3D simulation and extrusion of projection media

The 3-D projection system using projectors, opaque surfaces, and translucent scrims addresses limitations in amusement park attractions by ensuring realistic and immersive 3-D object simulations through precise projection characteristics, enhancing the guest experience.

JP2026067853APending Publication Date: 2026-04-21UNIVERSAL CITY STUDIOS LLC
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Patent Information

Authority / Receiving Office
JP · JP
Patent Type
Applications
Current Assignee / Owner
UNIVERSAL CITY STUDIOS LLC
Filing Date
2025-11-26
Publication Date
2026-04-21

AI Technical Summary

Technical Problem

Conventional amusement park attractions face limitations in providing immersive 3-D experiences due to hardware and software constraints, requiring large show spaces and being limited by architecture and robotics, which restrict the authenticity and movement of simulated 3-D objects.

Method used

A 3-D projection system utilizing a projector, opaque surfaces, and translucent scrims to simulate 3-D objects by projecting light onto both surfaces, with a skinning algorithm determining different projection characteristics for each surface to ensure seamless transitions and realistic movement of objects across boundaries.

Benefits of technology

Enhances the authenticity and movement of 3-D objects by reducing distortion and warping, allowing for immersive experiences without the need for large spaces and specialized viewing equipment.

✦ Generated by Eureka AI based on patent content.

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Abstract

This provides 3D simulation and extrusion of projection media. [Solution] A three-dimensional (3-D) projection system includes a projector configured to output a projection of light to simulate a 3-D object; an opaque surface configured to receive the projection of light to simulate a portion of the 3-D object; and a translucent scrim positioned at the boundary of the opaque surface and configured to receive the projection of light to simulate an extension of the 3-D object that extends beyond the boundary of the opaque surface.
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Description

Technical Field

[0001] [Cross - Reference to Related Applications] This application claims priority and the benefit thereof to U.S. Provisional Patent Application No. 63 / 082,731, entitled "PROJECTION MEDIA THREE - DIMENSIONAL SIMULATION AND EXTRUSION", filed on September 24, 2020, which is hereby incorporated by reference in its entirety for all purposes.

Background Art

[0002] This section is for introducing to the reader various aspects of technologies that may be related to various aspects of the present disclosure described and / or claimed below. This discussion is considered useful in showing the reader the background circumstances and facilitating a better understanding of the various aspects of the present disclosure. Therefore, these descriptions should be understood as being read from the above perspective rather than as an admission of prior art.

[0003] Theme parks or amusement park attractions are becoming increasingly popular and are designed to provide immersive experiences unique to guests. Amusement park attractions can include shows such as light shows, light projections, movies, theaters, rides, or combinations thereof that help provide immersive experiences unique to guests. For example, conventional shows use light to simulate two - dimensional or three - dimensional objects on a screen, use these simulated objects to create effects, and / or tell a story. However, due to the hardware and software limitations of conventional systems, the story and the corresponding guest experience may be limited. Additionally, conventional systems are also limited by architecture, robotics, and show space. For example, conventional systems that employ large - scale arrangements of physical show elements or set props may require a large show space.

Summary of the Invention

[0004] The following summarizes several embodiments that fall within the same scope as the subject matter of the original claims. These embodiments are not intended to limit the scope of the disclosure, but rather to outline some of the disclosed embodiments. In practice, the disclosure may include a variety of forms that are similar to or different from the embodiments shown below.

[0005] In one embodiment, a three-dimensional (3-D) projection system includes a projector configured to output a projection of light to simulate a 3-D object; an opaque surface configured to receive the projection of light to simulate a portion of the 3-D object; and a translucent scrim positioned at the boundary of the opaque surface and configured to receive the projection of light to simulate an extension of the 3-D object that extends beyond the boundary of the opaque surface.

[0006] In one embodiment, the system includes an opaque surface, a transparent or translucent scrim positioned at the boundary of the opaque surface, and a projector (or a combination of projectors) configured to project light onto the opaque surface to simulate a portion of a three-dimensional (3-D) object on the opaque surface, and to project light onto the transparent or translucent scrim to simulate an extension of the 3-D object that moves away from and crosses the boundary of the opaque surface.

[0007] In one embodiment, a method for simulating a three-dimensional (3-D) object via a projection system includes determining a boundary line between an opaque surface and a scrim placed adjacent to the opaque surface. The method also includes determining, based on a skinning algorithm, a first set of projection characteristics associated with a first projection light portion corresponding to the opaque surface, and a second set of projection characteristics, different from the first set, associated with a second projection light portion corresponding to the scrim. The method also includes outputting the first projection light portion onto the opaque surface via a projector based on the boundary line in order to simulate a 3-D object on the opaque surface. The method also includes outputting the second projection light portion onto the scrim via a projector based on the boundary line in order to simulate an extension of the 3-D object that moves away from and extends beyond the opaque surface.

[0008] A better understanding of these and other features, aspects and advantages of this disclosure will be gained by reading the following detailed description while referring to the attached drawings, which indicate the same parts throughout. [Brief explanation of the drawing]

[0009] [Figure 1] This is an overhead perspective view of a system according to the present disclosure that simulates three-dimensional (3-D) objects by projecting light onto a wall and scrim via a projector. [Figure 2] This is an overhead perspective view of a portion of the system in Figure 1, including the determined boundary line between the wall and the scrim in Figure 1, according to an aspect of this disclosure. [Figure 3] This is an overhead perspective view of a portion of the system in Figure 1, including the determined boundary line between the wall and the scrim in Figure 1, according to an aspect of this disclosure. [Figure 4] This is an overhead perspective view of a system according to the present disclosure that simulates 3-D objects by projecting light onto walls and scrims via projectors while in a vehicle. [Figure 5]This is a side view of a system according to an aspect of the present disclosure that simulates a 3-D object by projecting light onto multiple different surfaces via multiple projectors. [Figure 6] This is an overhead view of a part of the system shown in Figure 1 or Figure 4, including the scrim and curved wall, according to an aspect of this disclosure. [Figure 7] This is an overhead view of a part of the system of Figure 1 or Figure 4, including a wall having a scrim and a plane, according to an aspect of the present disclosure. [Figure 8] This is a view of a part of the system of Figure 1 or Figure 4, according to an aspect of the present disclosure, which includes a scrim and a wall having two planes joined at its ends. [Figure 9] This is an overhead view of a part of the system shown in Figure 1 or Figure 4, which includes a scrim and a curved wall having grout lines, according to an aspect of the present disclosure. [Figure 10] This is a schematic diagram of a projector that determines projection characteristics via a squinching algorithm, as used in Figure 1 or Figure 4, according to an aspect of this disclosure. [Figure 11] This is a process flow diagram showing the operation method of the system in Figure 1 or Figure 4 according to an aspect of this disclosure. [Modes for carrying out the invention]

