3D Object Annotation
The mixed reality system addresses VR limitations by using a see-through display to overlay virtual objects on the real environment, enhancing immersion and collaboration while reducing motion sickness and computational burdens.
Patent Information
- Application Number
- JP2022548905
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Priority Date
- 2020-02-14
- Filing Date
- 2021-02-11
- Publication Date
- 2025-05-22
- Estimated Expiration
- 2041-02-11
AI Technical Summary
Current VR systems face challenges such as motion sickness, computational burden, limited sensory input from the real environment, and difficulties in creating shared immersive environments for multiple users.
The system employs a mixed reality approach using a wearable device with a see-through display, allowing users to interact with virtual objects in a persistent three-dimensional space that overlays the real environment, enabling consistent placement of virtual objects across multiple systems.
This solution enhances user immersion and collaboration by maintaining real-world sensory inputs, reducing motion sickness, and enabling seamless interaction and annotation of virtual content in shared environments.
Smart Images

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Abstract
Description
[Technical field]
[0001] (CROSS REFERENCE TO RELATED APPLICATIONS) This application claims the benefit of U.S. Provisional Application No. 62 / 977,073, filed February 14, 2020, the contents of which are incorporated herein by reference in their entirety.
[0002] FIELD OF THE DISCLOSURE This disclosure relates generally to systems and methods for presenting and annotating virtual content, and more particularly to systems and methods for presenting and annotating virtual content within a mixed reality environment. [Background technology]
[0003] Virtual environments are ubiquitous in computing environments, finding use in video games (where a virtual environment may represent a game world), maps (where a virtual environment may represent a terrain to be navigated), simulations (where a virtual environment may simulate a real environment), digital storytelling (where virtual characters may interact with one another within a virtual environment), and many other applications. Modern computer users are generally comfortable perceiving and interacting with virtual environments. However, a user's experience with a virtual environment may be limited by the technology for presenting the virtual environment. For example, conventional displays (e.g., 2D display screens) and audio systems (e.g., fixed speakers) may be incapable of realizing a virtual environment in a way that creates a compelling, realistic, and immersive experience.
[0004] Virtual reality ("VR"), augmented reality ("AR"), mixed reality ("MR"), and related technologies (collectively, "XR") share the ability to present a user of an XR system with sensory information corresponding to a virtual environment represented by data in a computer system. This disclosure considers specificity between VR, AR, and MR systems (although some systems may be categorized as VR in one aspect (e.g., visual aspects) and simultaneously categorized as AR or MR in another aspect (e.g., audio aspects). As used herein, a VR system presents a virtual environment that replaces the user's real environment in at least one aspect. For example, a VR system may present a user with a view of the virtual environment while simultaneously obscuring that view of the real environment, such as with a light-blocking head-mounted display. Similarly, a VR system may present a user with audio corresponding to the virtual environment while simultaneously blocking (attenuating) the audio from the real environment.
[0005] VR systems may suffer from various shortcomings that result from replacing the user's real environment with a virtual environment. One shortcoming is motion sickness, which can occur when the user's field of view in the virtual environment no longer corresponds to the state of their inner ear, which detects their balance and orientation in the real (but not the virtual) environment. Similarly, a user may suffer disorientation in a VR environment if their own body and limbs (the view on which the user relies to feel "grounded" in the real environment) are not directly visible. Another shortcoming is the computational burden (e.g., memory, processing power) imposed on a VR system that must present a full 3D virtual environment, especially in real-time applications that seek to immerse the user in the virtual environment. Similarly, such an environment may need to reach a very high level of realism to be considered immersive, since users tend to be sensitive to even slight imperfections in the virtual environment, any of which can destroy the user's immersion in the virtual environment. Yet another disadvantage of VR systems is that such applications of the systems cannot take advantage of the wide range of sensory data in the real environment, such as the various sights and sounds experienced in the real world. A related disadvantage is that VR systems may struggle to create shared environments in which multiple users can interact, because users who share a physical space in the real environment may not be able to see or interact with each other directly in the virtual environment.
