 and Figure 3 The display shows one or more of the characteristics of the generation component 120, and in some embodiments, Figures 7A to 7D The computer system 101 and display generation component 120 shown have Figure 7A1 One or more of the characteristics of the computer system 101 and the display generation component 120 shown.

[0209] exist Figure 7A1 In the display generation component 120, one or more internal image sensors 314a are oriented toward the user's face (e.g., reference 314a). Figure 5 The described eye-tracking camera 540. In some embodiments, an internal image sensor 314a is used for eye tracking (e.g., detecting the user's gaze). The internal image sensor 314a is optionally arranged on the left and right portions of the display generation assembly 120 to enable eye tracking of the user's left and right eyes. The display generation assembly 120 also includes external image sensors 314b and 314c facing outwards from the user to detect and / or capture movement of the physical environment and / or the user's hands. In some embodiments, image sensors 314a, 314b, and 314c have a reference... Figures 7A to 7D One or more characteristics of the image sensor 314 described.

[0210] exist Figure 7A1 In this context, the display generation component 120 is illustrated as a display optionally corresponding to the reference. Figures 7A to 7D The content is described as being displayed and / or visible via the display generation component 120. In some embodiments, this content is generated by a single display included in the display generation component 120 (e.g., Figure 5 The display (510) is displayed. In some embodiments, the display generation component 120 includes elements that are merged (e.g., merged by the user's brain) to create Figure 7A1 The view of the content shown is displayed on two or more monitors (e.g., a left display panel and a right display panel for the user's left and right eyes respectively, as shown in the reference). Figure 5 (As described).

[0211] The display generation component 120 has the same... Figure 7A1The content shown corresponds to a field of view (e.g., the field of view captured by external image sensors 314b and 314c and / or visible to the user via display generation component 120, indicated by dashed lines in a top view). Since display generation component 120 is optionally a head-mounted device, the field of view of display generation component 120 is optionally the same as or similar to the user's field of view.

[0212] exist Figure 7A1 In this context, the user is depicted performing an air pinch gesture to provide input to computer system 101, thereby providing user input pointing to content displayed by computer system 101. This description is intended to be exemplary and not restrictive; the user may optionally use different air gestures and / or use methods such as those described in the references. Figures 7A to 7D Other forms of input described to provide user input.

[0213] In some implementations, computer system 101 responds to, as referenced Figures 7A to 7D The user input described.

[0214] exist Figure 7A1 In the example, because the user's hand is located within the field of view of the display generating component 120, it is visible in the three-dimensional environment. That is, the user can optionally see any part of their own body within the field of view of the display generating component 120 in the three-dimensional environment. It should be understood that, as Figures 7A to 7D As shown or referenced Figures 7A to 7D The described and / or referenced corresponding methods of this disclosure may optionally be used in conjunction with one or more or all aspects thereof. Figure 7A1 The manner shown is implemented in the computer system 101 and the display generation unit 120 in a similar or analogous manner.

[0215] In some implementations, the level of detail of the corresponding environment 706 is changed (e.g., increased). Figure 7B The level of detail (in the simulation) includes: using a flow map to change the level of detail of the simulated sky, as described in detail with respect to method 800. The flow map optionally includes at least two layers of virtual content corresponding to the simulated sky. Figure 7BA side view 745 of the simulated sky is illustrated to show the different layers of the simulated sky and the relative positions of these layers. As illustrated in side view 745, the flow map of the simulated sky includes a layer of virtual sky (represented by environment element 738), a layer of virtual clouds (represented by environment element 740), and a layer of virtual cloud shadows (represented by environment element 746). In some embodiments, when the level of detail of the corresponding environment 706 is changed, the computer system 101 changes one or more layers or each layer of the layers corresponding to the simulated sky at the same level of detail. In some embodiments, when the level of detail of the corresponding environment 706 is changed, the computer system changes each layer of the layers corresponding to the simulated sky at different levels of detail, as described in detail with respect to method 800. For example, the computer system 101 optionally controls the movement, content, and / or level of detail of one or more layers or each layer corresponding to the simulated sky individually and / or independently.

[0216] from Figures 7B to 7C The computer system 101 optionally receives user input corresponding to a request to display the application's user interface. Therefore, in Figure 7C In this context, computer system 101 concurrently displays application user interface 726a with the corresponding environment 706. Although computer system 101 displays application user interface 726a, the number of application user interfaces concurrently displayed with the corresponding environment 706 does not exceed a threshold number of application user interfaces, as exemplified by threshold 722 of application user interface indicator 720. However, due to... Figures 7B to 7C The number of application user interfaces displayed increases, therefore from Figures 7B to 7C Computer system 101 reduces the level of detail of the corresponding environment 706. In some embodiments, reducing the level of detail of the corresponding environment 706 includes: reducing the frame rate of the corresponding environment 706, reducing the pixel density of the corresponding environment 706, reducing the number of animations displayed in the corresponding environment 706, reducing the frame rate of the animations displayed in the corresponding environment 706, reducing the number of environmental elements displayed in the corresponding environment 706 (e.g., environmental elements 738, 740, 742, and 744 corresponding to virtual sky, virtual clouds, virtual animals, and virtual trees) and / or reducing the pixel density of the environmental elements displayed in the corresponding environment 706, as described in detail with reference to method 800. In some embodiments, if at least one application user interface (such as application user interface 726a) is displayed concurrently with the corresponding environment 706, the corresponding environment 706 is displayed with less detail compared to the case where the application user interface is not displayed. Therefore, computer system 101 reduces the level of detail by simultaneously stopping the display of some or all environmental elements and corresponding animations, or by stopping the animation of some or all environmental elements displayed in the corresponding environment 706. Figure 7CThe reduced level of detail in the description corresponds to environment 706, as described relative to method 800. Figure 7C As illustrated, environmental elements 748 and 750, corresponding to virtual tree shadows and virtual water respectively, were not animated. Figure 7C In the process of computer system 101 maintaining the display of some ambient elements based on simulated light (such as ambient element 748 (e.g., virtual tree shadows)), computer system 101 stops displaying some ambient elements based on simulated light (such as ambient element 746 (e.g., Figure 7B The virtual cloud shadows in the image and the corresponding animations. However, the computer system 101 maintains separate connections with the virtual cloud shadows in the image and the corresponding animations. Figures 7B to 7C The animation of the virtual sky, virtual clouds, virtual animals, virtual trees, and virtual tree shadows, corresponding to environmental elements 738, 740, 742, 744, and 748. Furthermore, since the application user interface 726a is active, the computer system 101 maintains the characteristics of the application user interface 726a (e.g., frame rate or pixel density) at a higher level than the characteristics (e.g., frame rate or pixel density) of the corresponding environment 706.

[0217] exist Figure 7D In the middle, computer system 101 optionally maintains the display Figure 7C The application's user interface, and receives user input corresponding to requests to display additional application user interfaces. Figure 7D In this process, computer system 101 can selectively receive and stop displaying. Figure 7B The application's user interface is displayed in the middle, and the user input corresponding to the request for a new application user interface is displayed instead. Figure 7D In this system, computer system 101 concurrently displays five application user interfaces 726c with corresponding environments 706. As illustrated by the threshold 722 of the application user interface indicator 720, the number of application user interfaces concurrently displayed with the corresponding environments 706 exceeds a threshold number (e.g., four application user interfaces). In some embodiments, if the number of displayed application user interfaces exceeds the threshold number, computer system 101 stops displaying some or all environmental elements (optionally, some environmental elements are maintained). Figure 7D As illustrated, computer system 101 stops displaying Figure 7C The environmental elements 740, 742, 746, 748, and 750 are used to reduce... Figure 7C The level of detail for the corresponding environment 706. Additionally or alternatively, if the number of displayed application user interfaces exceeds a threshold number, the computer system 101 stops displaying animations of some or all environment elements. For example... Figure 7DAs illustrated, the computer system stops animate all environment elements (such as environment elements 738, 740, and 744) displayed in the corresponding environment 706. In some embodiments, if the number of displayed application user interfaces decreases to within a threshold number of application user interfaces, the computer system 101 resumes animation of some or all of the environment elements, as described in detail with reference to method 800.

[0218] Figures 7E to 7J Examples are given in environments (such as references) Figures 7A to 7D Examples of simulated clouds and / or background elements are shown in the described environment.

[0219] exist Figure 7E In the process, the three-dimensional environment 706 is visible via the display generation component 120 of the computer system 101. The environment 706 optionally has... Figures 7A to 7D One or more of the characteristics of the environment. Figures 7E to 7J The environment 706 optionally includes a user interface element 726d corresponding to one or more of the user interfaces 726a to 726c. Figure 7E The environment 706 includes simulated clouds 740a and 740b in a simulated or real sky (e.g., corresponding to environment elements 738, 740, 742, and / or 744), simulated water corresponding to the illustrated portions 760a, 706b, and 760c (e.g., simulating ocean), and / or simulated sand corresponding to portions of environment 706 located below / in front of portion 760a (e.g., simulating a beach). In some embodiments, user interface element 726d is displayed in front of or overlaps with one or more portions of environment 706, such as... Figure 7E exemplified.

[0220] In some implementations, in order to reduce the computing resources required by the display environment 706, the computer system 101 may use a reference Figures 7E to 7JThe described method displays one or more portions of environment 706. For example, in the case of simulated water, computer system 101 optionally displays portion 760a of the simulated water (e.g., the portion of the simulated water closest to the user's viewpoint) at a relatively high level of animation detail or quality, portion 760b of the simulated water (e.g., a portion of the simulated water further away from portion 760a but closer to the user's viewpoint than portion 760c) at a medium level of animation detail or quality, and portion 760c (e.g., the portion of the simulated water furthest from the user's viewpoint) at a relatively low level of animation detail or quality, or displays no animation at all. For example, the aforementioned animation optionally corresponds to the animation of ripples on the surface of simulated water. The relatively high level of animation detail optionally includes utilizing elements of relatively high resolution in portion 760a, a relatively high number of elements animated in portion 760a, and / or a relatively high frequency of animation of elements in portion 760a. Similarly, a relatively medium level of animation detail may optionally include elements utilizing a relatively medium resolution in part 760a, a relatively medium number of elements animated in part 760a, and / or the animation of elements in part 760a at a relatively medium frequency.

[0221] In some implementations, computer system 101 displays simulated shadows in environment 706, such as Figure 7F As shown. In Figure 7F In this context, environment 706 includes simulated shadows 746a projected by simulated cloud 740a, simulated shadows 746b projected by simulated cloud 740b, and simulated shadows 748a projected by simulated trees 744a. As indicated by the dashed areas of the simulated shadows, in some embodiments, the texture of the visual appearance of the simulated shadows displayed by computer system 101 is optionally variable over a given shadow. For example, the central area of ​​simulated shadow 746a optionally has higher or lower visual saliency (e.g., opacity, diffusion, color, and / or brightness) than the outer area of ​​simulated shadow 746a. In some embodiments, the visual saliency of a given simulated shadow varies (optionally smoothly) from the center point of the given shadow to the edge of the given shadow. In some embodiments, the visual appearance of shadows 746b and 748a also has one or more of the characteristics described above.

[0222] The texture (e.g., color, brightness, outline, reflectivity, and / or opacity) used to display a given simulated shadow may optionally vary depending on which part of the simulated shadow is displayed in environment 706. For example, Figure 7FThe simulated shadow 746a is optionally displayed on water with a relatively large simulated depth and thus with a texture having a first visual appearance. This first visual appearance is optionally different from the visual appearance of the texture of the simulated shadow 746b, which is optionally displayed on a portion of simulated water with a relatively small simulated depth. The simulated shadow 748a optionally has a texture that has an appearance different from that of the simulated shadow 746a and / or the simulated shadow 746b, since the simulated shadow 748a is displayed on simulated sand in environment 706. Reference method 2100 provides additional details regarding the visual appearance of the texture of the simulated shadow.

[0223] exist Figure 7F In this system, computer system 101 also displays simulated lighting effects, such as simulated reflections or flashes 752, on various surfaces in environment 706. For example, computer system 101 is displaying simulated reflections 752a, 752b, and 752c on surfaces simulating water and sand. Simulated reflection 752a optionally has a different visual appearance than simulated reflection 752b, and simulated reflection 752b optionally has a different visual appearance than simulated reflection 752c. The visual appearance of simulated reflections 752a, 752b, and 752c is optionally based on the characteristics of the illumination source as a simulated light source for reflection and / or the various parts of environment 706 on which the simulated reflections are displayed. Reference method 2100 provides additional details regarding the visual appearance of simulated reflections.

[0224] from Figures 7F to 7G Simulated clouds 740a and 740b have moved relative to the environment 706. Furthermore, the size and / or shape of simulated cloud 740b has changed. Therefore, in Figure 7G In the computer system 101, a simulated shadow 746a is displayed moving to the right within the environment 706. By moving to the right, the simulated shadow 746a causes... Figure 7F The simulated reflection 752b shown in the image stops at... Figure 7G The image shows (for example, because the simulated shadow 746a occupies) Figure 7F The display simulates the reflection area of ​​752b in the image, and makes it so that in Figure 7F The simulated reflection 752b not shown in the image is in Figure 7G The text appears to be a mix of unrelated fragments and incomplete sentences, making it impossible to translate accurately. It seems to be discussing the simulation of shadow 746a, the use of shadows, and possibly some other technical terms. A proper translation would require the full context of each fragment. Figure 7G The area shown in the simulation of reflection 752b is displayed.

[0225] Due to the size and / or shape of the simulated cloud 740b Figure 7G The dimensions have changed, therefore the size and / or shape of the simulated shadow 746b corresponding to the simulated cloud 740b have changed. Figure 7G The middle also changes accordingly. Furthermore, due to... Figures 7F to 7GThe simulated cloud 740b has moved to the right and is facing the user's viewpoint, therefore from Figures 7F to 7G The simulated shadow 746b has been moved accordingly to the right and towards the user's viewpoint. Since the simulated shadow 746b is now displayed on simulated sand instead of simulated water, the computer system 101 optionally alters the visual appearance of the texture used to display the simulated shadow 746, as previously described. Further, by... Figure 7F Move to Figure 7G Simulated shadow 746b makes in Figure 7F The simulated reflection of 752c shown in the image is... Figure 7G The display stops (e.g., because the simulated shadow 746b occupies the space). Figure 7F The area shown in the simulation of reflection 752c is displayed.

[0226] Simulated shadow 746b from Figures 7F to 7G The movement also causes simulated shadows 746b and 748a to at least partially overlap, represented by region 746x. In some embodiments, when two (or more) simulated shadows at least partially overlap, computer system 101 selects the texture for that region based on which simulated shadow has higher visual salience in the overlapping region 746x. For example, in Figure 7G In this process, because simulated shadow 748a has higher visual saliency than simulated shadow 746b, computer system 101 displays the overlapping area 746x with the texture of simulated shadow 748a, and stops displaying the texture of simulated shadow 746b in the overlapping area 746x. Computer system 101 performs this operation, rather than adding or otherwise combining the textures of the two simulated shadows, thereby generating a more realistic appearance for the overlapping area 746x in an energy-efficient manner. The portions of simulated shadows 746b and / or 748a outside the overlapping area 746x optionally continue to be displayed with the texture of their respective simulated shadows. Reference method 2100 provides additional details regarding the visual appearance of the simulated shadows.

[0227] from Figures 7G to 7H The user's viewpoint changes, as shown in the top-down diagram. For example, if the user turns their head to the left, this causes the computer system 101 to update. Figure 7H The display of environment 706 in the image is to show a portion of environment 706 that is larger than... Figure 7G The portion of the visible environment 706 is further to the left. In response to a change in viewpoint, the computer system 101 optionally changes the number and / or positioning of the simulated reflections 752a, 752b, and / or 752c, optionally displaying simulated reflections not previously displayed (e.g., although the portion of the environment 706 on which the simulated reflections are displayed is shifted from...). Figure 7G The viewpoint shown is also visible), and / or optionally, the display of previously displayed simulated reflections is stopped (e.g., although the portion of environment 706 on which the simulated reflections are displayed is from...). Figure 7H (The viewpoint shown remains visible). Reference method 2100 provides additional details regarding changes in the visual appearance of the environment 706 based on viewpoint changes.

[0228] Figure 7I and Figure 7J An example of displaying a background element in an environment (e.g., environment 706) is shown, which consists of multiple layers of virtual elements whose visual appearance can be independently controlled. Via Figure 7I The visible environment of the display generation component 120 includes simulated water (e.g., as referenced). Figures 7E to 7H (As described) and a simulated sky, which optionally serves as a background element in the environment. The simulated sky optionally consists of three layers of virtual elements. In the first or bottom layer (e.g., closest to the user's viewpoint), the simulated sky optionally includes simulated clouds 740a and 740b. In the second or middle layer (e.g., further from the user's viewpoint than the first or bottom layer), the simulated sky optionally includes a simulated moon 762a. In the third or top layer (e.g., further from the user's viewpoint than the second or middle layer), the simulated sky optionally includes simulated stars 760a to 760e. Background elements are optionally displayed on the surface of a spherical volume, the center of which is optionally the user's viewpoint, such as... Figure 7I The curvature of the cross-section of the background element in the upper right area is indicated by the virtual element's cross-section. The cross-section of the background element optionally reflects the relative placement and / or movement of the virtual element in the three layers of background elements in the simulated sky area indicated by the dashed box.

[0229] Figure 7I The computer system 101 also displays simulated lighting effects 764 (e.g., simulated light) corresponding to one or more simulated light sources, whether in background elements or otherwise. The computer system 101 also displays various simulated reflections 752a to 752c on the surface of simulated water, as shown in the references. Figures 7E to 7H As described. Figure 7I As shown, the simulated lighting effect 764 is displayed as emanating from below the simulated cloud 740b, such as when simulated light from the simulated moon 762a passes through the simulated cloud 740b, thus causing the simulated lighting effect 764 to extend from below the simulated cloud 740b to the surface of the simulated water. In some embodiments, such as Figure 7I As shown, computer system 101 displays one or more simulated reflections 752a to 752c on the surface of simulated water, wherein simulated lighting effects 764 intersect with the surface of simulated water.

[0230] from Figures 7I to 7JThe simulated star 760a in the top layer of the background element remains stationary, the simulated moon 762a in the middle layer of the background element moves to the left, and the simulated clouds 740a and 740b in the bottom layer of the background element move to the right. Therefore, the computer system 101 optionally updates the visual appearance of the environment, such as... Figure 7J As shown. For example, the simulated lighting effect 764 is updated to have a different orientation relative to the environment (e.g., to maintain the simulated lighting effect 764 aligned with the simulated moon 762a, which is the simulated light source that achieves those effects), and the computer system 101 changes the display of one or more of the simulated reflections 752a to 752c, such as Figures 7I to 7J As shown. Reference method 2200 provides additional details regarding changes in the visual appearance of background elements.