[0010] The following describes one or more specific embodiments of this disclosure. For the sake of brevity, this specification does not describe all features of the embodiments. It should be understood that the development of any such embodiment, as seen in any engineering or design project, will require numerous implementation-specific decisions to achieve the developer's specific objectives, such as compliance with system-related and business-related constraints, which may vary by implementation. Furthermore, while such development efforts can be complex and time-consuming, they should be understood by those skilled in the art who benefit from this disclosure as routine design, fabrication, and manufacturing activities.

[0011] When describing elements of the various embodiments of this disclosure, the articles “a,” “an,” and “the” are intended to mean that there are one or more of these elements. The terms “comprising,” “including,” and “having” are intended to be comprehensive and mean that there may be further elements other than those listed. Furthermore, any reference to “one embodiment” or “a certain embodiment” in this disclosure should not be interpreted as excluding the existence of further embodiments, including the features described.

[0012] This disclosure relates to shows generally included in theme parks, amusement parks, or other entertainment venues. Specifically, this disclosure relates to the simulation of three-dimensional (3-D) objects utilizing floodlights, opaque surfaces (e.g., solid walls), and transparent or translucent scrims.

[0013] Entertainment venues may include shows, such as light shows, to provide guests with a unique and immersive experience. Traditional light shows may include, for example, simulations of two-dimensional (2-D) or three-dimensional objects on a screen. However, traditional systems may have hardware and software limitations that reduce the authenticity of the simulated objects and the corresponding (single or plural) effects or stories that accompany them.

[0014] According to this disclosure, the system may include a projector system (e.g., including one or more projectors) configured to simulate a 3-D object by projecting light onto various surfaces, such as opaque surfaces (e.g., the solid surface of a wall), configured to receive light projections that simulate a 3-D object on an opaque surface, and a scrim (e.g., a transparent or translucent scrim) configured to receive light projections and simulate the extension of the 3-D object that moves away from and crosses the boundary of the opaque surface. It should be understood that references to 3-D objects or systems configured to generate 3-D objects in this specification do not necessarily imply the use of special glasses or goggles (e.g., anaglyph glasses). For example, the system of this disclosure is configured to simulate a 3-D object that (one or more) observers perceive without necessarily using glasses or goggles, via the silhouette extrusion technique (e.g., projection mapping technique) described herein. 3-D glasses and stereoscopic 3-D projection are not essential, but may be employed in some embodiments. Furthermore, references to 3-D and 2-D objects generally refer to simulated 3-D and 2-D objects, not physical objects.

[0015] Furthermore, as used herein, the term “scrim” can refer to a translucent or semi-transparent material that can reflect projected light but appears transparent when no projected light is present. Thus, this embodiment can facilitate the simulation of 3-D objects moving around opaque surfaces by utilizing scrim at the boundary of partially opaque surfaces (e.g., the solid surface of a column). For example, it is possible to show a simulated ant climbing along an opaque surface within the boundary of a surface that is completely opaque from the viewer's perspective, reaching the edge of the opaque surface, and then climbing over the edge. By reflecting the light projected onto the semi-transparent scrim adjacent to the edge of the opaque surface, it is possible to make it appear as if the ant's body extends beyond the opaque surface while its legs remain in contact with it. In practice, the simulated 3-D object can be made to appear as if it is moving to the other side of the opaque surface and reappearing at the opposite edge. As described above, by incorporating scrim, it is possible to make simulated 3-D objects appear to move on and around opaque surfaces without breaking the illusion of substance (e.g., the presence of simulated 3-D objects). Opaque surfaces (e.g., solid surfaces) can include surfaces that do not appear to be walls, but the examples below generally refer to walls. However, it should be understood that according to this embodiment, the exemplary wall can be replaced with other opaque surfaces (e.g., solid surfaces of a ball, barrel, roof, chair, or any other object). Furthermore, scrim can be defined as a partially reflective material (e.g., a partially specular film or mesh product) that can extend from an opaque surface (e.g., a wall). For example, scrim can be a woven fabric containing fiberglass.

[0016] The projector can determine a boundary line between the wall and the scrim, a first projection characteristic suitable for simulating a 3-D object on the wall, and a second projection characteristic suitable for simulating the extension of the 3-D object that crosses the wall boundary through the scrim and moves away from the boundary. The first and second projection characteristics can be determined by the projector or another processor via a skinning algorithm that receives various inputs, for example, regarding the position of the (single or multiple) observer relative to the surface onto which the projector projects light and / or the projector itself, in addition to the physical attributes of the wall and / or scrim. That is, the skinning algorithm can determine the first and second projection characteristics such that the size, shape, color, brightness and other attributes of the simulated 3-D object and its extensions appear proportional across different surfaces having different sizes, shapes and / or reflective qualities.