[0006] As used herein, an AR system presents a virtual environment that overlaps or overlays the real environment in at least one aspect. For example, an AR system may present a user with a view of the virtual environment overlaid on the user's view of the real environment, such as with a see-through head-mounted display that presents a displayed image while allowing light to pass through the display into the user's eyes. Similarly, an AR system may present a user with audio corresponding to the virtual environment while simultaneously mixing in audio from the real environment. Similarly, as used herein, an MR system may present a virtual environment that overlaps or overlays the real environment in at least one aspect, similar to an AR system, and additionally allow the virtual environment in the MR system to interact with the real environment in at least one aspect. For example, a virtual character in the virtual environment may flip a light switch in the real environment, causing a corresponding light bulb in the real environment to turn on or off. As another example, the virtual character may react to an audio signal in the real environment (such as with facial expressions). By maintaining the presentation of the real environment, AR and MR systems may avoid some of the aforementioned shortcomings of VR systems. For example, motion sickness in a user is reduced because visual cues from the real environment (including the user's own body) can remain visible and such systems do not need to present the user with a fully realized 3D environment to be immersive. Additionally, AR and MR systems can create new applications that utilize real-world sensory input (e.g., views and sounds of scenery, objects, and other users) to augment that input.
[0007] XR systems may be uniquely positioned to enable greater collaboration between people. The ability to present virtual content in a persistent and three-dimensional fashion may enable people to interact with virtual content more naturally. For example, arranging virtual objects in three-dimensional space may enable a much more natural evocation of place than a two-dimensional screen may provide. If a user of a two-dimensional screen needs to hunt around for one of 40 open tabs and reopen the desired application, the user of the XR system may be able to pinpoint the desired virtual object displayed on the desk (as if picking up a real folder placed on the desk). Furthermore, XR systems may allow users to see the virtual avatars of other users, simulating the live presence of other people. This may enable more natural collaboration than a telephone or even video conference may provide. It may therefore be desirable to develop systems and methods for enabling deep user collaboration on XR systems.
[0008] XR systems can provide a uniquely enhanced sense of immersion and realism by combining virtual visual and audio cues with real sights and sounds. Thus, in some XR systems, it is desirable to present a virtual environment that enhances, improves, or modifies a corresponding real environment. This disclosure relates to an XR system that enables consistent placement of virtual objects across multiple XR systems. Summary of the Invention [Means for solving the problem]
[0009] An embodiment of the present disclosure describes a system and method for presenting and annotating virtual content. According to an exemplary method, a virtual object is presented to a first user at a first location via a see-through display of a wearable device. A first input is received from the first user. In response to receiving the first input, a virtual annotation is presented via the see-through display at a first displacement from the first location. First data is transmitted to a second user, the first data being associated with the virtual annotation and the first displacement. A second input is received from the second user. In response to receiving the second input, a virtual annotation is presented to the first user via the see-through display at a second displacement from the first location. Second data is transmitted to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first location. The present invention provides, for example, the following: (Item 1) 1. A system comprising: A wearable device having a see-through display; One or more processors, presenting a virtual object to a first user at a first location via the see-through display of the wearable device; Receiving a first input from the first user; presenting a virtual annotation via the see-through display at a first displacement from the first position in response to receiving the first input; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; presenting the virtual annotation to the first user via the see-through display at a second displacement from the first position in response to receiving the second input; transmitting second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position; one or more processors configured to execute a method comprising: A system comprising: (Item 2) 2. The system of claim 1, wherein the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device. (Item 3) The second data is transmitted at a first time, the method further comprising: exiting a session instance, the session instance being configured to store the second data; and receiving a third input from the first user; requesting the second data in response to receiving the third input; and presenting the virtual object to the first user at the first location at a second time that is later than the first time; presenting the virtual annotation to the first user at the second time and at the second displacement from the first position. 