[0231] Figures 8A to 8F This is a flowchart illustrating an exemplary method 800 for facilitating depth conflict mitigation for one or more virtual objects in a three-dimensional environment by altering the visual properties of such objects according to some embodiments. In some embodiments, method 800 is performed at a computer system (e.g., computer system 101 in FIG. 1, such as a tablet, smartphone, wearable computer, or head-mounted device), which includes display generation components (e.g., FIG. 1, ...). Figure 3 and Figure 4 The display generating component 120 (e.g., a head-up display, monitor, touchscreen, and / or projector) and one or more cameras (e.g., cameras pointing downwards at the user's hand (e.g., color sensors, infrared sensors, and other depth-sensing cameras) or cameras pointing forward from the user's head). In some embodiments, method 800 is performed by storing in a non-transitory computer-readable storage medium and by one or more processors of a computer system (such as one or more processors 202 of computer system 101, e.g., Figure 1A The control unit 110 in the middle executes instructions to manage. Some operations in method 800 are optionally combined, and / or the order of some operations is optionally changed.

[0232] In some embodiments, method 800 is performed at a computer system (such as computer system 101 in FIG. 1) that communicates with a display generating component and one or more input devices. For example, a mobile device (e.g., a tablet, smartphone, media player, or wearable device) or a computer or other computer system. In some embodiments, the display generating component is a display integrated with the computer system (optionally a touchscreen display), an external display (such as a monitor, projector, or television), or a hardware component (optionally integrated or external) for projecting a user interface or making the user interface visible to one or more users. In some embodiments, the one or more input devices include a computer system or component capable of receiving user input (e.g., capturing user input and / or detecting user input) and sending information associated with the user input to the computer system. Examples of input devices include touchscreens, mice (e.g., external), trackpads (optionally integrated or external), touchpads (optionally integrated or external), remote control devices (e.g., external), another mobile device (e.g., separate from the computer system), handheld devices (e.g., external), controllers (e.g., external), cameras, depth sensors, eye-tracking devices, and / or motion sensors (e.g., hand-tracking devices, hand motion sensors). In some embodiments, the computer system communicates with the hand-tracking device (e.g., one or more cameras, depth sensors, proximity sensors, touch sensors (e.g., touchscreens, touchpads)). In some embodiments, the hand-tracking device is a wearable device, such as a smart glove. In some embodiments, the hand-tracking device is a handheld input device, such as a remote control or stylus.

[0233] In some implementations, the corresponding environment (such as...) is displayed via the display generation component. Figure 7A and Figure 7A1 When the corresponding environment 704 is in the computer system, the computer system detects (802a) the application user interface (such as...) displayed concurrently with the corresponding environment. Figure 7A and Figure 7A1Variations in the number of application user interfaces 726a and 726b (e.g., media application (e.g., television or photo), messaging application, health application, and / or web browsing application user interface)). In some embodiments, the corresponding environment includes a three-dimensional environment. In some embodiments, the three-dimensional environment includes an environment corresponding to the physical environment surrounding the display generating component. In some embodiments, the three-dimensional environment has one or more of the characteristics of (three-dimensional) environments of methods 1000, 1200, 1400, 1600, 1800, and / or 2000. In some embodiments, the three-dimensional environment is generated as, displayed as, or otherwise made viewable through the computer system (e.g., extended reality (XR) environment, such as virtual reality (VR) environment, mixed reality (MR) environment, and / or augmented reality (AR) environment). In some embodiments, the physical environment is visible through transparent portions of the display generating component (e.g., real or real pass-through). In some embodiments, a representation of the physical environment is displayed in the three-dimensional environment via the display generating component (e.g., virtual or video pass-through). In some embodiments, a corresponding virtual environment (e.g., a simulated 3D environment) is optionally displayed in place of the representation of the physical environment (e.g., fully immersive) or optionally concurrently with the representation of the physical environment (e.g., partially immersive) via the display generation component, as described relative to step 804. In some embodiments, the corresponding virtual environment represents a simulated physical space. Some examples of virtual environments include lake environments, mountain environments, sunset scenes, sunrise scenes, nighttime environments, grassland environments, and / or concert scenes. In some embodiments, the virtual environment is based on a real physical location, such as a museum and / or aquarium. In some embodiments, the virtual environment is a location designed by an artist. Thus, displaying the virtual environment optionally provides the user with a virtual experience as if the user were physically located in the virtual environment. In some embodiments, the corresponding environment has one or more characteristics of the environments described in reference methods 1000, 1200, 1400, 1600, 1800, and / or 2000. In some embodiments, in response to receiving user input for initiating the start or shutdown of the application user interface, the computer system displays or stops displaying the application user interface, thereby detecting the change in the number of application user interfaces.

[0234] In some implementations, in response to detecting a change in the number of application user interfaces concurrently displayed with the corresponding environment, the computer system changes (802b) the level of detail displayed for the corresponding environment, such as Figure 7BThe level of detail in the context. In some embodiments, the number of application user interfaces corresponds to the number of different applications running concurrently while the corresponding environment is displayed. In some embodiments, the number of application user interfaces corresponds to the number of windows of the same application and / or different applications running concurrently while the corresponding environment is displayed. In some embodiments, as described in detail below, the level of detail is changed (e.g., increased or decreased) based on the number of application user interfaces displayed concurrently with the corresponding environment. In some embodiments, the level of detail for displaying the corresponding environment is decreased based on the increased number of application user interfaces displayed concurrently with the corresponding environment. In some embodiments, if at least one application user interface is displayed concurrently with the corresponding environment, the corresponding environment is displayed at a reduced level of detail. In some embodiments, the level of detail for displaying the corresponding environment is increased based on the reduced number of application user interfaces displayed concurrently with the corresponding environment. In some embodiments, if no application user interface is displayed concurrently with the corresponding environment, the corresponding environment is displayed at an increased level of detail. In some embodiments, the level of detail for displaying the corresponding environment corresponds to the number of animations to be displayed in the corresponding environment, the type of animations to be displayed in the corresponding environment, the resolution associated with the animations to be displayed in the corresponding environment, and / or the frame rate associated with the animations to be displayed in the corresponding environment. In some embodiments, the frame rate includes the frequency at which frames of images or videos (e.g., animations) are displayed in the corresponding environment. In some embodiments, the level of detail is selected based on the resource usage associated with displaying that number of application user interfaces and the corresponding environment, and / or whether that number of application user interfaces includes any active application user interfaces (e.g., any application user interface currently used by the user and / or actively consuming resources). Changing the level of detail for displaying the corresponding environment according to the number of application user interfaces displayed concurrently with the corresponding environment ensures efficient use of computing resources by the computer system (e.g., reducing the level of detail to reduce computing resource consumption when displaying a higher number of application user interfaces) without requiring user input to do so, thereby improving user-device interaction.

[0235] In some implementations, the corresponding environment, shown at a corresponding level of detail, includes (804a): determining a first group of one or more application user interfaces (such as... Figure 7C The application user interface 726a in the context is displayed concurrently with the corresponding environment, and when the first group of one or more application user interfaces are displayed concurrently, they are displayed at a first level of detail (such as...). Figure 7CThe corresponding environment is displayed at a first level of detail (804b). In some embodiments, the corresponding environment is displayed at the first level of detail based on resource usage associated with displaying the first group of one or more application user interfaces and the corresponding environment, and / or whether the corresponding application user interface in the first group of one or more application user interfaces is active. In some embodiments, after determining the first level of detail for displaying the corresponding environment, the computer system displays the corresponding environment at a transitional level of detail for a duration threshold time (e.g., 0.1s, 1s, 2s, 5s, or 10s) before displaying the corresponding environment at the first level of detail. For example, the corresponding environment may optionally be displayed at a second level of detail as described below before determining the first level of detail. Therefore, the transitional level of detail may optionally include characteristics of both the second level of detail and the first level of detail.

[0236] In some implementations, the corresponding environment, shown at a corresponding level of detail, includes (804a): determining a second group of one or more application user interfaces (such as...) that are different from the first group of one or more application user interfaces. Figure 7D The application user interface 726c in the middle is displayed concurrently with the corresponding environment, at a second level of detail (such as...). Figure 7DThe corresponding environment is displayed at a higher level of detail than the first level of detail (804c). In some embodiments, the second level of detail is greater than the first level of detail if the second group of one or more application user interfaces includes fewer application user interfaces and / or corresponds to lower resource usage. For example, when the second level of detail is greater than the first level of detail, the corresponding environment includes an increased number of animated environmental elements (e.g., virtual sky, water, rain, fog, grass, plants, and / or animals), an increased resolution (e.g., increased pixel density) of the environmental elements, and / or an increased resolution (e.g., increased pixel density) of the application user interfaces. In some embodiments, if no application user interface is displayed concurrently with the corresponding environment, the corresponding environment is displayed at an increased level of detail. In some embodiments, the second level of detail is less than the first level of detail if the second group of one or more application user interfaces includes a larger number of application user interfaces and / or corresponds to higher resource usage. For example, when the second level of detail is lower than the first level of detail, the corresponding environment includes a reduced number of animated environmental elements (e.g., virtual sky, water, rain, fog, grass, plants, and / or animals), a reduced resolution (e.g., reduced pixel density) of the environmental elements, and / or a reduced resolution (e.g., reduced pixel density) of the application user interface. In some embodiments, the computer system automatically (e.g., without user input) displays the corresponding environment at a level of detail (e.g., the first level of detail or the second level of detail) based on a set of application user interfaces (e.g., the first set of one or more application user interfaces or the second set of one or more application user interfaces). In some embodiments, if at least one application user interface is displayed concurrently with the corresponding environment, the corresponding environment is displayed at a reduced level of detail. In some embodiments, if the set of application user interfaces displayed concurrently with the corresponding environment changes, the computer system automatically (e.g., without user input) changes the level of detail of the corresponding environment. In some embodiments, the computer system detects user input that causes the change in the set of application user interfaces. In some embodiments, the computer system is configured to dynamically switch between a first level of detail and a second level of detail when displaying the corresponding environment and the application user interface based on resource usage associated with displaying the application user interface and / or environmental elements. In some embodiments, after determining the second level of detail for displaying the corresponding environment, the computer system displays the corresponding environment at a transitional level of detail for a duration threshold time (e.g., 0.1s, 1s, 2s, 5s, or 10s) before displaying the corresponding environment at the second level of detail.Displaying a given environment at a certain level of detail based on the type, number, and / or other characteristics of the application user interfaces displayed concurrently with that environment ensures efficient consumption of computing resources by the computer system (e.g., reducing the level of detail to reduce computing resource consumption when displaying a higher number of application user interfaces) without requiring user input, thereby improving user-device interaction.

[0237] In some implementations, displaying the corresponding environment via the display generation component includes: displaying a three-dimensional virtual environment, such as... Figure 7A and Figure 7A1 The three-dimensional virtual environment 702 (806) is described. In some embodiments, the corresponding environment is a simulated three-dimensional environment that optionally replaces the representation of the physical environment (e.g., fully immersive) or optionally is displayed concurrently with the representation of the physical environment (e.g., partially immersive) in the three-dimensional environment, and / or is the three-dimensional environment itself. Some examples of three-dimensional virtual environments include lake environments, mountain environments, sunset scenes, sunrise scenes, nighttime environments, grassland environments, and / or concert scenes. In some embodiments, the three-dimensional virtual environment is based on a real physical location, such as a museum and / or aquarium. In some embodiments, the three-dimensional virtual environment is a location designed by an artist. Thus, displaying the virtual environment in and / or as the three-dimensional environment optionally provides the user with a virtual experience as if the user were physically located in the virtual environment. In some embodiments, the three-dimensional virtual environment has one or more characteristics of the virtual environment described in reference methods 1000, 1200, 1400, 1600, 1800, and / or 2000. Displaying the corresponding environment as a three-dimensional virtual environment and concurrently displaying virtual elements and application user interfaces within that three-dimensional virtual environment increases the flexibility of using the computer system and improves user-device interaction.

[0238] In some implementations, in response to detecting a change in the number of application user interfaces concurrently displayed with the corresponding environment, and based on determining that the number of application user interfaces concurrently displayed with the corresponding environment has decreased, such as Figure 7C With the reduction in the number of application user interfaces, the computer system improves (808) the level of detail displayed in the corresponding environment, such as... Figure 7CThe level of detail in the environment (e.g., increasing the frame rate of the corresponding environment, increasing the pixel density of the corresponding environment, increasing the number of animations displayed in the corresponding environment, increasing the frame rate of the animations displayed in the corresponding environment, increasing the number of environment elements displayed in the corresponding environment, and / or increasing the pixel density of the environment elements displayed in the corresponding environment). In some embodiments, the reduced number of application user interfaces displayed concurrently with the corresponding environment corresponds to a lower amount of resources used by the computer system to display those application user interfaces. Therefore, reduced resource usage allows the computer system to optionally increase the level of detail in displaying the corresponding environment. Increasing the level of detail in displaying the corresponding environment in response to the reduced number of application user interfaces displayed with the corresponding environment ensures efficient consumption of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0239] In some implementations, in response to detecting a change in the number of application user interfaces concurrently displayed with the corresponding environment, the number of application user interfaces concurrently displayed with the corresponding environment has been reduced to zero, such as... Figure 7B Zero application user interfaces (810) are displayed. In some embodiments, if no application user interface is displayed concurrently with the corresponding environment, the corresponding environment is displayed at the highest level of detail. Increasing the level of detail of the corresponding environment in response to the absence of an application user interface ensures efficient consumption of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0240] In some implementations, in response to detecting a change in the number of application user interfaces concurrently displayed with the corresponding environment, and based on determining that the number of application user interfaces concurrently displayed with the corresponding environment has increased, such as Figure 7C As the number of application user interfaces displayed increases, the computer system reduces (812) the level of detail displayed for that corresponding environment, such as... Figure 7CThe reduced level of detail in the environment (e.g., reducing the frame rate of the environment, reducing the pixel density of the environment, reducing the number of animations displayed in the environment, reducing the frame rate of the animations displayed in the environment, reducing the number of environment elements displayed in the environment, and / or reducing the pixel density of the environment elements displayed in the environment). In some embodiments, a larger number of application user interfaces displayed concurrently with the environment corresponds to a higher amount of resources used by the computer system to display those application user interfaces. Therefore, the increased resource usage allows the computer system to optionally reduce the level of detail displayed in the environment. Reducing the level of detail displayed in response to a larger number of application user interfaces displayed with the environment ensures efficient consumption of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0241] In some implementations, in response to detecting a change in the number of application user interfaces concurrently displayed with the corresponding environment, the number of application user interfaces concurrently displayed with the corresponding environment has increased to one, such as in... Figure 7C The application user interface 726a (814) is displayed. In some embodiments, no application user interface is displayed concurrently with the corresponding environment until the change in the application user interface (e.g., increase to one) is detected. In some embodiments, if at least one application user interface is displayed concurrently with the corresponding environment, the corresponding environment is displayed with less detail compared to the case where no application user interface is displayed. Reducing the level of detail of the displayed corresponding environment in response to at least one application user interface being displayed together with the corresponding environment ensures efficient consumption of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0242] In some implementations, changing the level of detail in which the corresponding environment is displayed includes: changing the corresponding frame rate of one or more animations, such as from Figures 7B to 7C The frame rate variation of the animation is depicted by curved arrows (816) displayed in the corresponding environment (e.g., virtual elements such as virtual cars, environmental elements as described in step 804, or any virtual objects). In some embodiments, reducing the level of detail displayed in the corresponding environment includes reducing the corresponding frame rate of one or more animations. In some embodiments, increasing the level of detail displayed in the corresponding environment includes increasing the corresponding frame rate of one or more animations. Changing the corresponding frame rate of one or more animations to increase or decrease the level of detail displayed in the corresponding environment ensures efficient use of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0243] In some implementations, changing the level of detail in which the corresponding environment is displayed includes: adjusting the frame rate (such as...) of the at least one active application user interface based on the determination that at least one active application user interface is displayed concurrently with the corresponding environment. Figure 7C The application user interface 726a is maintained at a higher frame rate than the corresponding environment (818). In some embodiments, the frame rate of the corresponding environment includes the frame rate of the entire corresponding environment. In some embodiments, the frame rate of the corresponding environment includes the frame rate of one or more components in the corresponding environment (e.g., the application user interface, virtual elements such as virtual cars, and / or environmental elements such as virtual clouds or virtual animals). In some embodiments, the active application user interface corresponds to an application for media content playback, a navigation application, or a health application. In some embodiments, the computer system determines that the application user interface is active based on input received from a user interacting with the application user interface (e.g., the application user interface that is the closest target of the user input is the active application user interface). In some embodiments, the computer system determines that the application user interface is active based on detecting the user's attention directed at the application user interface (e.g., the application user interface that is the closest target of the user's attention is the active application user interface). In some embodiments, the frame rate of the active application user interface is maintained at the same frame rate level as the corresponding environment. In some embodiments, multiple active application user interfaces are displayed concurrently with the corresponding environment. Therefore, each of the plurality of active application user interfaces is optionally maintained at a higher frame rate than the corresponding environment. In some embodiments, if an inactive application user interface is displayed concurrently with the corresponding environment, the corresponding frame rate of the inactive application user interface is altered (e.g., reduced) compared to the frame rate of the corresponding environment. Maintaining the active application user interface at a higher frame rate than the corresponding environment helps ensure the desired interaction with the active application user interface and reduces errors in the interaction with the application user interface, thereby improving user-device interaction.