[0017] In some embodiments, the position of one or more observers may change during the attraction. For example, when a projector projects light onto a wall and / or scrim to simulate 3-D objects, one or more observers may be positioned on a ride vehicle moving along a track near the wall and / or scrim. The projector and / or another processor can be configured to determine projection characteristics at any point in time during the attraction or ride, at least partially based on the current position of the ride vehicle. In some embodiments, the ride vehicle's path is predetermined, and the processor determines projection characteristics based on the ride vehicle's position before the start of the attraction or ride. In other embodiments, such as those where the ride vehicle's path is unpredictable or inconsistent, the projector or another processor can be configured to receive sensor feedback indicating the ride vehicle's position and to determine projection characteristics at least partially based on the sensor feedback indicating the ride vehicle's position. The projector can also be configured to simulate 3-D objects in a time series to tell a story, etc. The projector and / or another processor can be programmed to simulate any part of the story when the ride vehicle is at any possible position on the track. In other words, the projector and / or another processor can simulate a first part of the show when the vehicle is in a first position during a first run of the vehicle, and simulate a first part of the show when the vehicle is in a second position different from the first position during a second run of the vehicle. Naturally, the projection characteristics of the first run will differ from those of the second run, based on the fact that the vehicle and (one or multiple) observers are in different positions during the first and second runs. In other words, by determining the projection characteristics based at least partially on the positions of (one or multiple) observers, 3-D objects corresponding to specific parts of the show can be correctly rendered and recognized by the observers.

[0018] Furthermore, as described above, it is also possible to consider the physical properties of the wall and the screen when determining the projection characteristics of the light projected onto the wall and the screen. Therefore, the projector can determine a first projection characteristic suitable for the wall and a second projection characteristic suitable for the screen. Naturally, the first projection characteristic suitable for the wall can include a subset of the projection characteristics, and the second projection characteristic suitable for the screen can include a subset of the projection characteristics. For example, as described above, the first projection characteristic suitable for simulating a 3-D object on the wall can include a subset of characteristics based on various positions of the vehicle and / or the observer(s) with respect to the area of the wall onto which the light is projected to simulate the 3-D object. That is, different positions on the wall can include different distances from the vehicle, the observer, and the projector, and / or different angles with respect to the projector, and the subset of the projection characteristics can be determined at least partially based on these changing distances and / or angles.

[0019] After determining appropriate projection characteristics, the projector can project light with first projection characteristics onto a wall and light with second projection characteristics onto a scrim. A portion of the light projected onto the scrim can reflect off the scrim, simulating extensions of 3-D objects that move away from and extend beyond the wall boundary, while a portion of the light projected onto the scrim can pass through the scrim and enter the background space. As described above, the projection characteristics can be determined at least partially based on the position or expected position of the vehicle and the corresponding observer relative to the area of ​​the wall and / or scrim receiving the projected light, so that the simulated 3-D objects appear realistic to the (single or multiple) observer (e.g., without distortion or warping). In some embodiments, the background space behind the scrim can be seen through the scrim, and this background space may include other show elements, including projection surfaces that boost relatively bright projections that are easily observable through the scrim. These show elements and the simulation of (single or multiple) 3-D objects can be used to produce effects and / or tell a story. For example, background projection (e.g., a relatively bright projection on the background) and effects can be coordinated with foreground projection (e.g., projections on walls and scrims) to provide a coordinated effect (e.g., an arrow moving from the foreground into the background). These and other features will be described in detail below.

[0020] Referring to the drawings, Figure 1 is an overhead perspective view of an embodiment of a system 10 that simulates a three-dimensional (3-D) object by projecting light onto several different surfaces via a projector 12. For example, system 10 includes a projector 12, a wall 16 (for example, having a solid or opaque material), a scrim 18 (for example, having a transparent or translucent material or structure), and show elements 24, 26, 28. The terms solid and opaque as used herein may mean substantial blocking of radiant energy, such as light, passing through them. For example, a wall 16 having a solid or opaque material as used herein may exhibit 90-100% blocking of light passing through the wall 16.

[0021] System 10 can be arranged in a room 21 having an auditorium 22 and a background space 20, and the auditorium 22 and the background space 20 are at least partially separated by a wall 16 and a scrim 18. The background space 20 includes show elements 24, 26, 28 arranged therein, and other show elements can be arranged in the auditorium 22 together with the seating compartments 14 for guests. The projector 12 can be arranged in the auditorium 22 or can be separately separated from the background space 20 through the wall 16 and the scrim 18. However, as will be described while referring to the later drawings, other projectors can be arranged in the background space 20.

[0022] Generally, the projector 12 (which can represent a single or multiple projectors as shown) can project light onto the wall 16 to simulate 3-D objects on the wall 16. The projector 12 can also project light onto the scrim 18 to simulate the extension of 3-D objects beyond the boundary away from and across the boundaries 31, 33 of the wall 16. For example, the scrim 18 can include a first portion 30 extending from (or adjacent to) the boundary 31 of the wall 16 and a second portion 32 extending from (or adjacent to) the boundary 33 of the wall 16. As shown, the boundaries 31, 33 can be arranged on a single surface (e.g., a curved wall), and can be determined by the positions of the respective portions 30, 32 of the scrim 18 adjacent (or in contact) with this single surface.

[0023] The scrim 18 can be transparent or translucent to guests seated in the seating area 14. In some embodiments, the scrim 18 may include a woven fabric, such as woven fiberglass, which enables the transparency or translucency of the scrim 18. The scrim 18 may also include opaque elements (e.g., mesh products) and openings that, in combination, make the scrim 18 translucent. For example, the solid or opaque parts of the scrim 18 reflect light, while the openings of the scrim 18 allow light to pass through. The scrim 18 is transparent or translucent to guests seated in the seating area 14, but can reflect light received from the projector 12. Thus, the portion of the scrim 18 directly adjacent to the boundaries 31, 33 of the wall 16 can be used to simulate an extension of a 3-D object projected onto the wall 16 that extends beyond the boundaries 31, 33 of the wall 16. Thus, this visual effect can make it appear to guests seated in the seating area 14 that the extension of the 3-D object extends into empty space behind it that does not contain a solid surface. These effects can make 3-D objects appear to move along wall 16 toward either boundary 31 or 33, and to disappear from view by crossing these boundaries and / or going behind wall 16. Perceiving the extension of 3-D objects that move away from and cross boundaries 31 or 33 of wall 16 can reduce the apparent flattening of 3-D objects adjacent to boundaries 31 or 33 compared to conventional systems.

[0024] In some embodiments, show elements 24, 26, and 28, positioned in background space 20, can interact with simulated 3-D objects to enhance the visual effects and / or story provided by system 10. While the show elements 24, 26, and 28 in the illustrated embodiments include a plant, a dresser, and a table, respectively, they may also include other show elements (e.g., humans, animals, nature, projections) depending on the show provided by system 10. In some embodiments, the show elements 24, 26, and 28 can be made movable (e.g., automatically and / or electronically) to enhance the effects or story provided by system 10. For example, the show elements 24, 26, and 28 can be moved to have meaningful interactions with 3-D objects simulated via projector 12, wall 16, and scrim 18. For example, show element 24 (i.e., a plant) in the illustrated embodiment may include a motor assembly 27 configured to move show element 24 (i.e., a plant) across a track 15. Other moving techniques, such as magnetic moving techniques, are also possible. By altering the depth of the show elements 24 as perceived by guests within the seating area 14, the show can be enhanced and / or enable interaction effects with the simulated 3-D objects described above.

[0025] Appropriate lighting can also be used so that show elements 24, 26, and 28 are easily visible through the scrim 18. For example, one or more relatively bright lights 23 can be placed in the background space 20 so that they are easily visible from the darkened seating area 14. The lights 23 can also be used to suppress or cancel out light from the projector 12 from passing through the back wall 25 or other walls, objects (e.g., show elements 24, 26, and 28), or features placed in or forming the background space 20. For example, if the light output from the projector 12 that passes through the scrim 18 is not suppressed or canceled out, parts of the simulated 3-D objects may appear in or on features in the background space 20. In fact, the light output from the projector 12 toward the scrim 18 can be relatively bright so that the image on the scrim 18 appears solid or opaque when viewed from the seating area 14. Lights 23 within the background space 20 can be directed to specific features of the background space 20 to suppress or cancel out the relatively bright light that is output by the projector 12 and passes through the scrim 18.

[0026] Since the wall 16 and the scrim 18 have several differences, among others, including different materials, geometric shapes, positions, and / or reflective properties, simulating a 3-D object on the wall 16 may require different projection properties than those used to simulate a 3-D object on the scrim 18 (i.e., beyond the wall 16). In other words, simulating the same 3-D object (or a part of the same 3-D object) on both the wall 16 and the scrim 18 may require different optical properties for the wall 16 and the scrim 18 to enhance the visual authenticity of the 3-D object across both the wall 16 and the area beyond the wall (i.e., the scrim 18). Therefore, the projector 12 can determine a first set of projection properties corresponding to the wall 16 and a second set of projection properties corresponding to the scrim 18. The projection properties may include, for example, the shape, size, boundary or aspect ratio of the projected light, the brightness of the projected light, the color of the projected light, the resolution of the projected light, or any combination thereof. The projector 12 can determine a first and / or second set of projection characteristics via a skinning algorithm that takes various features as input, such as the physical attributes of the wall 16 and scrim 18 and the position of the projector 12. Furthermore, as will be explained in detail with respect to Figure 4, which has a system employing a movable vehicle, visual authenticity can also be improved by determining the projection characteristics at least in part on the position of the vehicle (and (one or multiple) observers) relative to the area of ​​the surface simulating the 3-D object. For example, the first set of projection characteristics may include a subset of projection characteristics corresponding to the position of the vehicle relative to various areas of the wall 16 and / or scrim 18 onto which light is projected, such that the visual authenticity of the 3-D object is ensured (i.e., distortion and warping are reduced) when the relative position of the vehicle changes and the passenger's viewpoint changes both translationally and rotationally. The position of the projector 12 (or the distance 19 between the projector 12 and the surface onto which or intended to be projected light) can also be input to the skinning algorithm.By determining first and second sets of projection characteristics (and subsets thereof) for wall 16 and scrim 18, distortion of simulated 3-D objects is reduced or canceled compared to conventional systems, and the authenticity of simulated 3-D objects (including the movement of 3-D objects across and / or behind wall 16) is improved.

[0027] The projector 12 can also determine and / or control the boundary line provided between the scrim 18 and the wall 16 by the projector 12. That is, the boundary line between the scrim 18 and the wall 16 can be an input to a skinning algorithm for determining the projection characteristics. In general, the physical transition between the wall 16 and the scrim 18 may not be seamless (for example, it may include sharp angles). Furthermore, since the wall 16 and the scrim 18 have different material properties, different projection characteristics may be required to ensure that the wall 16 and the scrim 18 reflect light differently and that the visual authenticity of 3-D objects on the wall and scrim also differs. Therefore, by accurately determining the boundary line between the wall 16 and the scrim 18 and then using this boundary line as an input to a skinning algorithm, it is possible to ensure that 3-D objects are not substantially distorted or warped when passing through the boundary line.

[0028] In the illustrated embodiment, these boundaries can correspond, for example, to the boundary 31 of the wall 16 adjacent to the first portion 30 of the scrim 18, and to the boundary 33 of the wall 16 adjacent to the second portion 32 of the scrim 18. In the illustrated embodiment, boundaries 31 and 33 can represent opposing points (or axial slices) along the wall 16 where the scrim 18 contacts, intersects, or approaches the wall 16. In Figure 2, the boundary 37 determined by the projector 12 in Figure 1 can correspond to the boundary 33 of the wall 16 adjacent to portion 32 of the scrim 18. In the illustrated embodiment, portion 32 of the scrim 18 abuts against the boundary 33 of the wall 16, or penetrates the boundary 33 of the wall 16 in the middle portion 29 (e.g., the diameter) of the wall 16. Thus, the projector 12 in Figure 1 can determine the boundary 37 at the boundary 33 of the wall 16. Subsequently, the projector 12 in Figure 1 can project light having a first set of characteristics onto the first side of the determined boundary line 37 (i.e., on the wall 16) and light having a second set of characteristics onto the second side of the determined boundary line 37 (i.e., on the portion 32 of the scrim 18), as described above.