[0244] In some implementations, changing the level of detail in which the corresponding environment is displayed includes changing one or more characteristics (e.g., quantity, type, duration, pixel density, and / or frame rate) of one or more animations of one or more environmental elements displayed in the corresponding environment, such as changing... Figure 7CThe characteristics of the background (820). In some embodiments, reducing the level of detail of the displayed environment includes: reducing the number of environmental elements displayed in the corresponding environment (e.g., virtual sky or clouds, virtual water, virtual fog, virtual grass, virtual plants, or virtual animals), reducing the number of animations of the environmental elements displayed in the corresponding environment (e.g., movement of virtual clouds, virtual rainfall, movement of virtual animals, or virtual sunrise or sunset), reducing the corresponding pixel density of the environmental elements displayed in the corresponding environment, and / or reducing the corresponding frame rate of the animations of the environmental elements displayed in the corresponding environment. In some embodiments, increasing the level of detail of the displayed environment includes: increasing the number of environmental elements displayed in the corresponding environment, increasing the number of animations of the environmental elements displayed in the corresponding environment, increasing the corresponding pixel density of the environmental elements displayed in the corresponding environment, and / or increasing the corresponding frame rate of the animations of the environmental elements displayed in the corresponding environment. Changing the corresponding animations of environmental elements in the corresponding environment to increase or decrease the level of detail of the displayed environment can ensure efficient consumption of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0245] In some implementations, altering one or more characteristics (e.g., quantity, type, duration, pixel density, and / or frame rate) of one or more animations of one or more environmental elements displayed in the respective environment includes: changing (and / or applying) distortion effects applied to one or more flat surfaces in the respective environment, such as those applied to surfaces composed of… Figure 7CThe distortion effect (822) of virtual water represented by environmental element 750. In some embodiments, environmental elements with flat surfaces (such as simulated water) are distorted based on changes in the environmental element or other content displayed in the respective environment. For example, changing the animation of simulated wind in the respective environment optionally changes the distortion (e.g., ripples or other texture movement effects) of simulated materials (e.g., water, sand, snow, fog, grass, leaves, etc.) displayed in the respective environment (e.g., ripple effects in simulated water that increase with increasing simulated wind, or ripple effects in simulated water that decrease with decreasing simulated wind, movement effects of grass or leaves moving in the wind, particles such as snow or sand moving with the wind, and / or movement of fog or clouds). In some embodiments, the change in the distortion effect of the animation applied to the environmental element is based on the corresponding positioning of the application displayed in the respective environment (e.g., whether the application is displayed at the viewing location in the respective environment). In some embodiments, simulated light projected by content such as media content in the respective environment is virtually reflected from the flat surface corresponding to the simulated water. Therefore, altering the distortion effect optionally includes changing the reflection of the simulated light projected onto the flat surface corresponding to the simulated material (e.g., water, sand, snow, fog, grass, leaves, etc.). In some embodiments, the change in the distortion effect is not applied to the flat surface unless the media content is displayed in the corresponding environment. Therefore, altering the distortion effect when displaying content corresponding to the flat surface optionally requires reducing the processing power for the distortion effect. In some embodiments, the change in the distortion effect is not applied to the flat surface unless the content corresponding to the flat surface is displayed at a specific location in the corresponding environment, such as a location in the corresponding environment where simulated light will reflect from the flat surface (e.g., a fixed or otherwise designated location in the corresponding environment where the media content can be docked for viewing). In some embodiments, the change in the distortion effect is optionally not applied if the content is displayed in different locations in the corresponding environment. In some embodiments, the position of the change in the distortion effect on the flat surface varies based on the relative position of the content with respect to the flat surface from which the distortion is applied (e.g., the position of the change in the distortion effect differs for different relative positions of the media content with respect to the flat surface). In some embodiments, the change in the distortion effect of the animation applied to the environmental element is independent of the number of applications or application user interfaces displayed in the respective environment. Applying distortion effects to the animation of environmental elements can prevent accidental copying of copyrighted content when it is displayed in the respective environment and reduce the computational power required for reflection of the display surface, thereby ensuring efficient consumption of computing resources by the computer system.

[0246] In some implementations, altering the distortion effect applied to the one or more flat surfaces includes changing the animation of simulated water ripples in the corresponding environment, such as by... Figure 7C The environment element 750 represents the ripple animation of virtual water (824). In some embodiments, the distortion effect applied to the animation of simulated water includes one or more ripple effects that appear to disrupt the reflection of the simulated water, thereby disrupting the reflection of content from the surface of the simulated water. In some embodiments, the distortion effect includes removing raindrop ripples from the simulated water, making the simulated water appear less realistic (e.g., while optionally maintaining ripple effects in the water caused by simulated waves or simulated wind). Changing the ripple effect of the animation of simulated water can prevent accidental duplication of copyrighted content when displaying copyrighted content in the corresponding environment and reduce the computational power required for display surface reflection, thereby ensuring efficient consumption of computing resources by the computer system.

[0247] In some implementations, altering one or more characteristics of the animations includes: determining that the number of application user interfaces concurrently displayed with the corresponding environment exceeds a threshold number, such as... Figure 7D The threshold 722 (e.g., 1, 2, 3, 4, 5, 10, 20, 50, or 100 application user interfaces) stops animates of one or more of the environment elements, such as stopping... Figure 7DThe environment elements 740 and 744 are animated (826). In some embodiments, if the number of displayed application user interfaces exceeds the threshold number of application user interfaces, the computer system stops animing some or all of the environment elements. In some embodiments, if the number of displayed application user interfaces exceeds the threshold number of application user interfaces, the computer system stops animing some of the environment elements. In some embodiments, if the number of displayed application user interfaces exceeds the threshold number of application user interfaces, the computer system reduces the frame rate and / or pixel density of one or more application user interfaces, reduces the number of environment elements and / or reduces their pixel density, reduces the frame rate of the animation of the environment element, and / or reduces the frame rate and / or reduces the pixel density of the corresponding environment. In some embodiments, stopping the animation of an environment element includes freezing the animation of the environment element while continuing to display the environment element as a static version. In some embodiments, stopping the animation of an environment element includes stopping the display of some or all of the environment element and its corresponding animation. Stopping animations in the corresponding environment when the number of displayed application user interfaces exceeds a threshold ensures efficient use of computing resources by the computer system (e.g., reducing animations to reduce computing resource consumption) without requiring user input to do so, thereby improving user-device interaction.

[0248] In some implementations, after stopping the animation of the one or more environment elements (828a), the computer system detects (828b) that the number of application user interfaces concurrently displayed with the corresponding environment has decreased to within the threshold number of application user interfaces (e.g., 1, 3, 5, 10, 20, 50, or 100 application user interfaces), such as the number of displayed application user interfaces. Figure 7C Within the threshold of 722.

[0249] In some implementations, in response to detecting that the number of application user interfaces concurrently displayed with the corresponding environment has decreased to within the threshold number of application user interfaces, the computer system restores (828c) the one or more animations of the one or more environmental elements, such as restoring from Figures 7D to 7CThe animation of environmental elements 738, 742, 744, 748, and 750 in the context. In some embodiments, if the number of displayed application user interfaces decreases to within the threshold number of application user interfaces, the computer system restores the animation of some or all of the environmental elements. In some embodiments, if the number of displayed application user interfaces decreases to within the threshold number of application user interfaces, the computer system restores the animation of some environmental elements (e.g., those environmental elements that were stopped). In some embodiments, if the number of displayed application user interfaces decreases to within the threshold number of application user interfaces, the computer system increases the frame rate and / or increases the pixel density of one or more application user interfaces, increases the number of environmental elements and / or increases their pixel density, increases the frame rate of the animation of the environmental element, and / or increases the frame rate and / or increases the pixel density of the corresponding environment. In some embodiments, restoring the animation of the environmental element includes: unfreezing (e.g., restoring) the animation of the environmental element if the environmental element was previously frozen, as described with respect to step 826. In some implementations, if the display of some or all environmental elements and their corresponding animations is stopped simultaneously, as described relative to step 826, restoring the animation of the environmental element includes: re-displaying some or all of the environmental elements and animing some or all of the environmental elements. Restoring the animation in the corresponding environment when the number of elements in the application user interface is reduced to within the threshold number ensures efficient use of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0250] In some implementations, altering one or more characteristics of the animations includes: in response to detecting that the number of application user interfaces concurrently displayed with the corresponding environment exceeds a threshold number of application user interfaces (e.g., 1, 3, 5, 10, 20, 50, or 100 application user interfaces), stopping the animation of at least one of the one or more environmental elements (e.g., virtual sky or virtual water), such as stopping the animation of... Figure 7D The environment element 738 in the animation represents the virtual sky, while maintaining at least one animation (830) of another environment element (e.g., virtual grass, virtual plants, or virtual animals) within the one or more environment elements, such as maintaining the animation of virtual mountains (if in Figure 7D(as shown in the image). In some embodiments, stopping the animation of at least one environment element includes: freezing the animation of the at least one environment element, or stopping the display of the at least one environment element and its corresponding animation, as described relative to step 826. Stopping some animations in the corresponding environment when the number of displayed application user interfaces exceeds a threshold number ensures efficient use of computing resources by the computer system (e.g., reducing unnecessary animations to reduce computing resource consumption) without requiring user input to do so, thereby improving user-device interaction.

[0251] In some implementations, the animation maintaining the other environmental element includes: maintaining simulated water (such as water produced by...) Figure 7C Animations of virtual water (represented by the environmental element 750 in the image) (e.g., animations of water reflections), and simulated skies (such as those created by...) Figure 7C Animations of the environment element 738 (representing the virtual sky) (e.g., animations of rain, snow, wind, or fog) or both (832). Maintaining some animation in the corresponding environment regardless of whether the number of such animations in the application user interface exceeds a threshold ensures efficient consumption of computing resources by the computer system while maintaining consistency in the presentation of the environment without requiring user input to do so, thereby improving user-device interaction.

[0252] In some implementations, changing the level of detail displayed for the corresponding environment includes: using flow maps to modify the simulated sky in the corresponding environment (such as via...). Figure 7B The flow map corresponds to a level of detail (834) for the simulated sky illustrated in the side view 745. In some embodiments, the flow map includes one or more layers corresponding to the simulated sky, where each layer represents a visualization of a subgroup or common feature of the simulated sky, and where the one or more layers, when placed together, form the whole of the simulated sky. In some embodiments, the flow map depicts the movement of environmental elements and corresponding animations associated with changes in the level of detail for each layer corresponding to the simulated sky. In some embodiments, changing the level of detail corresponding to the simulated sky includes: changing the pixel density of the simulated sky, the number of displayed environmental elements (e.g., virtual clouds), and the animation of the environmental elements (e.g., virtual cloud shadows). When generating a simulated sky in the corresponding environment, the flow map helps to precisely change the level of detail, thereby improving user-device interaction.

[0253] In some implementations, the flow map includes more than one layer corresponding to the simulated sky (e.g., a layer of the virtual sky, a layer of one or more virtual clouds, and one or more layers of corresponding virtual cloud shadows), such as with Figure 7BThe layers corresponding to environmental elements 738, 740, and 746 in the simulation sky, and changing the level of detail corresponding to the simulated sky, includes changing the level of detail (836) corresponding to one or more layers of the flow map. In some embodiments, the level of detail of the corresponding layers corresponding to the simulated sky is changed simultaneously. In some embodiments, the level of detail of the corresponding layers corresponding to the simulated sky is changed one by one. In some embodiments, changing the level of detail of the layer of the virtual sky includes changing the pixel density of the virtual sky. In some embodiments, changing the level of detail of the layer of the virtual clouds includes changing the number, pixel density, and / or frame rate of the displayed virtual clouds (e.g., animated virtual clouds). In some embodiments, changing the level of detail of the layer of the virtual cloud shadows includes changing the number, pixel density, and / or frame rate of the displayed virtual cloud shadows (e.g., animated virtual cloud shadows). In some embodiments, each layer corresponding to the simulated sky is changed at the same level of detail. In some embodiments, the corresponding layers corresponding to the simulated sky are changed at different levels of detail. In some implementations, one set of layers corresponding to the simulated sky changes at the same level of detail, while another set of layers corresponding to the simulated sky changes at a different level of detail. In some implementations, one set of layers corresponding to the simulated sky changes at the same or different levels of detail, while another set of layers corresponding to the simulated sky remains unchanged. Changing the level of detail of the simulated sky by changing the level of detail of the corresponding layers generates a more accurate simulated sky at a higher level of detail and provides greater flexibility for adjusting the simulated sky, while reducing resource intensity, thereby improving user-device interaction.

[0254] In some implementations, changing the level of detail displayed for the corresponding environment includes: changing the pixel density of the corresponding environment, such as changing... Figure 7A and Figure 7A1The pixel density (838) of the corresponding environment 704 in the context. In some embodiments, the pixel density of the corresponding environment includes the pixel density of the entire corresponding environment. In some embodiments, the pixel density of the corresponding environment includes the pixel density of one or more components in the corresponding environment (e.g., application user interface, virtual elements such as virtual cars, and / or environmental elements such as virtual clouds or virtual animals). In some embodiments, changing the level of detail includes changing the corresponding pixel density of virtual elements such as virtual cars, environmental elements, or any virtual objects displayed in the corresponding environment, and / or changing the corresponding pixel density of the application user interface displayed concurrently with the corresponding environment. In some embodiments, changing the level of detail includes reducing the level of detail displayed in the corresponding environment by reducing the corresponding pixel density of the corresponding environment, virtual elements such as environmental elements, and / or the application user interface. In some embodiments, the pixel density of the corresponding environment is reduced from 40 pixels per degree (ppd) to 20 pixels per degree (ppd). In some implementations, changing the level of detail includes increasing the level of detail displayed in the corresponding environment by increasing the corresponding pixel density of the environment, virtual elements such as environment elements, and / or the application user interface. In some implementations, the pixel density of the corresponding environment is increased from 20 pixels per degree (ppd) to 40 pixels per degree (ppd). Changing the pixel density of the corresponding environment to increase or decrease the level of detail displayed in the corresponding environment ensures efficient use of computing resources by the computer system without requiring user input, thereby improving user-device interaction.

[0255] In some implementations, changing the level of detail in displaying the corresponding environment includes: based on determining that at least one active application user interface is displayed concurrently with the corresponding environment, maintaining the pixel density of the at least one active application user interface at a higher level than the pixel density of the corresponding environment, such as the characteristics of application user interface 726a being higher than... Figure 7A and Figure 7A1The characteristics (840) of the application user interface 726b in the context. In some embodiments, the pixel density of the corresponding environment includes the pixel density of the entire corresponding environment. In some embodiments, the pixel density of the corresponding environment includes the pixel density of one or more components in the corresponding environment (e.g., the application user interface, virtual elements such as virtual cars, and / or environmental elements such as virtual clouds or virtual animals). In some embodiments, the pixel density of the active application user interface is maintained at the same pixel density level as the corresponding environment. In some embodiments, multiple active application user interfaces are displayed concurrently with the corresponding environment. Therefore, each of the multiple active application user interfaces is optionally maintained at a higher pixel density than the corresponding environment. In some embodiments, if an inactive application user interface is displayed concurrently with the corresponding environment, the corresponding pixel density of the inactive application user interface is changed (e.g., reduced) compared to the pixel density of the corresponding environment. Maintaining the active application user interface at a higher pixel density than the corresponding environment helps ensure the desired interaction with the active application user interface and reduces errors in the interaction with the application user interface, thereby improving user-device interaction.

[0256] In some implementations, altering (e.g., reducing) the level of detail displayed for the corresponding environment includes: stopping the display of one or more environmental elements based on simulated light (e.g., virtual shadows, such as virtual cloud shadows or virtual tree shadows), such as... Figure 7B The environmental elements 746 and 748 (842) are shown in the diagram. In some embodiments, reducing the level of detail includes reducing the number and / or pixel density of the environmental elements based on simulated light (e.g., in the corresponding environment). In some embodiments, the simulated light corresponds to natural light (e.g., based on sunrise, afternoon, or sunset from the physical environment) and / or artificial light (e.g., lamps from the physical environment). Therefore, virtual shadows based on the natural light and / or the artificial light (e.g., afternoon shadows or lamp-based shadows) are optionally displayed in the corresponding environment. In some embodiments, reducing the level of detail includes reducing the amount of animation of the environmental elements based on simulated light, reducing their pixel density, and / or reducing their frame rate. Changing the level of detail of the corresponding environment by stopping the display of environmental elements based on simulated light ensures efficient use of computing resources by the computer system (e.g., to reduce computing resource consumption) without requiring user input to do so, thereby improving user-device interaction.

[0257] In some implementations, changing the level of detail displayed in the corresponding environment includes: stopping the display of at least one environmental element based on simulated light (e.g., virtual cloud shadows) in the corresponding environment, such as... Figure 7BEnvironmental element 746 in Figure 7C Not shown in the image, but maintaining the display of at least one other environmental element based on simulated light (e.g., virtual tree shadows) in the corresponding environment, such as Figure 7C The environment element 748 (844) is used. In some embodiments, changing the level of detail includes reducing the number of virtual cloud shadows and / or reducing their pixel density, while maintaining the number of virtual tree shadows and / or their pixel density. In some embodiments, changing the level of detail includes reducing the number of virtual cloud shadows, reducing their pixel density, and / or reducing their frame rate, while maintaining the level of detail includes reducing the number of virtual tree shadows, reducing their pixel density, and / or reducing their frame rate. Changing the level of detail for displaying the corresponding environment by stopping the display of some environment elements based on simulated light, while maintaining the display of other environment elements based on simulated light, ensures efficient use of computing resources by the computer system (e.g., stopping the display of unnecessary environment elements based on simulated light to reduce computing resource consumption) without requiring user input to do so, thereby improving user-device interaction.

[0258] In some implementations, changing the level of detail in which the corresponding environment is displayed includes: adjusting the processing power required based on the number of application user interfaces displayed concurrently with the corresponding environment (such as...). Figure 7A and Figure 7A1The level of detail (846) is changed based on the amount of processing power required by the application user interfaces 726a and 726b concurrently displayed in the corresponding environment 704. In some embodiments, the level of detail is changed based on the amount of processing power required by the corresponding environment, including virtual elements (such as ambient elements) displayed in the corresponding environment, animations of the virtual elements (such as ambient elements), and / or the application user interface displayed concurrently with the corresponding environment. In some embodiments, the level of detail for displaying the corresponding environment is reduced if the amount of power required by the application user interface displayed concurrently with the corresponding environment is greater than a threshold (e.g., the application user interface consumes more than 30%, 50%, 70%, or 90% of the power of the electronic device). For example, the computer system may optionally reduce the level of detail by reducing the total number of application user interfaces concurrently displayed with the corresponding environment, and / or reducing the number of power-intensive application user interfaces concurrently displayed with the corresponding environment, thereby reducing the processing power required by the application user interface to within the threshold. In some embodiments, the computer system may reduce the level of detail by reducing the total number of active application user interfaces concurrently displayed with the corresponding environment, and by reducing the processing power consumed, thereby reducing the processing power required by the application user interface to within the threshold. In some embodiments, the computer system may reduce the level of detail by running certain application user interfaces (e.g., application user interfaces not currently used by the user) in the background to reduce the processing power required by the application user interface to within the threshold. In some embodiments, reducing the level of detail for displaying the corresponding environment includes reducing the number of displayed virtual elements (such as ambient elements) and / or the number of animated virtual elements (such as ambient elements). In some embodiments, the level of detail for displaying the corresponding environment is increased if the power required by the application user interface concurrently displayed with the corresponding environment is less than a threshold (e.g., the application user interface consumes less than 30%, 50%, 70%, or 90% of the current power budget of the electronic device). For example, the computer system may optionally improve the level of detail by increasing the total number of application user interfaces displayed concurrently with the corresponding environment, and / or increasing the number of power-intensive application user interfaces displayed concurrently with the corresponding environment. In some embodiments, the computer system may improve the level of detail by increasing the total number of active application user interfaces displayed concurrently with the corresponding environment, and by consuming processing power. In some embodiments, improving the level of detail in displaying the corresponding environment includes increasing the number of displayed virtual elements (such as environment elements) and / or the number of animated virtual elements (such as environment elements).Changing the amount of processing power required to display the corresponding application user interface along with the corresponding environment to increase or decrease the level of detail displayed in the corresponding environment ensures efficient consumption of computing resources by the computer system without requiring user input to do so, thereby improving user-device interaction.