[0029] In other embodiments, portion 32 of the scrim 18 can be spaced apart from the boundary 33 of the wall 16. For this reason and / or other reasons, the projector 12 in Figure 1 can determine the boundary line 37 within the boundary region, thereby allowing for some tolerance. For example, Figure 3 is a schematic diagram of the boundary line 37 within the boundary region 39 determined by the projector 12 in Figure 1. As shown in Figure 3, the boundary region 39 can include the boundary 33 of the wall 16, the boundary 35 of portion 32 of the scrim 18, and the space 40 (i.e., gap) between the boundary 33 of the wall 16 and the boundary 35 of portion 32 of the scrim 18. In the illustrated embodiment, the boundary line 37 is determined (for example, by the projector 12 in Figure 1) within the space 40 between the boundary 33 of the wall 16 and the boundary 35 of portion 32 of the scrim 18. However, the boundary line 37 can be determined at any position within the boundary region 39. In some embodiments, the system 10 in Figure 1 can detect and / or determine the boundary line 37 via a sensor such as the sensor 50 shown in Figure 1. In other embodiments, the projector 12 in Figure 1 can be positioned relative to the wall 16 and the scrim 18 such that the position of the boundary line 37 is provided by a programmed input to the projector 12. The projector 12 in Figure 1 can then project light having a first set of projection characteristics suitable for the wall 16 as described above onto the wall 16 (i.e., to the left of the boundary line 37 in Figure 2) and light having a second set of projection characteristics suitable for the scrim 18 as described above onto the scrim 18 (i.e., to the right of the boundary line 37 in Figure 2).

[0030] As described above, in some embodiments, the observer's position may change during an attraction, ride, or show. For example, the observer may be located inside a ride vehicle moving along a track when 3-D objects are simulated on the wall 16 and scrim 18. Figure 4 is an overhead perspective view of a system 10 that simulates 3-D objects by projecting light onto the wall 16 and scrim 18 via a projector 12 during a ride. For example, the illustrated system 10 includes a ride vehicle 55 configured to move along a track 56. As described above, the projector 12 is configured to project light onto the wall 16 and / or scrim 18 to simulate 3-D objects 57 that can be perceived by an observer inside the ride vehicle 55. The projector 12 is configured to determine the projection characteristics of a given portion of the show based on the position of the vehicle 55 (and therefore the observer) relative to the area of ​​the wall 16 and / or scrim 18 from which the light should be projected, or in other words, the position of the vehicle 55 relative to the position or expected position of the 3-D object 57 on the wall 16 and / or scrim 18. Figure 4 shows a snapshot of the show while the vehicle 55 is at a distance 58 from the 3-D object 57 being simulated on the wall 16. That is, Figure 4 shows a first run of the vehicle 55 while the vehicle 55 is at a first position and a first distance 58 from the 3-D object 57. In a second run of the vehicle 55, the vehicle 55 can be at a second position and a second distance 59 from the 3-D object 57, which is being simulated on the wall 16 by the projector 12. The processor 12 can determine a first projection characteristic of the illustrated 3-D object 57 for a first run, and a second projection characteristic of the illustrated 3-D object 57 for a second run. Since the position of the vehicle 55 is different, the first projection characteristic corresponding to the first run may be different from the second projection characteristic corresponding to the second run.By determining the first and second projection characteristics at least partially based on the position of the vehicle 55, the visual authenticity of the illustrated 3-D object 57 is guaranteed, even though the observer perceives the illustrated 3-D object 57 from a position in the first journey that is different from its position in the second journey.

[0031] The position of the vehicle 55 can be determined and / or represented in several ways. For example, the X coordinate 61, Y coordinate 63, and / or Z coordinate 65 of the vehicle 55 can be determined. In some embodiments, one dimension (e.g., along the Z coordinate 65) can be fixed for the vehicle 55. An origin 71 can be used, such as the expected position of the 3-D object 57, the position of the projector 12, or any other position. In addition to or instead of this, distances 58 and 59 can also be determined and used as input to a skinning algorithm that determines suitable projection characteristics. As described above, the position of the projector 12 can also be used as input to the skinning algorithm.

[0032] In some embodiments employing the illustrated system 10, the various positions of the vehicle 55 in various phases of the light show are predetermined, and the projection characteristics are determined based on these predetermined positions. However, in some embodiments, such as those where the path of the vehicle 55 is inconsistent or unpredictable, a sensor 73 is employed to monitor the position of the vehicle 55, and the projector 12 (or another processor communicating with the projector 12) receives feedback from the sensor 73 indicating the position of the vehicle 55, so that the projector (or another processor) determines appropriate projection characteristics in real time based on the sensor feedback.

[0033] Furthermore, the features described above can be applied to embodiments of System 10 in which the observer's position is fixed and the position of the wall 16 and / or scrim 18 moves, as well as to embodiments of System 10 in which the observer's position moves and the position of the wall 16 and / or scrim 18 also moves. In fact, in some embodiments, the wall 16 and / or scrim 18 can be coupled to a corresponding track or arm configured to allow the movement of the wall 16 and / or scrim 18 during a ride or show. It should be understood that the positions (including orientation) of the ride vehicle 55 and its corresponding passengers, the wall 16, the scrim 18, and any other components from which the projector projects light are monitored, and appropriate projection characteristics can be determined at least partially based on the relative positions of the ride vehicle 55 and its corresponding passengers with respect to the surfaces (e.g., wall 16, scrim 18) that receive the projected light for simulating 3-D objects. When monitoring the relative positions as described above, the visual authenticity of the (single and multiple) 3-D objects with respect to the observer's viewpoint is ensured. In addition to the points mentioned above, as will be described in detail below, in some embodiments, multiple projectors can be used to simulate various 3-D objects used in the show and / or for other elements of the show or attraction, such as suppressing the open space associated with the scrim 18.

[0034] Figure 5 is a side view of an embodiment of system 10 including multiple projectors. For example, system 10 includes projector 12, wall 16, scrim 18, second projector 49, second scrim 52, and third projector 54. The second projector 49 and the third projector 54 can project light onto and / or through the opposing sides 51, 53 of the second scrim 52, but system 10 may also incorporate other scrims and / or projectors. As described above, 3-D objects can be simulated using projector 12, wall 16, and scrim 18, but similar or other lighting effects behind wall 16 and scrim 18 can also be simulated using the second projector 49, second scrim 52, and third projector 54. On the other hand, in addition to or instead of the above, 3-D objects can also be simulated with and / or without using projector 12 by utilizing a second projector 49 and a third projector 54, or other projectors not shown in the illustrated embodiments. For example, in some embodiments, the second projector 49 can project light onto the scrim 18 to simulate 3-D objects on the scrim 18 (for example, as seen from the viewpoint of an audience member on the side of the scrim 18 facing away from the second projector 49).

[0035] As described above, show elements can be positioned at any location that interacts with the light show in order to enhance the visual effects and / or story provided by System 10. In some embodiments, projectors 49, 54 (or other light sources such as light 23 in Figure 1) can be used to cancel out or suppress the blow-through from Projector 12, as described above. For example, some of the light emitted by Projector 12 toward the scrim 18 can pass through the scrim 18 and reach the surface behind the scrim 18. Light from Projector 49, 54 (or light from other light sources such as light 23 in Figure 1) can be directed toward the surface behind the scrim 18 that receives some of the light from Projector 12 as a means of blocking out or reducing the appearance of 3-D objects simulated on surfaces other than the scrim 18.

[0036] Figures 6 to 9 are overhead views of embodiments including a portion of the system 10 shown in Figure 1 or Figure 4. For example, Figures 6 to 9 show various surfaces of the scrim 18 and wall 16 from which the projector 12 can project light to simulate a 3-D object. For example, Figure 6 shows a wall 16 including a circular or elliptical cross section having a curved surface 60 onto which light simulating a 3-D object 62 is projected. Figure 6 (and Figures 7 to 9) schematically shows the 3-D object 62 as a circle or a ball. However, the 3-D object 62 can include any simulated shape such as nature, a human, an animal, an insect, or a vehicle. The projector 12 can project light at various positions on the wall 16 (e.g., various positions on the curved surface 60 in Figure 6) over a period of time to make the simulated 3-D object 62 appear moving along the wall 16. As described above, by projecting light onto various parts of the scrim 18, it is possible to simulate an extension 64 of the simulated 3-D object 62 that moves away from and extends beyond the curved surface 60. Thus, the projector 12 can project light onto the wall 16 and the scrim 18 over a period of time so that the simulated 3-D object 62 appears to move along the wall 16, and even around and behind the wall 16. The extension 64 of the simulated object 62 can also reduce distortion and / or distortion of the simulated 3-D object 62 as it passes through the boundary 31 or 33 of the wall 16.

[0037] Figure 7 shows a rectangular wall 16 including a plane 66 facing the projector 12, on which light simulating a 3-D object 62 is projected by the projector 12, and a scrim 18 is used to simulate an extension 64 of the 3-D object 62 that extends beyond or away from the plane 66 of the wall 16. Figure 8 shows a triangular wall 16 including a plurality of planes 67 with joined edges 69, where the planes 67 receive light output by the projector 12 to simulate the 3-D object 62. Figure 9 shows a circular or elliptical wall 16 including a curved surface 70 with grout lines 72. The walls 16 and scrims 18 in Figures 6 to 9 can all be suitable for simulating a 3-D object 62 on them. In the illustrated embodiments, the scrim 18 is positioned along the observation direction with an orientation offset with respect to the foremost part of the wall 16, based on a desired depth perception or the properties of the wall's geometric shape.

[0038] Figure 10 is a schematic diagram of an embodiment of a projector 12 used in the system 10 of Figure 1 or Figure 4. The projector 12 includes a processor 80, memory 82, and a lens assembly 84 (e.g., one or more lenses). The memory 82 can store instructions that cause the processor 80 to perform various functions according to this disclosure when executed by the processor 80. In some embodiments, a controller independent of the projector 12, which may include the processor 80 and memory 82, can communicate with the projector 12. Furthermore, in some embodiments, multiple instances of the projector 12 can be employed. In such embodiments, each instance of the projector 12 may include a dedicated instance of the processor 80 and memory 82, or an independent controller, which may include the processor 80 and memory 82, can be configured to communicate with various instances of the projector 12.

[0039] As described above, the projector 12 can determine or receive, for example, a first projection characteristic suitable for the wall 16 in Figure 4 and a second projection characteristic suitable for the scrim 18 in Figure 4. Naturally, as described above, the projector 12 can determine various subsets of projection characteristics for the wall 16 in Figure 4 and various subsets of projection characteristics for the scrim 18 in Figure 4, and the various subsets of projection characteristics depend on various inputs, including the observer's position relative to the effect (i.e., the simulated 3-D object). For example, the projection characteristic determined for a first part of the wall 16 in Figure 4, corresponding to the first part of the story while the vehicle is in a first position, may be different from the projection characteristic determined for a first part of the wall 16 in Figure 4, corresponding to the first part of the story while the vehicle is in a second position different from the first position. Memory 82 can store skinning algorithms configured to receive various inputs and used to determine projection characteristics, which can be executed by the processor 80. The skinning algorithm can take as input, for example, the observer's position 85, the boundary line's position 86, the boundary line's shape 88, the angle of the boundary line relative to the projector's position 90, the boundary line's size 92, the wall's size 94, the wall's shape 96, the wall's position 98, the wall's material 100, the wall's reflective properties 102, the scrim's size 104, the scrim's shape 106, the scrim's position 108, the scrim's material 110, the scrim's reflective properties 112, the distance between the projector and the position 114 that receives light on the wall or scrim, or any combination thereof. The determination of any of the above positions may include the determination of the X coordinate, Y coordinate, Z coordinate, or any combination thereof, with the origin fixed at a reference point (for example, as shown in and described in relation to Figure 4). Furthermore, these positions can be predetermined (for example, the component in question is in a fixed location or its path is known), or they can be determined based on sensor feedback (for example, the component in question is mobile and / or its path is unpredictable or inconsistent).In some embodiments, the inputs 85, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, and 114, or any combination thereof, may be manually programmed to the projector 12 based on the relative and / or expected positions of various features of the system, or the projector may include a sensor 50 that determines at least some of the inputs 85, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, and 114. The sensor 50 may include, for example, a thermal light sensor such as an infrared (IR) sensor, a motion sensor, a camera, or any other suitable sensor. Furthermore, the sensor 50 may be integrated with the projector 12 or separate from the projector 12.