[0259] In some implementations, changing the level of detail in which the corresponding environment is displayed includes: changing one or more virtual elements in the corresponding environment (such as...). Figures 7A to 7J The level of detail (i.e., the resolution of the virtual elements in the corresponding environment). For example, reducing the level of detail (e.g., as described herein) optionally includes reducing the resolution of one or more virtual elements in the corresponding environment, and increasing the level of detail (e.g., as described herein) optionally includes increasing the resolution of one or more virtual elements in the corresponding environment. In some embodiments, the one or more virtual elements include virtual trees, virtual water, virtual sand, virtual birds, virtual grass, virtual mountains, virtual clouds, virtual shadows, virtual lighting effects, and / or any other elements visible in the corresponding environment. Changing the resolution of the corresponding environment when the level of detail of the corresponding environment is changed ensures that the computer system consumes computing resources efficiently when needed without requiring user input to do so, thereby improving user-device interaction.

[0260] In some implementations, the corresponding environment (such as...) is displayed at a first level of detail (e.g., a relatively high level of detail, as described herein, in response to one or more conditions requiring a relatively low level of detail) that is higher than a second level of detail that can display the corresponding environment (e.g., a relatively low level of detail in response to one or more conditions allowing a relatively high level of detail, as described herein) that is higher than a second level of detail that can display the corresponding environment (e.g., a relatively low level of detail in response to one or more conditions requiring a relatively low level of detail, as described herein). Figure 7E When the environment (706) is in progress, the computer system displays a first portion of the corresponding environment with a texture including a first animation level, such as... Figure 7EPart 760a of the corresponding environment. For example, the first part of the corresponding environment is composed of virtual water, virtual grass, virtual sand, virtual snow, virtual sky, and / or any other virtual elements visible in the corresponding environment. In some embodiments, the texture defines the appearance of the first part of the corresponding environment (such as the color, brightness, outline, reflectivity, and / or opacity of the first part of the corresponding environment), optionally differing from the size and / or shape of the first part of the corresponding environment. In some embodiments, the texture has one or more of the characteristics of a texture described in reference method 2100. In some embodiments, the animation has one or more characteristics of one or more parts of the texture (e.g., positioning, size, brightness, and / or orientation), such as animation simulating ripples in water or animation simulating blowing sand in response to simulated wind. In some embodiments, the first animation level corresponds to a relatively high-quality animation of the first part of the corresponding environment, such as animation utilizing relatively high-resolution elements of the first part of the corresponding environment, a relatively high number of elements animated in the first part of the corresponding environment, and / or a relatively high frequency of animation of elements in the first part of the corresponding environment.

[0261] In some implementations, when the corresponding environment is displayed at a first level of detail (e.g., a relatively high level of detail, as described herein, in response to one or more conditions requiring a relatively low level of detail, as described herein) that is higher than the second level of detail at which the corresponding environment can be displayed (e.g., a relatively low level of detail, as described herein, in response to one or more conditions requiring a relatively low level of detail), the computer system displays a second portion of the corresponding environment with a texture that includes a second animation level lower than the first animation level (e.g., one or more characteristics of the texture having the first portion), such as... Figure 7E Part 760b. For example, the second part of the corresponding environment is a second part composed of virtual water, virtual grass, virtual sand, virtual snow, virtual sky and / or any other virtual elements visible in the corresponding environment. In some embodiments, the second animation level corresponds to a relatively medium quality animation of the second part of the corresponding environment (e.g., less than the relatively high quality animation of the first part), such as using elements of relatively medium resolution in the second part of the corresponding environment, a relatively medium number of elements animated in the second part of the corresponding environment, and / or animation of elements of relatively medium frequency in the second part of the corresponding environment.

[0262] In some implementations, the first portion of the corresponding environment is closer to the user's viewpoint within the corresponding environment than the second portion, such as... Figure 7EPart 760a is closer to the user's viewpoint than part 760b. Therefore, in some embodiments, the computer system displays the portion of the environment closer to the user's viewpoint with a higher quality animation than the portion farther from the user's viewpoint. Displaying different portions of the environment with different animation qualities ensures efficient use of computing resources (e.g., reduced power consumption) while maintaining the perceived display quality of the environment, thereby improving user-device interaction.

[0263] In some implementations, the corresponding environment includes a third portion, wherein the second portion of the corresponding environment is closer to the user's viewpoint within the corresponding environment than the third portion of the corresponding environment, and the third portion of the corresponding environment is displayed with a texture that does not include animation (e.g., having one or more characteristics of the texture of the first portion and / or the second portion), such as... Figure 7E Part 760c of the corresponding environment. For example, this third part of the corresponding environment consists of virtual water, virtual grass, virtual sand, virtual snow, virtual sky, and / or any other virtual elements visible in the corresponding environment. In some embodiments, the computer system displays the portions of the corresponding environment that are farther or furthest from the user's viewpoint without animation, and / or displays these portions at a relatively low level (such as relatively low resolution) using other quality aspects corresponding to the display quality of a portion of the corresponding environment described herein. Displaying relatively far portions of the corresponding environment without animation ensures efficient use of computing resources by the computer system (e.g., reduced power consumption) while maintaining the perceived display quality of the corresponding environment, thereby improving user-device interaction.

[0264] In some implementations, the texture including the first animation level and the texture including the second animation level correspond to the surface of simulated water in the corresponding environment, such as Figure 7E The simulated water in environment 706. In some embodiments, the texture and / or the animation corresponds to simulated water ripples on the surface of the simulated water. In some embodiments, the computer system displays a higher-quality animation of the simulated water ripples in a first portion of the corresponding environment, a lower-quality animation of the simulated water ripples in a second portion of the corresponding environment, and no animation of the simulated water ripples in a third portion of the corresponding environment. Displaying different portions of the simulated water with different animation qualities ensures efficient use of computing resources by the computer system (e.g., reduced power consumption) while maintaining the perceived display quality of the simulated water, thereby improving user-device interaction.

[0265] In some implementations, the level of detail displaying the corresponding environment will be changed (e.g., decreased or increased) from a first level of detail (e.g., as described herein) to a second level of detail (e.g., as described herein), such as references Figures 7A to 7D The described changes in detail include altering the level of detail such that displaying the corresponding environment requires at most the corresponding amount of power (and / or computing resources) corresponding to the second level of detail (e.g., optionally, different levels of detail (such as high, medium, or low) have different corresponding amounts of power that the computer system can consume to display those levels of detail), wherein the corresponding amount of power corresponding to the second level of detail is the same regardless of whether the corresponding environment is a first environment or a second environment different from the first environment. In some embodiments, for a given level of detail, the computer system enforces a power limit (e.g., a power budget) on the display of the corresponding environment such that one or more aspects of detail (e.g., as described in reference method 800) are modulated by the computer system to ensure that the display of the corresponding environment falls within the corresponding power limit. In some embodiments, for a given level of detail (e.g., high, medium, or low), the computer system utilizes the same power limit for different environments. In some embodiments, the computer system modulates different aspects of different environments (e.g., animation, resolution, and / or any other aspects of detail or quality described herein) in different ways to fall within the corresponding power limit. Enforcing the same power limits across different environments at a given level of detail ensures consistent display across environments, reducing inconsistencies when switching between environments and errors in interacting with the computer system, thereby improving user-device interaction.

[0266] It should be understood that the specific order in which the operations in method 800 are described is merely exemplary and not intended to indicate that the described order is the only possible order in which these operations can be performed. Those skilled in the art will conceive of various ways to reorder the operations described herein.

[0267] Figures 9A to 9E Examples are illustrated in computer system applications and modifications according to some implementation schemes to generate representations of the physical environment.

[0268] Figure 9A An example is illustrated where a computer system (e.g., an electronic device) 101 displays a three-dimensional environment 904 from the user's viewpoint (e.g., facing the rear wall of the physical environment in which the computer system 101 is located) via a display generation component (e.g., display generation component 120 of FIG1). In some embodiments, the computer system 101 includes a display generation component (e.g., a touchscreen) and multiple image sensors (e.g., ...). Figure 3Image sensor 314). The image sensor optionally includes one or more of the following: a visible light camera; an infrared camera; a depth sensor; or any other sensor that the computer system 101 can use to capture one or more images of the user or a portion of the user (e.g., one or both of the user's hands) when the user interacts with the computer system 101. In some embodiments, the user interface illustrated and described below may also be implemented on a head-mounted display including display generation components for displaying the user interface or a three-dimensional environment to the user, and sensors for detecting the physical environment and / or movement of the user's hands (e.g., external sensors facing outward from the user) and / or sensors for detecting the user's attention (e.g., including gaze) (e.g., internal sensors facing inward toward the user's face).

[0269] like Figure 9A As shown, computer system 101 captures one or more images of the physical environment surrounding computer system 101 (e.g., operating environment 100) (including one or more objects (e.g., table 910) in the physical environment 902 surrounding computer system 101). In some embodiments, computer system 101 displays a representation of the physical environment in a three-dimensional environment, or portions of the physical environment are visible via display generation component 120 of computer system 101. For example, three-dimensional environment 904 includes table 910, an on lamp 930a, natural light 912 from the afternoon sun, and portions of the floor in physical environment 902.

[0270] In some implementations, the virtual environment, optionally a simulated three-dimensional environment, optionally concurrently with a representation of the physical environment 902 (e.g., partially immersive, such as...). Figure 9B and Figure 9C The virtual environment 902 (as illustrated) or optionally a representation replacing the physical environment 902 (e.g., full immersion) is displayed in the three-dimensional environment 904. Some examples of this virtual environment include, for example, Figure 9B and Figure 9C The illustrated virtual sky is further described with reference to methods 1000 and / or 1800. In some embodiments, the virtual environment is based on a physical location. In some embodiments, the virtual environment is an artist-designed location and / or a simulated physical space. Thus, displaying the virtual environment in the three-dimensional environment 904 provides the user with a virtual experience as if the user were physically located in that virtual environment.

[0271] exist Figure 9AIn this embodiment, computer system 101 is displaying an immersion level indicator 916. In some embodiments, the immersion level indicator 916 indicates the current immersion level (e.g., within a maximum number of immersion levels) as computer system 101 is displaying a 3D environment 904. In some embodiments, the immersion level includes the amount of view of the physical environment occluded (e.g., replaced) by a virtual environment. In some embodiments, the immersion level includes one or more characteristics of immersion described with reference to methods 1400, 1600, and / or 2000. Figure 9A In this configuration, the immersion level indicator 916 indicates that the environment is not immersive; therefore, the physical environment is fully visible in the 3D environment 904. In some implementations, the computer system does not display the immersion level indicator 916 in the 3D environment 904.

[0272] exist Figure 9A In this context, the three-dimensional environment 904 has a visual appearance corresponding to the characteristics 920 of the room in the physical environment 902. The characteristics 920 of the room optionally include brightness, hue, reflectivity, and / or other visual effects caused by physical lighting sources and / or other physical environmental factors relative to the room in the physical environment 902. For example... Figure 9A As shown, the characteristics 920 of the room in physical environment 902 are based on natural light from the afternoon sun 912 and / or artificial light from the turned-on lamps 930a. In some embodiments, the room having characteristics 920 displayed to, visible to, and / or presented to the user is based on the physical environment 902 surrounding the device and / or the user (e.g., a photorealistic representation of it), such as actual pass-through via display generation component 120 (e.g., a transparent or translucent display generation component) or digital pass-through via display generation component 120. For example, because the characteristics 920 of the room correspond to illumination from the afternoon sun 912 and / or artificial light from the lamps 930a, physical environment 902 has a yellow hue. Figure 9A In this computer system, a user interface 950 is displayed, which includes optional options 954 for displaying a virtual environment (e.g., background 1) and optional options 956 for applying color filters (e.g., effect 1) to portions of the physical environment 902 visible in the 3D environment 904. Figure 9AIn this system, computer system 101 receives input from user's hand 952a corresponding to selecting a virtual environment (e.g., background 1) from user interface 950 (e.g., an air pinch gesture from hand 952a when the user's attention is directed to optional option 954 or when the user taps optional option 954 in the air). Alternatively, computer system 101 receives input from user's hand 952b corresponding to applying a color filter (e.g., effect 1) from user interface 950 (e.g., an air pinch gesture from hand 952b when the user's attention is directed to optional option 956 or when the user taps optional option 956 in the air).

[0273] Figure 9A1 Examples of the same Figure 9A The concepts shown are similar to and / or identical to those in the accompanying drawings (having many of the same reference numerals). It should be understood that, unless otherwise indicated below, they are not related to... Figures 9A to 9E The elements shown have the same reference numerals Figure 9A1 The elements shown have one or more of the same properties. Figure 9A1 The system includes a computer system 101, which includes a display generation component 120 (or the same thereof). In some embodiments, the computer system 101 and the display generation component 120 each have... Figure 9A and Figures 9A to 9E The computer system 101 shown and Figure 1 and Figure 3 The display shows one or more of the characteristics of the generation component 120, and in some embodiments, Figures 9A to 9E The computer system 101 and display generation component 120 shown have Figure 9A1 One or more of the characteristics of the computer system 101 and the display generation component 120 shown.

[0274] exist Figure 9A1 In the display generation component 120, one or more internal image sensors 314a are oriented toward the user's face (e.g., reference 314a). Figure 5 The described eye-tracking camera 540. In some embodiments, an internal image sensor 314a is used for eye tracking (e.g., detecting the user's gaze). The internal image sensor 314a is optionally arranged on the left and right portions of the display generation assembly 120 to enable eye tracking of the user's left and right eyes. The display generation assembly 120 also includes external image sensors 314b and 314c facing outwards from the user to detect and / or capture movement of the physical environment and / or the user's hands. In some embodiments, image sensors 314a, 314b, and 314c have a reference... Figures 9A to 9E One or more of the characteristics of the image sensor 314 described.

[0275] exist Figure 9A1 In the example, display generation component 120 is illustrated as displaying optionally referenced elements. Figures 9A to 9E This is described as content corresponding to content displayed and / or visible via display generation component 120. In some embodiments, this content is represented by a single display included in display gener...

Claims

1. A method comprising: at a computer system in communication with a display generation component and one or more input devices: while displaying a respective environment via the display generation component, detecting a change in a quantity of application user interfaces displayed concurrently with the respective environment; and in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, changing a level of detail at which the respective environment is displayed.

2. The method of claim 1, wherein displaying the respective environment at a respective level of detail comprises: in accordance with a determination that a first set of one or more application user interfaces is displayed concurrently with the respective environment, displaying the respective environment at a first level of detail while the first set of one or more application user interfaces is concurrently displayed; and in accordance with a determination that a second set of one or more application user interfaces, different from the first set of one or more application user interfaces, is displayed concurrently with the respective environment, displaying the respective environment at a second level of detail concurrently with the second set of one or more application user interfaces, wherein the second level of detail is different from the first level of detail.

3. The method of any of claims 1-2, wherein displaying, via the display generation component, the respective environment comprises: displaying, via the display generation component, a three-dimensional virtual environment.

4. The method of any one of claims 1 to 3, further comprising: in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, and in accordance with a determination that the quantity of application user interfaces displayed concurrently with the respective environment has decreased, increasing the level of detail at which the respective environment is displayed.

5. The method of claim 4, wherein in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, the quantity of application user interfaces displayed concurrently with the respective environment has decreased to zero.

6. The method of any one of claims 1 to 5, further comprising: in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, and in accordance with a determination that the quantity of application user interfaces displayed concurrently with the respective environment has increased, decreasing the level of detail at which the respective environment is displayed.

7. The method of claim 6, wherein in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, the quantity of application user interfaces displayed concurrently with the respective environment has increased to one.

8. The method of any one of claims 1-7, wherein changing the level of detail at which the respective environment is displayed comprises: changing a respective frame rate of one or more animations displayed in the respective environment.

9. The method of claim 8, wherein changing the level of detail at which the respective environment is displayed comprises: in accordance with a determination that at least one active application user interface is displayed concurrently with the respective environment, maintaining a frame rate of the at least one active application user interface at a higher level than a frame rate of the respective environment.

10. The method of any one of claims 1-9, wherein changing the level of detail at which the respective environment is displayed comprises: changing one or more characteristics of one or more animations of one or more environmental elements displayed in the respective environment.

11. The method of claim 10, wherein changing the one or more characteristics of one or more animations of one or more environmental elements displayed in the respective environment comprises: changing a warping effect applied to one or more planar surfaces in the respective environment.

12. The method of claim 11, wherein changing the warping effect applied to the one or more flat surfaces comprises: changing a ripples effect animation of simulated water in the respective environment.

13. The method of any of claims 10-12, wherein changing the one or more characteristics of the one or more animations includes: stopping animating the one or more environmental elements in response to determining that the number of application user interfaces concurrently displayed with the respective environment exceeds a threshold number of application user interfaces.

14. The method of claim 13, further comprising: after stopping animating the one or more environmental elements: detecting that the number of application user interfaces concurrently displayed with the respective environment has decreased to within the threshold number of application user interfaces; and in response to detecting that the number of application user interfaces concurrently displayed with the respective environment has decreased to within the threshold number of application user interfaces, resuming the one or more animations of the one or more environmental elements.

15. The method of any of claims 10-14, wherein changing the one or more characteristics of the one or more animations includes: stopping animating at least one of the one or more environmental elements while maintaining at least one animation of another of the one or more environmental elements in response to detecting that the number of application user interfaces concurrently displayed with the respective environment exceeds a threshold number of application user interfaces.

16. The method of claim 15, wherein maintaining the at least one animation of the other environmental element comprises: maintaining the animation of simulated water, the animation of simulated sky, or both.

17. The method of any one of claims 10-16, wherein changing the level of detail at which the respective environment is displayed comprises: changing a level of detail corresponding to a simulated sky in the respective environment with a flow map.

18. The method of claim 17, wherein the flow map includes more than one layer corresponding to the simulated sky, and changing the level of detail corresponding to the simulated sky includes: changing a level of detail corresponding to one or more layers of the flow map.

19. The method of any one of claims 1-18, wherein changing the level of detail at which the respective environment is displayed comprises: changing a pixel density of the respective environment.

20. The method of claim 19, wherein changing a level of detail at which the respective environment is displayed includes: maintaining a pixel density of at least one active application user interface at a higher level than a pixel density of the respective environment in accordance with a determination that the at least one active application user interface is concurrently displayed with the respective environment.

21. The method of any one of claims 1-20, wherein changing the level of detail at which the respective environment is displayed comprises: stopping display of one or more environment elements based on simulated light in the respective environment.

22. The method of claim 21, wherein changing the level of detail at which the respective environment is displayed comprises: stopping display of at least one environment element based on simulated light in the respective environment while maintaining display of at least another environment element based on simulated light in the respective environment.

23. The method of any one of claims 1-22, wherein changing the level of detail at which the respective environment is displayed comprises: changing the level of detail based on an amount of processing power required by the number of application user interfaces concurrently displayed with the respective environment.

24. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: while displaying a respective environment via the display generation component, detecting a change in a number of application user interfaces concurrently displayed with the respective environment; and in response to detecting the change in the number of application user interfaces concurrently displayed with the respective environment, changing a level of detail at which the respective environment is displayed.

25. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: while displaying a respective environment via the display generation component, detecting a change in a quantity of application user interfaces displayed concurrently with the respective environment; and in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, changing a level of detail at which the respective environment is displayed.

26. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for, while displaying a respective environment via the display generation component, detecting a change in a quantity of application user interfaces displayed concurrently with the respective environment; and means for, in response to detecting the change in the quantity of application user interfaces displayed concurrently with the respective environment, changing a level of detail at which the respective environment is displayed.

27. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 1-23 and 183-187.

28. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 1-23 and 183-187.

29. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 1-23 and 183-187.

30. A method comprising: at a computer system in communication with a display generation component and one or more input devices: while at least a portion of a physical environment of a user of the computer system is visible via the display generation component, receiving, via the one or more input devices, a first input corresponding to a request to apply a first visual effect to a representation of the physical environment; and in response to receiving the first input, displaying, via the display generation component, the representation of the physical environment, the display comprising: in accordance with a determination that the at least the portion of the physical environment has a first visual appearance, applying a first visual adjustment to generate the representation of the physical environment that is visible via the display generation component; and in response to determining that the at least the portion of the physical environment has a third visual appearance, applying a third visual adjustment to generate the representation of the physical environment, visible via the display generation component, that has applied the second color filter; 31. The method of claim 30, wherein applying the first visual adjustment, the second visual adjustment, or both, comprises: and in response to determining that the at least the portion of the physical environment has a fourth visual appearance that is different from the third visual appearance, applying a fourth visual adjustment that is different from the third visual adjustment to generate the representation of the physical environment, visible via the display generation component, that has applied the second color filter.

34. The method of any of claims 30-33, wherein the first visual effect comprises at least a portion of a virtual environment.

35. The method of any of claims 30-34, the method further comprising: while applying the first visual adjustment to generate the representation of the physical environment in accordance with a determination that the at least the portion of the physical environment has the first visual appearance, detecting a change in appearance of the at least the portion of the physical environment from the first visual appearance to a second visual appearance, wherein the change in appearance of the at least the portion of the physical environment from the first visual appearance to the second visual appearance comprises a change in ambient light in the physical environment; and in response to detecting the change in appearance of the at least the portion of the physical environment from the first visual appearance to the second visual appearance, applying the second visual adjustment that is different from the first visual adjustment to generate the representation of the physical environment, visible via the display generation component.

36. The method of claim 35, wherein the change in ambient light in the physical environment comprises a change in natural light in the physical environment.

37. The method of claim 35, wherein the change in ambient light comprises a change in artificial light in the physical environment. ​ ​ ​ ​ ​ ​ ​ 38. The method of any of claims 30-37, wherein the first visual effect includes at least a portion of a virtual environment, the method further comprising: in response to receiving the first input, replacing at least a portion of the representation of the physical environment with the at least a portion of the virtual environment.

39. The method of any of claims 30-38, wherein applying the first visual adjustment, the second visual adjustment, or both, comprises: applying an augmented auto white balance adjustment to generate the representation of the physical environment.

40. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: while at least a portion of a physical environment of a user of the computer system is visible via the display generation component, receiving, via the one or more input devices, a first input corresponding to a request to apply a first visual effect to a representation of the physical environment; and in response to receiving the first input, displaying, via the display generation component, the representation of the physical environment, the display including: in accordance with a determination that the at least a portion of the physical environment has a first visual appearance, applying a first visual adjustment to generate the representation of the physical environment that is visible via the display generation component; and in accordance with a determination that the at least a portion of the physical environment has a second visual appearance that is different from the first visual appearance, applying a second visual adjustment that is different from the first visual adjustment to generate the representation of the physical environment that is visible via the display generation component.

41. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: while at least a portion of a physical environment of a user of the computer system is visible via the display generation component, receiving, via the one or more input devices, a first input corresponding to a request to apply a first visual effect to the representation of the physical environment; and in response to receiving the first input, displaying, via the display generation component, the representation of the physical environment, the display including: in accordance with a determination that the at least a portion of the physical environment has a first visual appearance, applying a first visual adjustment to generate the representation of the physical environment that is visible via the display generation component; and in accordance with a determination that the at least a portion of the physical environment has a second visual appearance that is different from the first visual appearance, applying a second visual adjustment that is different from the first visual adjustment to generate the representation of the physical environment that is visible via the display generation component.

42. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for, while at least a portion of a physical environment of a user of the computer system is visible via the display generation component, receiving, via the one or more input devices, a first input corresponding to a request to apply a first visual effect to a representation of the physical environment; and in response to receiving the first input, displaying, via the display generation component, the representation of the physical environment, the display including: in accordance with a determination that the at least a portion of the physical environment has a first visual appearance, applying a first visual adjustment to generate the representation of the physical environment that is visible via the display generation component; and in accordance with a determination that the at least a portion of the physical environment has a second visual appearance that is different from the first visual appearance, applying a second visual adjustment that is different from the first visual adjustment to generate the representation of the physical environment that is visible via the display generation component. means for, in response to receiving the first input, displaying, via the display generation component, the representation of the physical environment, the display including; in accordance with a determination that the at least portion of the physical environment has a first visual appearance, applying a first visual adjustment to generate the representation of the physical environment that is visible via the display generation component; and in accordance with a determination that the at least portion of the physical environment has a second visual appearance that is different from the first visual appearance, applying a second visual adjustment that is different from the first visual adjustment to generate the representation of the physical environment that is visible via the display generation component.

43. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 30-39.

44. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 30-39.

45. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 30-39.

46. A method comprising: at a computer system in communication with a display generation component and one or more input devices: displaying, via the display generation component, a first user interface object in an environment, wherein the first user interface object is selectable to display first content, and wherein the first user interface object has a first visual appearance; while displaying the first user interface object with the first visual appearance, detecting, via the one or more input devices, an attention of a user of the computer system directed to the first user interface object; and in response to detecting the attention of the user directed to the first user interface object: displaying, via the display generation component, the first user interface object in the environment with a second visual appearance that is different from the first visual appearance, wherein displaying the first user interface object with the second visual appearance includes displaying the first user interface object with a three-dimensional stereoscopic effect that corresponds to a plurality of different views of the first content corresponding to the first user interface object, and wherein the first visual appearance of the first user interface object displayed prior to the attention of the user being directed to the first user interface object does not include displaying the first user interface object with the three-dimensional stereoscopic effect.

47. The method of claim 46, wherein the first content comprises a three-dimensional virtual environment.

48. The method of any of claims 46-47, wherein the first content comprises a stereoscopic image.

49. The method of any of claims 46-48, wherein the first content comprises an application program.

50. The method of any of claims 46-49, the method further comprising: while displaying the first user interface object in the environment with the first visual appearance, displaying, via the display generation component, a second user interface object in the environment, wherein the second user interface object is selectable to display second content, and wherein the second user interface object has the first visual appearance; while displaying the first user interface object and the second user interface object with the first visual appearance and the second visual appearance, respectively, detecting, via the one or more input devices, a shift in the user's attention from the first user interface object to the second user interface object; and in response to detecting the shift in the user's attention from the first user interface object to the second user interface object, displaying, via the display generation component, the second user interface object in the environment with the second visual appearance.

51. The method of any of claims 46-49, the method further comprising: while displaying the first user interface object in the environment with the second visual appearance, displaying, via the display generation component, a second user interface object in the environment, wherein the second user interface object is selectable to display second content corresponding to the second user interface object, and wherein the second user interface object has the first visual appearance; while displaying the first user interface object with the second visual appearance and the second user interface object with the first visual appearance, detecting, via the one or more input devices, a shift in the user's attention away from the first user interface object and toward the second user interface object; and in response to detecting the shift in the user's attention away from the first user interface object and toward the second user interface object, displaying, via the display generation component, the second user interface object in the environment with the second visual appearance.

52. The method of claim 51, further comprising: in response to detecting the shift in the user's attention away from the first user interface object and toward the second user interface object, gradually modifying a visual appearance of the first user interface object from the second visual appearance to the first visual appearance.

53. The method of any of claims 50-52, wherein displaying the first user interface object with the second visual appearance comprises: displaying the first user interface object with an enlarged size compared to the first user interface object displayed with the first visual appearance.

54. The method of claim 53, wherein the size of the first user interface object enlarges in response to detecting the gaze of the user directed toward the first user interface object.

55. The method of claim 53 or 54, the method further comprising: while displaying the first user interface object with the first visual appearance, displaying a plurality of user interface objects in the environment with the first visual appearance, wherein the plurality of user interface objects are located at a first location in the environment and are displayed with a first spatial arrangement relative to the first user interface object; and in response to detecting the attention of the user directed at the first user interface object, moving the plurality of user interface objects from the first location in the environment to a second location in the environment, wherein the plurality of user interface objects are displayed at the second location with a second spatial arrangement relative to the first user interface object, wherein the second spatial arrangement relative to the first user interface object occupies a greater area of the three-dimensional environment than the first spatial arrangement relative to the first user interface object.

56. The method of any of claims 53-55, wherein transitioning from displaying the first user interface object with the first visual appearance to displaying the first user interface object with the second visual appearance comprises: enlarging the first user interface object in a first dimension by a greater degree than the first user interface object is enlarged in a second dimension different from the first dimension.

57. The method of any of claims 53-56, wherein displaying the first user interface object with the first visual appearance includes displaying a first portion of the first content, and displaying the first user interface with the second visual appearance includes displaying a second portion of the first content, the second portion of the first content being greater than the first portion of the first content.

58. The method of any of claims 46-57, wherein: the display generation component includes a first display and a second display, and displaying the first user interface object with the first visual appearance includes: displaying, via the first display, a first representation of the first content; and displaying, via the second display, a second representation of the first content, and displaying the first user interface object with the second visual appearance includes: displaying, via the first display, a third representation of the first content, wherein the third representation of the first content is distinguished from the first representation of the first content in a first manner; and displaying, via the second display, a fourth representation of the first content, wherein the fourth representation of the first content is distinguished from the second representation of the first content in a second manner different from the first manner.

59. The method of claim 58, wherein transitioning from displaying the first user interface object with the first visual appearance to displaying the first user interface object with the second visual appearance comprises: the third representation of the first content on the first display and the fourth representation of the first content on the second display are modified to become increasingly different.

60. The method of claim 59, wherein the first representation of the first content on the first display and the second representation of the first content on the second display include a first image corresponding to a first perspective of the first content, and displaying the first user interface object with the second visual appearance includes: on the first display, transitioning display of the first image to a second image corresponding to a second perspective of the first content, the second perspective of the first content being different from the first perspective of the first content; and on the second display, transitioning display of the first image to a third image corresponding to a third perspective of the first content, the third perspective of the first content being different from the first perspective of the first content and the second perspective of the first content.

61. The method of any of claims 58-60, wherein the first representation of the first content is gradually transitioned on the first display to the third representation of the first content, and the second representation of the first content is transitioned on the second display to the fourth representation of the first content.

62. The method of any of claims 46-61, the method further comprising: while displaying the first user interface object with the second visual appearance: in accordance with a determination that an orientation of a current viewpoint of the user with respect to the first user interface object is a first orientation, displaying the first user interface object with a first magnitude of the three-dimensional stereoscopic effect; and in accordance with a determination that the current viewpoint of the user with respect to the first user interface object is a second orientation that is different from the first orientation, displaying the first user interface object with a second magnitude of the three-dimensional stereoscopic effect, wherein the second magnitude is different from the first magnitude.

63. The method of claim 62, wherein the first orientation of the current viewpoint of the user with respect to the first user interface object comprises a more direct angle of observation than the second orientation of the current viewpoint of the user, and wherein the first magnitude of the three-dimensional stereoscopic effect has a greater magnitude than the second magnitude of the three-dimensional stereoscopic effect.

64. The method of any of claims 62-63, wherein displaying the first user interface object at the first magnitude of the three-dimensional stereoscopic effect comprises: displaying a cross-fade between a first representation of the first content and a second representation of the first content, the second representation of the first content being different from the first representation of the first content.

65. The method of any of claims 62-63, wherein: the display generation component includes a first display and a second display, displaying the first user interface object with the first magnitude of the three-dimensional stereoscopic effect includes: displaying, via the first display, a first portion of a first representation of the first content that corresponds to a first angle of observation of the first content, wherein the first angle of observation differs from a first reference angle of observation of the first content by a first amount in a first direction; and displaying, via the second display, a first portion of a second representation of the first content that corresponds to a second angle of observation of the first content, wherein the second angle of observation differs from a second reference angle of observation of the first content by the first amount in a second direction that is different from the first direction; and displaying the first user interface object with the second magnitude of the three-dimensional stereoscopic effect includes: display, via the first display, a second portion of the first representation of the first content corresponding to a third viewing angle at which the first content is viewed, the third viewing angle being different from the first viewing angle, wherein the third viewing angle differs from the first reference viewing angle by a second amount in the first direction; and display, via the second display, a second portion of the second representation of the first content corresponding to a fourth viewing angle at which the first content is viewed, the fourth viewing angle being different from the second viewing angle, wherein the fourth viewing angle differs from the second reference viewing angle by the second amount in the second direction.

66. The method of claim 65, further comprising: displaying a second user interface object with the second visual appearance, wherein the second user interface object is selectable to display second content; and while displaying the second user interface object with the second visual appearance: in accordance with a determination that an orientation of a current viewpoint of the user with respect to the second user interface object is the first orientation: display, via the first display, a first portion of a first representation of the second content corresponding to a fifth viewing angle at which the second content is viewed, wherein the fifth viewing angle differs from the first reference viewing angle by a third amount in the first direction that is different from the first amount; and display, via the second display, a first portion of a second representation of the second content corresponding to a sixth viewing angle at which the second content is viewed, wherein the sixth viewing angle differs from the second reference viewing angle by the third amount in the second direction; in accordance with a determination that the orientation of the current viewpoint of the user with respect to the second user interface object is the second orientation: display, via the first display, a second portion of the first representation of the second content corresponding to a seventh viewing angle at which the second content is viewed, the seventh viewing angle being different from the fifth viewing angle, wherein the seventh viewing angle differs from the first reference viewing angle by a fourth amount in the first direction that is different from the second amount; and display, via the second display, a second portion of the second representation of the second content corresponding to an eighth viewing angle at which the second content is viewed, the eighth viewing angle being different from the sixth viewing angle, wherein the eighth viewing angle differs from the second reference viewing angle by the fourth amount in the second direction.

67. The method of claim 66, further comprising: while the current viewpoint of the user is a first viewpoint and the orientation of the current viewpoint relative to the first user interface object at the first viewpoint is the first orientation, and while the first user interface object is displayed with the first magnitude of the three-dimensional stereoscopic effect, detecting a change in the current viewpoint of the user from the first viewpoint to a second viewpoint, including changing the orientation of the current viewpoint relative to the first user interface object to deviate from the first orientation; and in response to detecting the change in the current viewpoint of the user from the first viewpoint to the second viewpoint, displaying the first user interface object with a third magnitude of the three-dimensional stereoscopic effect, the third magnitude of the three-dimensional stereoscopic effect being different from the first magnitude of the three-dimensional stereoscopic effect.

68. The method of claim 67, further comprising: upon detecting the change in the current viewpoint of the user from the first viewpoint to the second viewpoint, gradually transitioning from displaying the first user interface object with the first magnitude of the three-dimensional stereoscopic effect to displaying the first user interface object with the third magnitude of the three-dimensional stereoscopic effect.

69. The method of claim 67 or 68, wherein changing the orientation of the current viewpoint relative to the first user interface object to diverge from the first orientation comprises: changing the orientation relative to an axis that is parallel to a first plane of the first user interface object.

70. The method of any of claims 67-69, wherein changing the orientation of the current viewpoint relative to the first user interface object to diverge from the first orientation comprises: changing the orientation relative to an axis that is perpendicular to a first plane of the first user interface object.

71. The method of any of Kries 46-70, wherein transitioning, in response to detecting the attention of the user directed at the first user interface object, from displaying the first user interface object with the first visual appearance to displaying the first user interface object with the second visual appearance comprises: displaying the first user interface object with the three-dimensional stereoscopic effect and enlarging a size of the first user interface object relative to the environment.

72. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: displaying, via the display generation component, a first user interface object in an environment, wherein the first user interface object is selectable to display first content, and wherein the first user interface object has a first visual appearance; while displaying the first user interface object with the first visual appearance, detecting, via the one or more input devices, a user’s attention directed to the first user interface object; and in response to detecting the user’s attention directed to the first user interface object: displaying, via the display generation component, the first user interface object in the environment with a second visual appearance that is different from the first visual appearance, wherein displaying the first user interface object with the second visual appearance includes displaying the first user interface object with a three-dimensional stereoscopic effect that corresponds to a plurality of different views of the first content corresponding to the first user interface object, and wherein the first visual appearance of the first user interface object displayed prior to the user’s attention being directed to the first user interface object does not include displaying the first user interface object with the three-dimensional stereoscopic effect.

73. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: displaying, via the display generation component, a first user interface object in an environment, wherein the first user interface object is selectable to display first content, and wherein the first user interface object has a first visual appearance; while displaying the first user interface object with the first visual appearance, detecting, via the one or more input devices, a user’s attention directed to the first user interface object; and in response to detecting the user’s attention directed to the first user interface object: displaying, via the display generation component, the first user interface object in the environment with a second visual appearance that is different from the first visual appearance, wherein displaying the first user interface object with the second visual appearance includes displaying the first user interface object with a three-dimensional stereoscopic effect that corresponds to a plurality of different views of the first content corresponding to the first user interface object, and wherein the first visual appearance of the first user interface object displayed prior to the user’s attention being directed to the first user interface object does not include displaying the first user interface object with the three-dimensional stereoscopic effect.

74. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for displaying, via the display generation component, a first user interface object in an environment, wherein the first user interface object is selectable to display first content, and wherein the first user interface object has a first visual appearance; means for, while displaying the first user interface object with the first visual appearance, detecting, via the one or more input devices, a user’s attention directed to the first user interface object; and means for, in response to detecting the user’s attention directed to the first user interface object: displaying, via the display generation component, the first user interface object in the environment with a second visual appearance that is different from the first visual appearance, wherein displaying the first user interface object with the second visual appearance includes displaying the first user interface object with a three-dimensional stereoscopic effect that corresponds to a plurality of different views of the first content corresponding to the first user interface object, and wherein the first visual appearance of the first user interface object displayed prior to the user’s attention being directed to the first user interface object does not include displaying the first user interface object with the three-dimensional stereoscopic effect.

75. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 46-71.

76. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 46-71.

77. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 46-71.

78. A method, the method comprising: at a computer system in communication with a display generation component and one or more input devices: displaying, via the display generation component, a three-dimensional environment comprising an object, the display comprising: in accordance with a determination that the three-dimensional environment includes a first zone in which at least a portion of a representation of a physical environment of a user of the computer system is visible and a second zone comprising one or more virtual objects, displaying the object in the three-dimensional environment with a virtual lighting effect, the virtual lighting effect based on: one or more visual properties of the at least the portion of the representation of the physical environment; and one or more visual properties of at least a portion of the one or more virtual objects.