[0040] The skinning algorithm can take one or more inputs from 85, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, and 114 and determine various projection characteristics as outputs. For example, the skinning algorithm can be used to determine projection characteristics including at least one of the following characteristics of projected light: color 120, brightness 122, resolution 124, shape 126, or size 128. In some embodiments, the shape 126 and size 128 of the projected light can be determined in the form of an aspect ratio. The output characteristics 120, 122, 124, 126, and 128 can be determined so that the simulated 3-D object is not flattened, distorted, or otherwise perturbed by differences between the wall and the scrim (e.g., the aforementioned inputs 85, 86, 88, 90, 92, 94, 96, 98, 100, 102, 104, 106, 108, 110, 112, and 114 relating to the physical attributes of the wall and the scrim). Furthermore, as described above, the skinning algorithm can also be used to determine the output characteristics 120, 122, 124, 126, and 128 for different positions on the wall and different positions on the scrim. That is, for example, the first set of projection characteristics may include a subset of projection characteristics determined for various positions on the wall intended to receive light in order to simulate the 3-D object. In fact, different positions on the wall may include different distances from the projector 12 and / or different angles relative to the projector 12. Therefore, one location on the wall may require different projection characteristics than another location on the wall. Similarly, the projector 12 can also determine a subset of characteristics for a second projection onto the scrim.

[0041] In some embodiments, a 3-D object simulated by the projection of light from the projector 12 can be simulated partially on the wall and partially on the scrim at a given moment. In such cases, the projector 12 may include a first set of projection characteristics for the first portion of the 3-D object on the wall and a second set of projection characteristics for the second portion of the 3-D object beyond the wall (i.e., on the scrim). Alternatively, the projector 12 may output light in a third set of projection characteristics (e.g., for both the wall and the scrim) that interpolates between the first and second projection characteristics. In any case, in some embodiments, the projector 12 can project light onto both the wall and the scrim at a single moment, thus simulating a portion of the 3-D object on the wall and a further portion of the 3-D object beyond the wall boundary (i.e., an extension). Note that the projector 12 in Figure 10 is shown to include a processor 80 and memory 82 used to execute the skinning algorithm described above. In some embodiments, the processor 80 and memory 82 are separated from the projector 12 and used to execute a skinning algorithm to communicate projection characteristics to the projector 12, and these projection characteristics can be used to perform a show and a simulation of the corresponding 3-D object.

[0042] Figure 11 is an embodiment of a process flow diagram showing method 200 of the system in Figure 1. Method 200 includes determining various inputs (block 202) that will be used to determine the projection characteristics. As described above, these inputs may include the observer's position (e.g., relative to the effect, i.e., the simulated 3-D object), the boundary line's position, the boundary line's shape, the angle of the boundary line relative to the projector's position, the boundary line's size, the wall's size, the wall's shape, the wall's position, the wall's material, the wall's reflective properties, the scrim's size, the scrim's shape, the scrim's position, the scrim's material, the scrim's reflective properties, the distance between the projector and the light-receiving wall and / or position on the scrim, or any combination thereof. These various inputs can be input to a processor (e.g., manually) and / or detected by sensors communicably coupled to the processor.

[0043] Method 200 also includes determining a first projection characteristic suitable for (or corresponding to) a wall and a second projection characteristic suitable for (or corresponding to) a scrim, based on the inputs described above and a skinning algorithm that receives the inputs described above (block 204). As described above, the projection characteristics may include one or more of the color, brightness, resolution, shape, size, or aspect ratio of the light output from the projector. Furthermore, as described above, the projector can determine different projections based on the observer's position relative to the simulated 3-D object. That is, the projector can determine a projection characteristic for a first part of a wall based on a first position of the vehicle, and a different projection characteristic for a first part of a wall based on a second position of the vehicle different from the first position. Similarly, the projector can determine a projection characteristic for a first part of a wall when the vehicle is in a first position, and a different projection characteristic for a second part of a wall when the vehicle is in a first position. In other words, the relative positioning of the vehicle and the simulated effect (e.g., the simulated 3-D object) can be used as input to the skinning algorithm described above.

[0044] Method 200 further includes outputting light having a first set of projection characteristics onto a wall (block 206) and outputting light having a second set of projection characteristics onto a scrim (block 208). As described above, the skinning algorithm can be used to determine output characteristics for different positions on the wall and different positions on the scrim. That is, for example, the first set of projection characteristics may include a subset of projection characteristics determined for various positions on the wall intended to receive light in order to simulate a 3-D object. In fact, different positions on the wall may include different distances from the projector and / or different angles relative to the projector. Thus, one position on the wall may require different projection characteristics than another position on the wall. Similarly, the projector 12 may also determine a subset of characteristics for a second set of projection characteristics onto the scrim.

[0045] Furthermore, as mentioned above, the projector can also project light onto both the wall and the scrim at a single moment (for example, when a 3-D object approaches and passes the boundary of a wall). In such a situation, the projector can project light that includes a first set of projection characteristics for the first part of the 3-D object on the wall and a second set of projection characteristics for the second part (i.e., the extension) of the 3-D object beyond the wall (i.e., on the scrim). Alternatively, the projector can output light in a third set of projection characteristics for both the wall and the scrim, which is interpolated between the first and second projection characteristics.

[0046] The projection systems and methods described above enhance the visual authenticity of simulated 3-D objects included in light shows and improve the versatility of their use in providing visual effects and / or telling stories. For example, the projection systems and methods described above can simulate 3-D objects moving away from walls beyond their boundaries without causing flattening or distortion of the simulated 3-D objects.

[0047] While only some features of the present invention have been illustrated and described herein, many modifications and changes will come to mind for those skilled in the art. Therefore, it should be understood that the appended claims are intended to cover all such modifications and changes that are part of the actual spirit of the invention.