79. The method of claim 78, the method further comprising: while displaying, via the display generation component, the object in the three- dimensional environment with the virtual lighting effect in accordance with a determination that the three-dimensional environment includes the first zone in which the at least the portion of the representation of the physical environment is visible and the second zone comprising the one or more virtual objects, detecting, via the one or more input devices, one or more changes to the one or more visual properties of the at least the portion of the representation of the physical environment; and in response to detecting the one or more changes to the one or more visual properties of the at least the portion of the representation of the physical environment, updating the display of the object in the three-dimensional environment via the display generation component with a second virtual lighting effect, the second virtual lighting effect based on: the one or more changes to the one or more visual properties of the at least the portion of the representation of the physical environment; and the one or more visual properties of the at least the portion of the one or more virtual objects.

80. The method of any of claims 78-79, the method further comprising: while displaying, in the three-dimensional environment, the object with the virtual lighting effect in accordance with a determination that the first region in which the at least the portion of the representation of the physical environment is visible and the second region that includes the one or more virtual objects are included in the three-dimensional environment, detecting, via the one or more input devices, one or more changes to the one or more visual characteristics of the at least the portion of the one or more virtual objects; and in response to detecting the one or more changes to the one or more visual characteristics of the at least the portion of the one or more virtual objects, updating the display of the object in the three-dimensional environment with a second virtual lighting effect by the display generation component, the second virtual lighting effect based on: the one or more visual characteristics of the at least the portion of the representation of the physical environment; and the one or more changes to the one or more visual characteristics of the at least the portion of the one or more virtual objects.

81. The method of any one of claims 78-80, wherein the three-dimensional environment that includes the object is displayed from a first viewpoint of the user, the method further comprising: while displaying, in the three-dimensional environment, the object with the virtual lighting effect from the first viewpoint of the user in accordance with a determination that the first region in which the at least the portion of the representation of the physical environment is visible and the second region that includes the one or more virtual objects are included in the three-dimensional environment, detecting, via the one or more input devices, movement of a viewpoint of the user from the first viewpoint to a second viewpoint that is different from the first viewpoint relative to the object in the three-dimensional environment; and in response to detecting the movement of the viewpoint of the user, in accordance with a determination that the movement of the viewpoint from the first viewpoint to the second viewpoint caused a change in the one or more visual characteristics of the at least the portion of the representation of the physical environment and / or the one or more visual characteristics of the at least the portion of the one or more virtual objects relative to the second viewpoint: updating the display of the object in the three-dimensional environment with a second virtual lighting effect by the display generation component, the second virtual lighting effect based on: one or more changes to the one or more visual characteristics of the at least the portion of the representation of the physical environment; and / or one or more changes to the one or more visual characteristics of the at least the portion of the one or more virtual objects.

82. The method of any one of claims 78-81, wherein concurrently displaying, in the three-dimensional environment, the object with the virtual lighting effect includes: displaying, in the three-dimensional environment, a first portion of the object with a first lighting effect by the display generation component, the first lighting effect based on the one or more visual characteristics of the at least the portion of the representation of the physical environment; and displaying, in the three-dimensional environment, a second portion of the object different from the first portion with a second lighting effect, the second lighting effect based on the one or more visual properties of the at least the portion of the one or more virtual objects.

83. The method of claim 82, wherein the object is displayed in the three- dimensional environment with a first spatial arrangement relative to the first region and the second region in the three-dimensional environment, the method further comprising: while concurrently displaying, in the three-dimensional environment, the first portion of the object with the first lighting effect and the second portion of the object with the second lighting effect in accordance with a determination that the three- dimensional environment includes the first region in which the at least the portion of the representation of the physical environment is visible and the second region that includes the one or more virtual objects, detecting, via the one or more input devices, an input corresponding to a movement of the object in the three-dimensional environment from the first spatial arrangement to a second spatial arrangement in the three-dimensional environment relative to the first region and the second region in the three-dimensional environment; and in response to detecting the input: in accordance with the input, moving, via the display generation component, the object in the three-dimensional environment from the first spatial arrangement to the second spatial arrangement relative to the first region and the second region in the three-dimensional environment; and displaying, in the three-dimensional environment, the object with a second virtual lighting effect concurrently including: displaying, in the three-dimensional environment, a third portion of the object with a third lighting effect, the third lighting effect based on the one or more visual properties of the representation of the at least the portion of the physical environment; and displaying, in the three-dimensional environment, a fourth portion of the object with a fourth lighting effect, the fourth lighting effect based on the one or more visual properties of the at least the portion of the one or more virtual objects.

84. The method of any of claims 78-83, wherein the object is a first virtual object separate from the one or more virtual objects.

85. The method of any of claims 78-84, wherein the object is a first physical object that is visible in the three-dimensional environment.

86. The method of any of claims 78-85, wherein the one or more virtual objects include a virtual environment displayed in the three-dimensional environment with a first level of immersion, the method further comprising: while displaying, in the three-dimensional environment, the object with the virtual lighting effect in accordance with a determination that the three-dimensional environment includes the first region in which the at least the portion of the representation of the physical environment is visible and the second region that includes the one or more virtual objects, detecting, via the one or more input devices, an input corresponding to a request to change a level of immersion of the virtual environment; and in response to detecting the input: in accordance with the input, displaying, via the display generation component, the virtual environment within the three-dimensional environment with a second level of immersion different from the first level of immersion; and in accordance with a determination that displaying the virtual environment at the second level of immersion changes a visual prominence of the one or more visual characteristics of the at least the portion of the one or more virtual objects: updating a display of the object in the three-dimensional environment with a second virtual lighting effect, the second virtual lighting effect based on the changed visual prominence of the one or more visual characteristics of the at least the portion of the one or more virtual objects.

87. The method of claim 86, wherein: the input corresponds to a request to increase the level of immersion of the virtual environment; and in response to detecting the input: the second level of immersion is greater than the first level of immersion; and in accordance with a determination that displaying the virtual environment at the second level of immersion increases the visual prominence of the one or more visual characteristics of the at least the portion of the one or more virtual objects: the second virtual lighting effect is based on the increased visual prominence of the one or more visual characteristics of the at least the portion of the one or more virtual objects.

88. The method of claim 87, wherein: the input corresponds to a request to decrease the level of immersion of the virtual environment; and in response to detecting the input: the second level of immersion is less than the first level of immersion; and in accordance with a determination that displaying the virtual environment at the second level of immersion decreases the visual prominence of the one or more visual characteristics of the at least the portion of the one or more virtual objects: the second virtual lighting effect is based on the decreased visual prominence of the one or more visual characteristics of the at least the portion of the one or more virtual objects.

89. The method of any one of claims 78-88, wherein displaying the object in the three- dimensional environment with the virtual lighting effect includes: in accordance with a determination that a portion of the virtual lighting effect that is based on the one or more visual characteristics of the at least the portion of the representation of the physical environment at least partially overlaps with a portion of the virtual lighting effect that is based on the one or more visual characteristics of the at least the portion of the one or more virtual objects at a first portion of the object: displaying, via the display generation component, the first portion of the object in the three- dimensional environment with a visual effect that is based on a combination of the one or more visual characteristics of the at least the portion of the representation of the physical environment and the one or more visual characteristics of the at least the portion of the one or more virtual objects.

90. The method of any one of claims 78-89, the method further comprising: while displaying, in the three-dimensional environment, the object with the virtual lighting effect, in accordance with a determination that the three-dimensional environment includes a first region in which at least a portion of a representation of a physical environment of a user of the computer system is visible and a second region that includes one or more virtual objects, the virtual lighting effect is based on: one or more visual characteristics of the at least the portion of the representation of the physical environment; and one or more visual characteristics of at least a portion of the one or more virtual objects.

93. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for displaying, via the display generation component, a three-dimensional environment that includes an object, the display including: while displaying, in the three-dimensional environment, the object with the virtual lighting effect, in accordance with a determination that the three-dimensional environment includes a first region in which at least a portion of a representation of a physical environment of a user of the computer system is visible and a second region that includes one or more virtual objects, the virtual lighting effect is based on: one or more visual characteristics of the at least the portion of the representation of the physical environment; and one or more visual characteristics of at least a portion of the one or more virtual objects. ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ ​ in accordance with a determination that the three-dimensional environment includes a first region in which at least a portion of a representation of a physical environment of a user of the computer system is visible and a second region that includes one or more virtual objects, displaying the objects in the three-dimensional environment with a virtual lighting effect, the virtual lighting effect based on: one or more visual properties of the at least the portion of the representation of the physical environment; and one or more visual properties of at least a portion of the one or more virtual objects.

94. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 78-90.

95. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 78-90.

96. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 78-90.

97. A method comprising: at a computer system in communication with a display generation component and one or more input devices: displaying, via the display generation component, a first environment; while displaying the first environment, detecting, via the one or more input devices, a request to display a second environment different from the first environment; and in response to detecting the request to display the second environment: in accordance with a determination that one or more first criteria are satisfied and the one or more first criteria include a criterion that is satisfied when the first environment is a first type of environment, transitioning from displaying the first environment to displaying the second environment using a first visual effect during a transition; and in accordance with a determination that one or more second criteria are satisfied and the one or more second criteria include a criterion that is satisfied when the first environment is a second type of environment different from the first type of environment, transitioning from displaying the first environment to displaying the second environment using a second visual effect different from the first visual effect during the transition.

98. The method of claim 97, wherein the one or more first criteria include a second criterion that is satisfied when the second environment is a third type of environment, and the one or more second criteria include a third criterion that is satisfied when the second environment is a fourth type of environment.

99. The method of claim 98, wherein the first type of environment is a virtual environment type, the third type of environment is the virtual environment type, and the first visual effect includes: gradually reducing visual salience of the first environment; and, after gradually reducing the visual salience of the first environment, gradually increasing visual salience of the second environment.

100. The method of claim 98, wherein the first type of environment is a physical environment type, the third type of environment is a virtual environment type, and the first visual effect comprises: gradually replacing display of an ever-increasing portion of the first environment with display of a corresponding ever-increasing portion of the second environment.

101. The method of claim 98, wherein the first type of environment is a virtual environment type, the third type of environment is an ambient environment type, and the first visual effect comprises: gradually reducing, via the display generation component, visual salience of the first environment to reveal a representation of a physical environment; and after at least partially revealing, via the display generation component, the representation of the physical environment, gradually increasing visual salience of an ambient effect associated with the second environment, wherein the ambient effect is applied to the representation of the physical environment.

102. The method of claim 101, wherein gradually reducing the visual salience of the first environment and gradually increasing the visual salience of the ambient effect occur at least partially concurrently.

103. The method of claim 98, wherein the first type of environment is a virtual environment type and the third type of environment is a physical environment type, the first visual effect comprising: gradually replacing, via the display generation component, display of an ever-increasing portion of the first environment with a representation of a physical environment until the representation of the physical environment has replaced display of all of the first environment.

104. The method of any of claims 98-100, wherein the third type of environment is a virtual environment type, the first visual effect comprising: displaying the second environment at a default level of immersion.

105. The method of claim 104, the method further comprising: while displaying the second environment at the default level of immersion, detecting, via the one or more input devices, a user input corresponding to a request to increase a level of immersion of the second environment from the default level of immersion to a second level of immersion; and in response to detecting the user input, displaying the second environment at the second level of immersion.

106. The method of claim 104, the method further comprising: while displaying the second environment at the default level of immersion, detecting, via the one or more input devices, a user input corresponding to a request to decrease a level of immersion from the default level of immersion to a second level of immersion; and in response to detecting the user input, displaying the second environment at the second level of immersion.

107. The method of claim 98, wherein the first type of environment is a virtual environment type, the third type of environment is the virtual environment type, the first environment is displayed at a first level of immersion, and the second environment is displayed at the first level of immersion after the first visual effect.

108. The method of claim 98, wherein the first type of environment is an ambient environment type and the second type of environment is a virtual environment type, the method further comprising: displaying a virtual environment at a first level of immersion prior to displaying the first environment, wherein the second environment is displayed at the first level of immersion after the first visual effect.

109. The method of claim 98, wherein the first type of environment is an ambient environment type, the second type of environment is a virtual environment type, and the second environment is displayed at a default level of immersion after the first visual effect.

110. The method of claim 98, wherein the second type of environment is a hybrid virtual and ambient environment type, the hybrid virtual and ambient environment type comprising a first virtual environment having one or more animated elements, the first visual effect comprising: gradually increasing a visual salience of an ambient effect corresponding to the second environment; and displaying the first virtual environment after gradually increasing the visual salience of the ambient effect corresponding to the second environment to a final visual salience.

111. The method of claim 98, wherein the first type of environment is an ambient environment type and the second type of environment is the ambient environment type, the first visual effect comprising: gradually decreasing a visual salience of a first ambient effect associated with the first environment, wherein the first ambient effect is applied to a representation of a physical environment; and gradually increasing a visual salience of a second ambient effect associated with the second environment concurrently with decreasing the visual salience of the first ambient effect, wherein the second ambient effect is applied to the representation of the physical environment.

112. The method of claim 98, wherein the first type of environment is an ambient environment type, the second type of environment is a hybrid virtual and ambient environment type, the hybrid virtual and ambient environment type comprising a first virtual environment having one or more virtual animated elements, the first visual effect comprising: gradually decreasing a visual salience of a first ambient effect associated with the first environment, wherein the first ambient effect is applied to a representation of a physical environment; gradually increasing a visual salience of a second ambient effect associated with the second environment concurrently with decreasing the visual salience of the first ambient effect, wherein the second ambient effect is applied to the representation of the physical environment; and displaying the first virtual environment after increasing the visual salience of the second ambient effect to a final visual salience. ​ 113. The method of claim 98, wherein the first type of environment is a mixed virtual and ambient environment type that includes a first virtual environment having one or more virtual animated elements, the first visual effect comprising: stopping display of the first virtual environment; and after stopping display of the first virtual environment: gradually reducing visual salience of a first ambient effect associated with the first environment; and gradually increasing visual salience of a second ambient effect associated with the second environment concurrently with the reducing of the visual salience of the first ambient effect, wherein the second ambient effect is applied to a representation of a physical environment.

114. The method of any of claims 97-113, wherein displaying the first environment comprises: displaying media content in the first environment, the first visual effect comprising: reducing visual salience of a visual portion of the media content prior to displaying the second environment.

115. The method of any of claims 114, wherein the first visual effect comprises pausing the media content.

116. The method of any of claims 114-115, wherein the first visual effect comprises: continuing to play an audio portion of the media content while reducing the visual salience of the visual portion of the media content.

117. The method of any one of claims 114-116, wherein when the request to display the second environment is received, the media content is displayed in a first spatial arrangement relative to a viewpoint of a user of the computer system, the second environment is of a virtual environment type, and displaying the second environment comprises: displaying the media content in a second spatial arrangement relative to the viewpoint of the user that is different than the first spatial arrangement.

118. The method of any of claims 97-117, wherein displaying the first environment comprises: displaying media content in the first environment, the first visual effect comprising: stopping display of the media content; and after stopping display of the media content, reducing visual salience of the first environment.

119. The method of claim 118, wherein: displaying the media content in the first environment comprises displaying a first simulated lighting effect associated with the media content outside of the media content in which light associated with the media content is virtually cast by the media content onto one or more virtual objects or a representation of a physical object; and stopping display of the media content comprises stopping display of the first simulated lighting effect associated with the media content.

120. The method of any of claims 118-119, the method further comprising: after reducing the visual salience of the first environment, increasing visual salience of the second environment, the increasing comprising increasing visual salience of the media content displayed in the second environment.

121. The method of claim 120, wherein displaying the media content in the second environment comprises: displaying a second simulated lighting effect associated with the media content outside of the media content.

122. The method of any of claims 97-121, wherein virtual content is displayed with a respective environment, and displaying the virtual content comprises: in accordance with a determination that the respective environment is a first environment, displaying the virtual content at a first value of a respective visual parameter; and In accordance with a determination that the respective environment is a second environment that is different from the first environment, the virtual content is displayed with a second value of the respective visual parameter, where the second value of the respective visual parameter is different from the first value of the respective visual parameter.

123. The method of any of claims 97-122, further comprising: displaying, within the first environment, virtual content with a first value of a respective visual parameter associated with the first environment, prior to detecting the request to display the second environment; and displaying, within the second environment, the virtual content with a second value of the respective visual parameter associated with the second environment, after detecting the request to display the second environment, where the second value of the respective visual parameter is different from the first value of the respective visual parameter.

124. The method of claim 123, wherein the first value of the respective visual parameter comprises a first brightness associated with the first environment, and the second value of the respective visual parameter comprises a second brightness associated with the second environment, the second brightness being different from the first brightness.

125. The method of any of claims 123-124, wherein transitioning from displaying the first environment to displaying the second environment comprises: changing a brightness of the virtual content from the first brightness to the second brightness.

126. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: displaying, via the display generation component, a first environment; while displaying the first environment, detecting, via the one or more input devices, a request to display a second environment that is different from the first environment; and in response to detecting the request to display the second environment: in accordance with a determination that one or more first criteria are satisfied and the one or more first criteria include a criterion that is satisfied when the first environment is a first type of environment, transitioning from displaying the first environment to displaying the second environment using a first visual effect during a transition; and in accordance with a determination that one or more second criteria are satisfied and the one or more second criteria include a criterion that is satisfied when the first environment is a second type of environment that is different from the first type of environment, transitioning from displaying the first environment to displaying the second environment using a second visual effect that is different from the first visual effect during the transition.

127. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: displaying, via the display generation component, a first environment; while displaying the first environment, detecting, via the one or more input devices, a request to display a second environment that is different from the first environment; and in response to detecting the request to display the second environment: in response to detecting the request to display the second environment: in accordance with a determination that one or more first criteria are satisfied and that the one or more first criteria include a criterion that is satisfied when the first environment is a first type of environment, transitioning from displaying the first environment to displaying the second environment using a first visual effect during the transition; and in accordance with a determination that one or more second criteria are satisfied and that the one or more second criteria include a criterion that is satisfied when the first environment is a second type of environment that is different from the first type of environment, transitioning from displaying the first environment to displaying the second environment using a second visual effect that is different from the first visual effect during the transition.

128. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for displaying, via the display generation component, a first environment; means for, while displaying the first environment, detecting, via the one or more input devices, a request to display a second environment that is different from the first environment; and means for, in response to detecting the request to display the second environment: in accordance with a determination that one or more first criteria are satisfied and that the one or more first criteria include a criterion that is satisfied when the first environment is a first type of environment, transitioning from displaying the first environment to displaying the second environment using a first visual effect during the transition; and in accordance with a determination that one or more second criteria are satisfied and that the one or more second criteria include a criterion that is satisfied when the first environment is a second type of environment that is different from the first type of environment, transitioning from displaying the first environment to displaying the second environment using a second visual effect that is different from the first visual effect during the transition.

129. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 97-125.

130. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 97-125.

131. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 97-125.

132. A method, the method comprising: at a computer system in communication with a display generation component and one or more input devices: while displaying a representation of at least a portion of a portal of a virtual environment that includes a three-dimensional environment, detecting movement of a viewpoint of a user of the computer system relative to the three-dimensional environment via the one or more input devices; and in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment: in accordance with a determination that the portal of the virtual environment is open in a first direction relative to the three-dimensional environment and that the movement is greater than a movement threshold, maintaining display of the at least a portion of the portal of the virtual environment in the representation of the three-dimensional environment; and in accordance with a determination that the portal is open in a second direction relative to the three-dimensional environment, where the second direction is different from the first direction and the movement is greater than the movement threshold, ceasing display of the at least a portion of the portal of the virtual environment in the representation of the three-dimensional environment while at least a portion of the representation of the three-dimensional environment that includes the at least a portion of the portal of the virtual environment remains visible from the viewpoint of the user.

133. The method of claim 132, wherein the first direction is within a first angle threshold of an angle between a gravity vector or a normal to a plane of a floor associated with the representation of the three-dimensional environment, and the second direction is within a second angle threshold of an angle between a normal to a plane of a horizon associated with the three-dimensional environment.

134. The method of claim 132 or 133, the method further comprising: in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment, and in accordance with a determination that the movement is less than the movement threshold, maintaining display of the at least a portion of the portal of the virtual environment in the representation of the three-dimensional environment regardless of whether the portal is open in the first direction or the second direction relative to the three-dimensional environment.

135. The method of any one of claims 132-134, wherein displaying the representation of the at least a portion of the portal comprising the virtual environment of the three-dimensional environment comprises: displaying an ambient effect associated with the virtual environment in the representation of the three-dimensional environment.

136. The method of claim 135, wherein the virtual environment includes a simulated physical space, and displaying the ambient effect associated with the virtual environment includes: in accordance with a determination that the computer system is operating in a first mode, where the first mode is associated with a first simulated time of day in the simulated physical space, displaying a first ambient effect associated with the virtual environment; and in accordance with a determination that the computer system is operating in a second mode that is different from the first mode, where the second mode is associated with a second simulated time of day in the simulated physical space that is different from the first simulated time of day, displaying a second ambient effect associated with the virtual environment, the second ambient effect being different from the first ambient effect.

137. The method of claim 136, the method further comprising: while not displaying the representation of the three-dimensional environment that includes the at least a portion of the portal of the virtual environment: displaying a second representation of the portal of the three-dimensional environment that does not include any virtual environment, wherein the second representation of the three-dimensional environment is displayed with a third ambient effect regardless of whether the computer system is running in the first mode or the second mode.

138. The method of any of claims 132-137, wherein displaying the representation of the three-dimensional environment includes: in accordance with a determination that the portal of the virtual environment is open in the first direction relative to the three-dimensional environment, displaying the representation of the three-dimensional environment with an ambient effect associated with the virtual environment; and in accordance with a determination that the portal of the virtual environment is open in the second direction relative to the three-dimensional environment, not displaying the representation of the three-dimensional environment with the ambient effect associated with the virtual environment.

139. The method of any of claims 132-138, wherein the virtual environment includes animated virtual content that is visible through the at least portion of the portal.

140. The method of any of claims 132-139, the method further comprising: prior to displaying the representation of the three-dimensional environment that includes the at least portion of the portal of the virtual environment: while the viewpoint of the user is oriented in a respective direction relative to the three-dimensional environment, detecting input from the user corresponding to a request to display the virtual environment; and in response to detecting the input, and in accordance with a determination that the virtual environment is a first virtual environment, displaying the representation of the three-dimensional environment that includes the at least portion of the portal of the virtual environment, wherein the portal is open in the first direction relative to the three-dimensional environment, wherein the first direction is independent of the respective direction.

141. The method of claim 140, the method further comprising: in response to detecting the input, and in accordance with a determination that the virtual environment is a second virtual environment that is different from the first virtual environment: in accordance with a determination that the respective direction is a third direction, displaying the representation of the three-dimensional environment that includes the at least portion of the portal of the virtual environment, wherein the portal is open in the second direction relative to the three-dimensional environment, the second direction corresponding to the third direction; and in accordance with a determination that the respective direction is a fourth direction that is different from the third direction, displaying the representation of the three-dimensional environment that includes the at least portion of the portal of the virtual environment, wherein the portal is open in a fifth direction relative to the three-dimensional environment, the fifth direction corresponding to the fourth direction.

142. The method of any of claims 132-141, the method further comprising: in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment, and in accordance with a determination that the portal of the virtual environment is open in the first direction relative to the three-dimensional environment: in accordance with the movement of the viewpoint of the user, displacing a boundary of the at least portion of the portal relative to the three-dimensional environment.

143. The method of claim 142, wherein the movement of the viewpoint of the user is in a first movement direction relative to the three-dimensional environment, and displacing the boundary of the at least a portion of the portal comprises: enlarging a first portion of the portal in the first movement direction in accordance with the movement of the viewpoint of the user.

144. The method of any of claims 142-143, wherein the movement of the viewpoint of the user is in a first movement direction relative to the three-dimensional environment, and displacing the boundary of the at least a portion of the portal comprises: enlarging a first portion of the portal in the first movement direction in accordance with the movement of the viewpoint of the user.

145. The method of any of claims 132-144, wherein displaying the representation of the at least the portion of the portal that includes the virtual environment of the three- dimensional environment comprises: in accordance with a determination that a first physical object that is located in a physical environment of the user and that is visible in the three-dimensional environment has a spatial conflict with a first portion of the portal that includes a first portion of the virtual environment, from the viewpoint of the user, decreasing a visual salience of the first portion of the portal that includes the first portion of the virtual environment relative to the three-dimensional environment.

146. The method of claim 145, wherein detecting the movement of the viewpoint of the user comprises: detecting that the viewpoint of the user has moved from a first viewpoint to a second viewpoint, the method further comprising: prior to detecting the movement of the viewpoint of the user, and from the viewpoint of the user, the first physical object that is located in the physical environment of the user and that is visible in the three-dimensional environment has a spatial conflict with the first portion of the portal that includes the first portion of the virtual environment, displaying a second portion of the portal that includes a second portion of the virtual environment with a first visual salience relative to the three-dimensional environment, the first visual salience being greater than a visual salience of the first portion of the portal that includes the first portion of the virtual environment relative to the three-dimensional environment; and in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment, and in accordance with a determination that a second physical object that is located in the physical environment of the user and that is visible in the three-dimensional environment has a spatial conflict with the second portion of the portal that includes the second portion of the virtual environment, from the viewpoint of the user, and no spatial conflict with the first portion of the portal, displaying the first portion of the portal that includes the first portion of the virtual environment with a second visual salience relative to the three-dimensional environment, wherein the second visual salience is greater than a visual salience of the second portion of the portal that includes the second portion of the virtual environment relative to the three-dimensional environment.

147. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: while displaying a representation of at least a portion of a portal that includes a virtual environment of a three-dimensional environment, detecting, via the one or more input devices, a movement of a viewpoint of a user of the computer system relative to the three-dimensional environment; and in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment: in accordance with a determination that the portal of the virtual environment is open in a first direction relative to the three-dimensional environment and that the movement is greater than a movement threshold, maintaining display of the at least the portion of the portal of the virtual environment in the representation of the three-dimensional environment; and in accordance with a determination that the portal is open in a second direction relative to the three-dimensional environment, where the second direction is different from the first direction and that the movement is greater than the movement threshold, ceasing display of the at least the portion of the portal of the virtual environment in the representation of the three-dimensional environment while at least a portion of the representation of the three-dimensional environment that includes the at least the portion of the portal of the virtual environment remains visible from the viewpoint of the user.

148. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: while displaying a representation of a three-dimensional environment that includes at least a portion of a portal of a virtual environment, detecting, via the one or more input devices, movement of a viewpoint of a user of the computer system relative to the three-dimensional environment; and in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment: in accordance with a determination that the portal of the virtual environment is open in a first direction relative to the three-dimensional environment and that the movement is greater than a movement threshold, maintaining display of the at least the portion of the portal of the virtual environment in the representation of the three-dimensional environment; and in accordance with a determination that the portal is open in a second direction relative to the three-dimensional environment, where the second direction is different from the first direction and that the movement is greater than the movement threshold, ceasing display of the at least the portion of the portal of the virtual environment in the representation of the three-dimensional environment while at least a portion of the representation of the three-dimensional environment that includes the at least the portion of the portal of the virtual environment remains visible from the viewpoint of the user.

149. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for, while displaying a representation of a three-dimensional environment that includes at least a portion of a portal of a virtual environment, detecting, via the one or more input devices, movement of a viewpoint of a user of the computer system relative to the three-dimensional environment; and means for, in response to detecting the movement of the viewpoint of the user relative to the three-dimensional environment: in accordance with a determination that the portal of the virtual environment is open in a first direction relative to the three-dimensional environment and that the movement is greater than a movement threshold, maintaining display of the at least the portion of the portal of the virtual environment in the representation of the three-dimensional environment; and in accordance with a determination that the portal is open in a second direction relative to the three-dimensional environment, where the second direction is different from the first direction and that the movement is greater than the movement threshold, ceasing display of the at least the portion of the portal of the virtual environment in the representation of the three-dimensional environment while at least a portion of the representation of the three-dimensional environment that includes the at least the portion of the portal of the virtual environment remains visible from the viewpoint of the user. In accordance with a determination that the portal is open in a second direction relative to the three-dimensional environment, where the second direction is different from the first direction, and the movement is greater than the movement threshold, ceasing to display the at least the portion of the virtual environment of the portal in the representation of the three-dimensional environment while at least a portion of the representation of the three-dimensional environment that includes the at least the portion of the virtual environment of the portal remains visible from the viewpoint of the user.

150. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 132-146.

151. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 132-146.

152. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 132-146.

153. A method comprising: at a computer system in communication with a display generation component and one or more input devices: receiving, via the one or more input devices, first user input corresponding to a request to display a respective virtual three-dimensional environment; and in response to receiving the first user input, displaying, via the display generation component, the respective virtual three-dimensional environment, the display comprising: in accordance with a determination that the respective virtual three-dimensional environment is a first virtual three-dimensional environment, outputting a first sound effect when initiating display of the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is a second virtual three-dimensional environment that is different from the first virtual three-dimensional environment, outputting a second sound effect that is different from the first sound effect when initiating display of the second virtual three-dimensional environment.

154. The method of claim 153, wherein outputting the first sound effect comprises: outputting one or more first sound effects based on one or more first environmental sound effects corresponding to the first virtual three-dimensional environment when initiating display of the first virtual three-dimensional environment, and wherein outputting the second sound effect includes outputting one or more second sound effects that are different from the one or more first sound effects based on one or more second environmental sound effects that are different from the one or more first environmental sound effects and correspond to the second virtual three-dimensional environment when initiating display of the second virtual three-dimensional environment.

155. The method of claim 154, wherein outputting the first sound effect comprises: outputting the second sound effect includes: outputting, in spatialized audio, the second sound effect, the spatialized audio having a simulated positioning relative to the viewpoint of the user, the simulated positioning moving as the appearance of the second virtual three-dimensional environment changes.

156. The method of any of claims 153-155, further comprising: while displaying, via the display generation component, the respective virtual three- dimensional environment at a first level of immersion, receiving, via the one or more input devices, a second user input corresponding to a request to change a level of immersion of the respective virtual three-dimensional environment; and in response to receiving the second user input: in accordance with the second input, displaying the respective virtual three- dimensional environment at a second level of immersion that is different from the first level of immersion; and outputting a respective sound effect as the level of immersion of the respective virtual three-dimensional environment is changed.

157. The method of claim 156, wherein outputting the respective sound effect as the level of immersion of the respective virtual three-dimensional environment is changed includes: in accordance with a determination that the respective virtual three-dimensional environment is the first virtual three-dimensional environment, outputting, as the level of immersion of the first virtual three-dimensional environment is changed, a respective sound effect corresponding to the change in the level of immersion; and in accordance with a determination that the respective virtual three-dimensional environment is the second virtual three-dimensional environment, outputting, as the level of immersion of the second virtual three-dimensional environment is changed, the respective sound effect corresponding to the change in the level of immersion.

158. The method of claim 156, wherein outputting the respective sound effect as the level of immersion of the respective virtual three-dimensional environment is changed includes: in accordance with a determination that the respective virtual three-dimensional environment is the first virtual three-dimensional environment, outputting a first sound effect corresponding to the change in the level of immersion of the first virtual three- dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is the second virtual three-dimensional environment, outputting a second sound effect corresponding to the change in the level of immersion of the second virtual three- dimensional environment, the second sound effect being different from the first sound effect corresponding to the change in the level of immersion of the first virtual three- dimensional environment.

159. The method of any of claims 156-158, wherein outputting the respective sound effect as the level of immersion of the respective virtual three-dimensional environment is changed includes: in accordance with a determination that the second input corresponds to a request to increase the level of immersion of the respective virtual three-dimensional environment, outputting a respective sound effect corresponding to the increase in the level of immersion of the respective virtual three-dimensional environment; and in accordance with a determination that the second input corresponds to a request to decrease the level of immersion of the respective virtual three-dimensional environment, output a respective sound effect corresponding to decreasing the level of immersion of the respective virtual three-dimensional environment, the respective sound effect being different from the respective sound effect corresponding to decreasing the level of immersion of the respective virtual three-dimensional environment.

160. The method of any one of claims 156-159, wherein outputting the respective sound effect when changing the level of immersion of the respective virtual three-dimensional environment comprises: in accordance with a determination that the second input corresponds to a request to display the respective virtual three-dimensional environment at a maximum level of immersion of the respective virtual three-dimensional environment, output a respective sound effect corresponding to the maximum level of immersion of the respective virtual three-dimensional environment; and in accordance with a determination that the second input corresponds to a request to display the respective virtual three-dimensional environment at a minimum level of immersion of the respective virtual three-dimensional environment, output a respective sound effect corresponding to the minimum level of immersion of the respective virtual three-dimensional environment.

161. The method of claim 160, wherein the respective sound effect corresponding to the maximum level of immersion of the respective virtual three-dimensional environment is different from the respective sound effect corresponding to the minimum level of immersion of the respective virtual three-dimensional environment.

162. The method of any one of claims 153-161, wherein the respective virtual three- dimensional environment has a respective visual appearance corresponding to a first time of day in a physical space simulated by the respective virtual three-dimensional environment, and the method further comprises: while displaying the respective virtual three-dimensional environment at the respective visual appearance corresponding to the first time of day, receiving, via the one or more input devices, a second user input corresponding to a request to change the respective visual appearance from corresponding to the first time of day in the physical space simulated by the respective virtual three-dimensional environment to corresponding to a second time of day in the physical space simulated by the respective virtual three-dimensional environment that is different from the first time of day; and in response to receiving the second user input: displaying the respective virtual three-dimensional environment at the respective visual appearance corresponding to the second time of day; and outputting a respective sound effect when changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the respective virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the respective virtual three-dimensional environment.

163. The method of claim 162, wherein outputting the respective sound effect when changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the respective virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the respective virtual three-dimensional environment comprises: in accordance with a determination that the respective virtual three-dimensional environment is the first virtual three-dimensional environment, outputting a respective sound effect that corresponds to changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the first virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is the second virtual three-dimensional environment, outputting the respective sound effect that corresponds to changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the second virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the second virtual three-dimensional environment.

164. The method of claim 162, wherein outputting the respective sound effect when changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the respective virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the respective virtual three-dimensional environment comprises: in accordance with a determination that the respective virtual three-dimensional environment is the first virtual three-dimensional environment, outputting a first sound effect that corresponds to changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the first virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is the second virtual three-dimensional environment, outputting a second sound effect that corresponds to changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the second virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the second virtual three-dimensional environment, the second sound effect being different from the first sound effect that corresponds to changing the respective visual appearance from corresponding to the first time of day in the physical space simulated by the first virtual three-dimensional environment to corresponding to the second time of day in the physical space simulated by the first virtual three-dimensional environment.

165. The method of any one of claims 153-164, the method further comprising: while displaying the respective virtual three-dimensional environment, receiving, via the one or more input devices, a second user input that corresponds to a request to stop displaying the respective virtual three-dimensional environment; and in response to receiving the second user input: stopping display of the respective virtual three-dimensional environment; and outputting a respective sound effect while stopping display of the respective virtual three-dimensional environment.

166. The method of claim 165, wherein outputting the respective sound effect while stopping display of the respective virtual three-dimensional environment comprises: in accordance with a determination that the respective virtual three-dimensional environment is the first virtual three-dimensional environment, outputting a respective sound effect that corresponds to stopping display of the respective virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is the second virtual three-dimensional environment, outputting the respective sound effect that corresponds to stopping display of the respective virtual three-dimensional environment.

167. The method of claim 165, wherein outputting the respective sound effect upon ceasing display of the respective virtual three-dimensional environment comprises: in accordance with a determination that the respective virtual three-dimensional environment is the first virtual three-dimensional environment, outputting a first sound effect corresponding to ceasing display of the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is the second virtual three-dimensional environment, outputting a second sound effect corresponding to ceasing display of the second virtual three-dimensional environment, the second sound effect being different from the first sound effect corresponding to ceasing display of the first virtual three-dimensional environment.

168. The method of any one of claims 165-167, wherein outputting the respective sound effect while ceasing to display the respective virtual three-dimensional environment comprises: outputting the respective sound effect with spatialized audio having a simulated position relative to a viewpoint of the user that moves as an appearance of the respective virtual three-dimensional environment changes while gradually ceasing display of the respective virtual three-dimensional environment.

169. The method of any of claims 153-168, the method further comprising: while displaying, via the display generation component, the first virtual three- dimensional environment, receiving, via the one or more input devices, a second user input corresponding to a request to initiate display of the second virtual three- dimensional environment; and in response to receiving the second user input: ceasing display of the first virtual three-dimensional environment; displaying, via the display generation component, the second virtual three- dimensional environment; and outputting the second sound effect upon initiating display of the second virtual three-dimensional environment.

170. The method of claim 169, the method further comprising: in response to receiving the second user input, forgoing outputting a sound effect upon ceasing display of the first virtual three-dimensional environment.

171. The method of any of claims 153-170, wherein outputting the first sound effect or the second sound effect comprises: outputting the first sound effect or the second sound effect for between one and three seconds.

172. The method of any of claims 153-171, wherein outputting the first sound effect or the second sound effect comprises: outputting a respective sound effect comprising simulated sounds of wind blowing over sand.

173. The method of any of claims 153-172, wherein outputting the first sound effect or the second sound effect comprises: outputting a respective sound effect comprising simulated sounds of a cricket chirping.

174. The method of any of claims 153-173, the method further comprising: while displaying the first virtual three-dimensional environment, and after outputting the first sound effect, outputting one or more third sound effects corresponding to the first virtual three-dimensional environment; and while displaying the second virtual three-dimensional environment, and after outputting the second sound effect, outputting one or more fourth sound effects corresponding to the second virtual three-dimensional environment that are different from the one or more third sound effects, wherein: outputting the first sound effect comprises outputting an amplified one or more portions of the one or more third sound effects, wherein the one or more third sound effects are output after the amplified one or more portions of the one or more third sound effects are output; and outputting the second sound effect comprises outputting an amplified one or more portions of the one or more fourth sound effects, wherein the one or more fourth sound effects are output after the amplified one or more portions of the one or more fourth sound effects are output.

175. The method of any of claims 153-174, further comprising: receiving, via the one or more input devices, second user input corresponding to a request to display an ambient effect applied to a representation of a physical environment of a user of the computer system; and in response to receiving the second user input: displaying, via the display generation component, the representation of the physical environment of the user with the ambient effect applied; and outputting a respective sound effect when initiating display of the ambient effect applied to the representation of the physical environment of the user of the computer system.

176. The method of any of claims 153-175, further comprising: displaying, via the display generation component, one or more application user interfaces, wherein the first user input is received while displaying the one or more application user interfaces; and in response to receiving the first user input, maintaining display of the one or more application user interfaces while displaying the respective virtual three-dimensional environment.

177. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: receiving, via the one or more input devices, first user input corresponding to a request to display a respective virtual three-dimensional environment; and in response to receiving the first user input, displaying, via the display generation component, the respective virtual three-dimensional environment, the display including: in accordance with a determination that the respective virtual three-dimensional environment is a first virtual three-dimensional environment, outputting a first sound effect when initiating display of the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is a second virtual three-dimensional environment that is different from the first virtual three-dimensional environment, outputting a second sound effect that is different from the first sound effect when initiating display of the second virtual three-dimensional environment.

178. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: receiving, via the one or more input devices, a first user input corresponding to a request to display a respective virtual three-dimensional environment; and in response to receiving the first user input, displaying, via the display generation component, the respective virtual three-dimensional environment, the display including: in accordance with a determination that the respective virtual three-dimensional environment is a first virtual three-dimensional environment, outputting a first sound effect when initiating display of the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is a second virtual three-dimensional environment that is different from the first virtual three-dimensional environment, outputting a second sound effect that is different from the first sound effect when initiating display of the second virtual three-dimensional environment.

179. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for receiving, via the one or more input devices, first user input corresponding to a request to display a respective virtual three-dimensional environment; and means for displaying, via the display generation component, the respective virtual three- dimensional environment in response to receiving the first user input, the display comprising: in accordance with a determination that the respective virtual three-dimensional environment is a first virtual three-dimensional environment, outputting a first sound effect when initiating display of the first virtual three-dimensional environment; and in accordance with a determination that the respective virtual three-dimensional environment is a second virtual three-dimensional environment that is different from the first virtual three- dimensional environment, outputting a second sound effect that is different from the first sound effect when initiating display of the second virtual three-dimensional environment.

180. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 153-176.

181. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 153-176.

182. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 153-176.

183. The method of any one of claims 1-23, wherein changing the level of detail displaying the respective environment comprises: changing a resolution of one or more virtual elements in the respective environment.

184. The method of any of claims 1-23 and 183, further comprising: while displaying the respective environment at a first level of detail that is higher than a second level of detail at which the respective environment is capable of being displayed: displaying a first portion of the respective environment with textures that include a first level of animation; displaying a second portion of the respective environment with textures that include a second level of animation that is less than the first level of animation, wherein the first portion of the respective environment is closer to a point of view of a user in the respective environment than the second portion.

185. The method of claim 184, wherein the respective environment includes a third portion, the second portion of the respective environment is closer to the point of view of the user in the respective environment than the third portion of the respective environment, and the third portion of the respective environment is displayed with textures that do not include animation.

186. The method of any of claims 184-185, wherein the texture including the first animation level and the texture including the second animation level correspond to a surface of simulated water in the respective environment.

187. The method of any of claims 1-23 and 183-186, wherein changing the level of detail showing the respective environment from a first level of detail to a second level of detail comprises: changing the level of detail so that the respective environment is displayed with at most a respective amount of power corresponding to the second level of detail, wherein the respective amount of power corresponding to the second level of detail is the same whether the respective environment is a first environment or a second environment different from the first environment.

188. A method comprising: at a computer system in communication with a display generation component and one or more input devices: while the environment is visible, displaying, via the display generation component, a first simulated shadow corresponding to a first virtual object in the environment, wherein the first simulated shadow has a respective visual appearance based on a size and shape of the virtual object from which the first simulated shadow is cast and a size and shape of a respective portion of the environment on which the first simulated shadow appears, and has a respective visual appearance based on a shadow texture of the first simulated shadow, wherein displaying the first simulated shadow includes: in accordance with a determination that the respective portion of the environment is a first portion of the environment, displaying the first simulated shadow on the respective virtual element with the shadow texture having a first visual appearance; and in accordance with a determination that the respective portion of the environment is a second portion of the environment different from the first portion of the environment, displaying the first simulated shadow on the respective virtual element with the shadow texture having a second visual appearance different from the first visual appearance.

189. The method of claim 188, wherein the first portion of the environment is virtual water having a first simulated depth, and the second portion of the environment is virtual water having a second simulated depth different from the first simulated depth.

190. The method of claim 189, wherein the shadow texture having the first visual appearance includes a first color, and the shadow texture having the second visual appearance includes a second color different from the first color.

191. The method of any of claims 189-190, wherein the shadow texture having the first visual appearance has a first visual salience with respect to the environment, and the shadow texture having the second visual appearance has a second visual salience with respect to the environment different from the first visual salience.

192. The method of any of claims 188-191, wherein the first portion of the environment is virtual water, and the second portion of the environment is virtual land.

193. The method of any of claims 188-192, wherein the first portion of the environment is associated with a second simulated shadow, and the second portion of the environment is not associated with a simulated shadow different from the first simulated shadow.

194. The method of any of claim 193, wherein the respective portion of the environment is the first portion of the environment, the method further comprising: displaying, prior to displaying the first simulated shadow on the first portion of the environment, the second simulated shadow on the first portion of the environment, wherein a shadow texture of the second simulated shadow has a third visual appearance; and in response to displaying the first simulated shadow on the first portion of the environment and while the first portion of the environment is also associated with the second simulated shadow, changing the visual appearance of the shadow texture of the second simulated shadow to deviate from the third visual appearance.

195. The method of any of claims 193-194, the method further comprising: displaying, prior to displaying the first simulated shadow on the respective portion of the environment, the second simulated shadow on the respective portion of the environment; and in response to displaying the first simulated shadow on the respective portion of the environment and while the first portion of the environment is also associated with the second simulated shadow, and in accordance with a determination that one or more criteria are met, ceasing to display at least a portion of the second simulated shadow on the respective portion of the environment.

196. The method of any of claims 188-195, wherein the shadow texture of the first simulated shadow has a third visual appearance in a central region of the first simulated shadow, and the shadow texture of the first simulated shadow has a fourth visual appearance that is different from the third visual appearance in an outer region of the first simulated shadow that surrounds the central region of the first simulated shadow.

197. The method of any of claims 193-196, wherein a shadow texture of the second simulated shadow has a third visual appearance in a central region of the second simulated shadow, and the shadow texture of the second simulated shadow has a fourth visual appearance that is different from the third visual appearance in an outer region of the second simulated shadow that surrounds the central region of the second simulated shadow.

198. The method of any of claims 188-197, the method further comprising: displaying the first simulated shadow moving away from the respective portion of the environment on which the first simulated shadow appears and to a second respective portion of the environment.

199. The method of any of claims 188-198, the method further comprising: displaying the first simulated shadow changing from having a first size and / or shape to having a second size and / or shape that is different from the first size and shape.

200. The method of any of claims 188-199, the method further comprising: while displaying the first simulated shadow corresponding to the first virtual object on the respective portion of the environment, displaying, via the display generation component, a second simulated shadow on a second respective portion of the environment.

201. The method of any one of claims 188-200, the method further comprising: displaying, on the respective portion of the environment, one or more simulated reflections corresponding to one or more light sources prior to displaying the first simulated shadow on the respective portion of the environment, wherein displaying the first simulated shadow on the respective portion of the environment comprises forgoing displaying the one or more simulated reflections corresponding to the one or more light sources on the respective portion of the environment.

202. The method of claim 201, wherein the respective portion of the environment comprises simulated sand, and the one or more simulated reflections correspond to one or more simulated reflections off of a surface of the simulated sand.

203. The method of any one of claims 201-202, wherein the respective portion of the environment comprises simulated water, and the one or more simulated reflections correspond to one or more simulated reflections off of a surface of the simulated water.

204. The method of any one of claims 201-203, the method further comprising: while displaying the one or more simulated reflections corresponding to the one or more light sources on the respective portion of the environment from a first viewpoint of a user of the computer system, detecting an event corresponding to changing the viewpoint of the user from the first viewpoint to a second viewpoint, wherein the respective portion of the environment is visible from the second viewpoint of the user; and in response to detecting the event, changing the display of the one or more simulated reflections corresponding to the one or more light sources on the respective portion of the environment.

205. The method of claim 204, wherein altering the display of the one or more simulated reflections corresponding to the one or more light sources made on the respective portion of the environment comprises: gradually changing the display of the one or more simulated reflections after the viewpoint of the user is changed to the second viewpoint.

206. The method of any of claims 204-205, wherein altering the display of the one or more simulated reflections corresponding to the one or more light sources made on the respective portion of the environment comprises: stopping displaying a first one or more simulated reflections on the respective portion of the environment, and initiating display of a second one or more simulated reflections on the respective portion of the environment.

207. The method of any one of claims 188-206, the method further comprising: displaying media content concurrently with the first simulated shadow in the environment.

208. The method of any one of claims 188-207, the method further comprising: displaying the first simulated shadow concurrently with one or more virtual elements corresponding to a communication session in the environment, the communication session occurring between a user of the computer system and one or more other participants of the communication session.

209. The method of any one of claims 188-208, wherein while displaying the first simulated shadow on the respective portion of the environment, wherein the environment is visible from a first viewpoint of a user of the computer system, the environment has a first environmental appearance, the method further comprising: while the environment has the first environmental appearance, detecting an event corresponding to changing the viewpoint of the user from the first viewpoint to a second viewpoint, wherein the environment has a second environmental appearance that is different from the first environmental appearance when the environment is visible from the second viewpoint.

210. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, including instructions for: displaying, via the display generation component, a first simulated shadow corresponding to a first virtual object in an environment when the environment is visible, wherein the first simulated shadow has a size and shape based on the virtual object casting the first simulated shadow and a size and shape of a respective portion of the environment on which the first simulated shadow appears, and has a respective visual appearance based on a shadow texture of the first simulated shadow, wherein displaying the first simulated shadow includes: displaying, on the respective virtual element, the first simulated shadow with the shadow texture having a first visual appearance in accordance with a determination that the respective portion of the environment is a first portion of the environment; and displaying, on the respective virtual element, the first simulated shadow with the shadow texture having a second visual appearance that is different from the first visual appearance in accordance with a determination that the respective portion of the environment is a second portion of the environment that is different from the first portion of the environment.

211. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: displaying, via the display generation component, a first simulated shadow corresponding to a first virtual object in an environment when the environment is visible, wherein the first simulated shadow has a size and shape based on the virtual object casting the first simulated shadow and a size and shape of a respective portion of the environment on which the first simulated shadow appears, and has a respective visual appearance based on a shadow texture of the first simulated shadow, wherein displaying the first simulated shadow includes: displaying, on the respective virtual element, the first simulated shadow with the shadow texture having a first visual appearance in accordance with a determination that the respective portion of the environment is a first portion of the environment; and displaying, on the respective virtual element, the first simulated shadow with the shadow texture having a second visual appearance that is different from the first visual appearance in accordance with a determination that the respective portion of the environment is a second portion of the environment that is different from the first portion of the environment.

212. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; ​ ​ means for, while the environment is visible, displaying, via the display generation component, a first simulated shadow corresponding to a first virtual object in the environment, wherein the first simulated shadow has a size and shape based on the virtual object from which the first simulated shadow is cast and a size and shape of a respective portion of the environment on which the first simulated shadow appears, and has a respective visual appearance based on a shadow texture of the first simulated shadow, wherein displaying the first simulated shadow includes: in accordance with a determination that the respective portion of the environment is a first portion of the environment, displaying the first simulated shadow on the respective virtual element with the shadow texture having a first visual appearance; and in accordance with a determination that the respective portion of the environment is a second portion of the environment that is different from the first portion of the environment, displaying the first simulated shadow on the respective virtual element with the shadow texture having a second visual appearance that is different from the first visual appearance.

213. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 188-209.

214. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 188-209.

215. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 188-209.

216. A method comprising: at a computer system in communication with a display generation component and one or more input devices: while an environment is visible, displaying, via the display generation component, a background element that includes one or more first virtual elements in a first layer and one or more second virtual elements in a second layer, wherein a visual appearance of the background element, from a current viewpoint of a user of the computer system, is based on a combination of a visual appearance of the one or more first virtual elements in the first layer and a visual appearance of the one or more second virtual elements in the second layer, and displaying the background element includes: changing the visual appearance of the one or more first virtual elements over time in a first manner relative to the visual appearance of the one or more second virtual elements.

217. The method of claim 216, wherein the one or more first virtual elements are one or more simulated astronomical light sources.

218. The method of any of claims 216-217, wherein the one or more first virtual elements are simulated clouds, and changing the visual appearance of the one or more simulated clouds comprises: moving the one or more simulated clouds relative to the environment.

219. The method of any of claims 216-218, wherein the one or more first virtual elements are simulated clouds, and changing the visual appearance of the one or more simulated clouds comprises: changing a size and / or shape of the one or more simulated clouds.

220. The method of any of claims 216-219, wherein displaying the background element includes: changing the visual appearance of the one or more second virtual elements over time in a second manner different from the first manner.

221. The method of any of claims 216-220, wherein displaying the background element includes: displaying the one or more first virtual elements over time with one or more animations.

222. The method of claim 221, wherein the one or more first virtual elements include a simulated sun, and the one or more animations include an animation of the simulated sun.

223. The method of any of claims 221-222, wherein the one or more first virtual elements include one or more simulated stars, and the one or more animations include one or more animations of the one or more simulated stars.

224. The method of any of claims 221-223, wherein the one or more first virtual elements include a simulated light source, and the one or more animations include an animation of one or more simulated lighting effects in the environment based on the simulated light source.

225. The method of any of claims 221-224, wherein the one or more first virtual elements include a simulated moon, and the one or more animations include an animation of the simulated moon.

226. The method of any of claims 221-225, wherein the one or more animations include changing one or more of a color, a position, a brightness, and / or a speed of movement of the one or more virtual elements over time.

227. The method of any of claims 216-226, the method further comprising: while displaying the background element in the environment, displaying one or more simulated lighting effects in the environment on a simulated ground element in the environment based on one or more simulated light sources.

228. The method of claim 227, wherein the simulated ground element includes simulated sand, and the one or more simulated lighting effects include simulated lighting effects corresponding to reflections of simulated light from simulated light sources off of the simulated sand.

229. The method of any of claims 227-228, wherein the simulated ground element includes simulated snow, and the one or more simulated lighting effects include simulated lighting effects corresponding to reflections of simulated light from simulated light sources off of the simulated snow.

230. The method of any of claims 227-229, wherein the simulated ground element includes simulated water, and the one or more simulated lighting effects include simulated lighting effects corresponding to reflections of simulated light from simulated light sources off of the simulated water.

231. The method of any of claims 227-230, the method further comprising: while displaying the background element in the environment from a first point of view of the user, displaying one or more first simulated lighting effects on the simulated ground element in the environment based on the one or more simulated light sources in the environment; while displaying the one or more first simulated lighting effects on the simulated ground element in the environment based on the one or more simulated light sources in the environment, detecting an event corresponding to a change in the point of view of the user from the first point of view to a second point of view, wherein the simulated ground element is visible from the second point of view of the user; and in response to detecting the event, displaying one or more second simulated lighting effects on the simulated ground element in the environment based on the one or more simulated light sources in the environment that are different from the one or more first simulated lighting effects.

232. The method of any of claims 216-231, further comprising: concurrently displaying the background element and media content in the environment.

233. The method of any of claims 216-232, further comprising: concurrently displaying the background element and one or more virtual elements corresponding to a communication session in the environment, the communication session occurring between the user of the computer system and one or more other participants of the communication session.

234. The method of any of claims 216-233, further comprising: while displaying the background element in the environment from a first point of view of the user, displaying the background element in the environment with a first visual appearance; while displaying the background element in the environment with the first visual appearance, detecting an event corresponding to a change in the point of view of the user from the first point of view to a second point of view; and in response to detecting the event, displaying the background element in the environment with a second visual appearance that is different from the first visual appearance.

235. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for: while the environment is visible, displaying, via the display generation component, a background element that includes one or more first virtual elements in a first layer and one or more second virtual elements in a second layer, wherein a visual appearance of the background element, as viewed from a current point of view of a user of the computer system, is based on a combination of a visual appearance of the one or more first virtual elements in the first layer and a visual appearance of the one or more second virtual elements in the second layer, and displaying the background element includes: changing the visual appearance of the one or more first virtual elements over time in a first manner relative to the visual appearance of the one or more second virtual elements.

236. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform a method comprising: while the environment is visible, displaying, via the display generation component, a background element that includes one or more first virtual elements in a first layer and one or more second virtual elements in a second layer, wherein a visual appearance of the background element, as viewed from a current viewpoint of a user of the computer system, is based on a combination of a visual appearance of the one or more first virtual elements in the first layer and a visual appearance of the one or more second virtual elements in the second layer, and displaying the background element includes: changing the visual appearance of the one or more first virtual elements over time in a first manner relative to the visual appearance of the one or more second virtual elements.

237. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; means for, while an environment is visible, displaying, via the display generation component, a background element that includes one or more first virtual elements in a first layer and one or more second virtual elements in a second layer, wherein a visual appearance of the background element, as viewed from a current viewpoint of a user of the computer system, is based on a combination of a visual appearance of the one or more first virtual elements in the first layer and a visual appearance of the one or more second virtual elements in the second layer, and displaying the background element includes: changing the visual appearance of the one or more first virtual elements over time in a first manner relative to the visual appearance of the one or more second virtual elements.

238. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and one or more programs, wherein the one or more programs are stored in the memory and configured to be executed by the one or more processors, the one or more programs including instructions for performing any of the methods of claims 216-234.

239. A non-transitory computer-readable storage medium storing one or more programs, the one or more programs comprising instructions, which when executed by one or more processors of a computer system in communication with a display generation component and one or more input devices, cause the computer system to perform any of the methods of claims 216-234.

240. A computer system in communication with a display generation component and one or more input devices, the computer system comprising: one or more processors; memory; and means for performing any of the methods of claims 216-234.