[0048] The claimed technologies described herein refer to and apply to tangible objects and specific examples of a practical nature that are not abstract, intangible, or purely theoretical, but which certainly improve the art. Furthermore, if any of the claims appended to the end of this specification contain one or more elements designated as "...means for performing [function]" or "...steps for performing [function]," such elements should be interpreted in accordance with 112(f) of the United States Patent Act. On the other hand, any claim containing elements designated in any other form should not be interpreted in accordance with 112(f) of the United States Patent Act. [Explanation of symbols]

[0049] 10 Systems 12 projectors 14 seating compartments 15 orbit 16 Walls 18 scrims 19. Distance between the projector and the wall surface 20 Background space 21 rooms 22 seats 23 Light 24 Show elements 25 Back wall 26 Show elements 27 Motor Assembly 28 Show elements 30 Part 1 of the scrim 31 Wall boundary 32 Part 2 of the scrim 33 Wall Boundary 50 sensors

Claims

1. A three-dimensional (3-D) projection system, A projector configured to output light projections to simulate 3D objects, An opaque surface configured to receive the projection of light in order to simulate a part of the 3-D object, A translucent scrim positioned at the boundary of the opaque surface and configured to receive the projection of light in order to simulate the extension of the 3D object that extends beyond the boundary of the opaque surface, A 3D projection system characterized by comprising the following features.

2. The projector is configured to output a projection of light having a first set of projection characteristics related to the simulation of a portion of the 3-D object on the opaque surface, and a second set of projection characteristics related to the simulation of the extension of the 3-D object that moves away from the boundary of the opaque surface and crosses the boundary via the scrim, wherein the first set of projection characteristics is different from the second set of projection characteristics. The 3-D projection system according to claim 1.

3. Determine the boundary line corresponding to the boundary between the opaque surface and a portion of the scrim, The projection of the light having the first set of projection characteristics is output to the first side of the boundary line corresponding to the opaque surface, The projection of the light having the second set of projection characteristics is output to the second side of the boundary line corresponding to the portion of the scrim. The 3D projection system according to claim 2, comprising a processor configured as follows.

4. The aforementioned projector is Determine a further boundary line corresponding to the further boundary between the opaque surface and the further portion of the scrim. The projection of the light having the first set of projection characteristics is output to the third side of the further boundary line that overlaps with the first side in relation to the opaque surface, The projection of the light having the second set of projection characteristics is output to the fourth side of the further boundary line corresponding to the further portion of the scrim. The 3D projection system according to claim 3, configured as described above.

5. The first set of projection characteristics and the second set of projection characteristics include at least shape, size, brightness, color, or resolution. The 3-D projection system according to claim 2.

6. A moving vehicle is provided, and the projector or a processor associated with the projector is configured to determine the projection characteristics of the projection of the light onto the opaque surface, onto the scrim, or both, based on the position of the moving vehicle. The 3-D projection system according to claim 1.

7. The projector is configured to output the projection of the light onto both the opaque surface and the scrim in a single instant. The 3-D projection system according to claim 1.

8. The aforementioned scrim is a semi-transparent film. The 3-D projection system according to claim 1.

9. The aforementioned scrim includes a woven fabric. The 3-D projection system according to claim 1.

10. The opaque surface includes a curved surface configured so that the projector outputs the projection of the light. The 3-D projection system according to claim 1.

11. The system further includes a projector configured to output additional light projections to simulate the aforementioned 3D object, The 3-D projection system according to claim 1.

12. A three-dimensional (3-D) projection system, Opaque surface, A transparent or translucent scrim placed at the boundary of the opaque surface, A projector configured to output a projection of light onto the opaque surface in order to simulate a portion of a three-dimensional (3-D) object on the opaque surface, and to output light onto the transparent or translucent scrim in order to simulate an extension of the 3-D object that extends beyond the boundary of the opaque surface, A system characterized by comprising the following features.

13. A mobile vehicle is provided, and the projector or a processor associated with the projector is configured to determine the projection characteristics of the projection of the light onto the position of the mobile vehicle. The system according to claim 12.

14. The projector is configured to output a projection of light having a first set of projection characteristics related to the simulation of the portion of the 3-D object on the opaque surface, and a second set of projection characteristics related to the simulation of the extension of the 3-D object that moves away from and crosses the boundary of the opaque surface via the transparent or translucent scrim, wherein the first set of projection characteristics differs from the second set of projection characteristics. The system according to claim 12.

15. Determine the boundary line corresponding to the boundary between the opaque surface and the transparent or translucent scrim. The projection of the light having the first set of projection characteristics is output to the first side of the boundary line corresponding to the opaque surface, The projection of the light having the second set of projection characteristics is output to the second side of the boundary line corresponding to the transparent or translucent scrim. A processor configured as follows: The system according to claim 14.

16. The second set of projection characteristics is correlated with the first set of projection characteristics by the projector via a skinning algorithm. The system according to claim 14.

17. The first set of projection characteristics and the second set of projection characteristics include at least shape, size, brightness, color, or resolution. The system according to claim 14.

18. A method for simulating a three-dimensional (3-D) object via a projection system, Determining the boundary line between an opaque surface and a scrim placed adjacent to the opaque surface, Based on a skinning algorithm, a first set of projection characteristics related to a first projection light portion corresponding to the opaque surface, and a second set of projection characteristics different from the first set, related to a second projection light portion corresponding to the scrim, To simulate the 3-D object on the opaque surface, the first projection light portion is output onto the opaque surface based on the boundary line via a projector, To simulate the extension of the 3-D object that moves away from and extends beyond the opaque surface, the second projected light portion is output onto the scrim based on the boundary line via the projector, A method characterized by including the following.

19. To suppress the overflow of the second projected light portion caused by outputting the second projected light portion onto the scrim based on the boundary line via the projector, the method includes outputting additional light into the background space via a light source, The method according to claim 18.

20. To determine at least one position of the vehicle, Based on the skinning algorithm and the at least one position of the vehicle, the first set of projection characteristics, the second set of projection characteristics, or both thereof are determined. The method according to claim 18, including the method described in claim 18.