2. The system according to item 1, comprising: (Item 4) 2. The system of claim 1, wherein the annotation comprises a virtual markup. (Item 5) The virtual object is presented at a first size, the virtual object comprising target dimensional data, and the method further comprising: receiving a third input from the first user; responsive to receiving the third input, presenting the virtual object to the first user at a second size, the second size associated with the target dimensional data; and transmitting third data to the second user, the third data being associated with the second size; and 2. The system according to item 1, comprising: (Item 6) The method further comprises: receiving a third input from the first user; in response to receiving the third input, presenting the virtual location indicator to the first user, the virtual location indicator being associated with a virtual annotation; and transmitting third data to the second user, the third data being associated with the virtual place indicator; and 2. The system according to item 1, comprising: (Item 7) The method further comprises: presenting a virtual annotation menu to the first user via the see-through display; repositioning the virtual annotation menu so that it is not occluded by the virtual object; 2. The system according to item 1, comprising: (Item 8) 1. A method comprising: presenting a virtual object to a first user at a first location via a see-through display of a wearable device; Receiving a first input from the first user; presenting a virtual annotation via the see-through display at a first displacement from the first position in response to receiving the first input; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; presenting the virtual annotation to the first user via the see-through display at a second displacement from the first position in response to receiving the second input; transmitting second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position; A method comprising: (Item 9) 9. The method of claim 8, wherein the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device. (Item 10) The second data is transmitted at a first time, the method further comprising: exiting a session instance, the session instance being configured to store the second data; and receiving a third input from the first user; requesting the second data in response to receiving the third input; and presenting the virtual object to the first user at the first location at a second time that is later than the first time; presenting the virtual annotation to the first user at the second time and at the second displacement from the first position. The method according to item 8, comprising: (Item 11) 9. The method of claim 8, wherein the annotation comprises a virtual markup. (Item 12) The virtual object is presented at a first size, the virtual object comprising target dimensional data, and the method further comprising: receiving a third input from the first user; responsive to receiving the third input, presenting the virtual object to the first user at a second size, the second size associated with the target dimensional data; and transmitting third data to the second user, the third data being associated with the second size; and The method according to item 8, comprising: (Item 13) receiving a third input from the first user; in response to receiving the third input, presenting the virtual location indicator to the first user, the virtual location indicator being associated with a virtual annotation; and transmitting third data to the second user, the third data being associated with the virtual place indicator; and The method of claim 8, further comprising: (Item 14) presenting a virtual annotation menu to the first user via the see-through display; repositioning the virtual annotation menu so that it is not occluded by the virtual object; The method of claim 8, further comprising: (Item 15) A non-transitory computer readable medium having instructions stored thereon that, when executed by one or more processors, cause the one or more processors to: presenting a virtual object to a first user at a first location via a see-through display of a wearable device; Receiving a first input from the first user; presenting a virtual annotation via the see-through display at a first displacement from the first position in response to receiving the first input; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; presenting the virtual annotation to the first user via the see-through display at a second displacement from the first position in response to receiving the second input; transmitting second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position; A non-transitory computer readable medium for carrying out a method comprising: (Item 16) Item 16. The non-transitory computer-readable medium of item 15, wherein the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device. (Item 17) The second data is transmitted at a first time, the method further comprising: exiting a session instance, the session instance being configured to store the second data; and receiving a third input from the first user; requesting the second data in response to receiving the third input; and presenting the virtual object to the first user at the first location at a second time that is later than the first time; presenting the virtual annotation to the first user at the second time and at the second displacement from the first position. Item 16. The non-transitory computer-readable medium of item 15, comprising: (Item 18) Item 16. The non-transitory computer-readable medium of item 15, wherein the annotation comprises virtual markup. (Item 19) The virtual object is presented at a first size, the virtual object comprising target dimensional data, and the method further comprising: receiving a third input from the first user; responsive to receiving the third input, presenting the virtual object to the first user at a second size, the second size associated with the target dimensional data; and transmitting third data to the second user, the third data being associated with the second size; and Item 16. The non-transitory computer-readable medium of item 15, comprising: (Item 20) The method further comprises: receiving a third input from the first user; in response to receiving the third input, presenting the virtual location indicator to the first user, the virtual location indicator being associated with a virtual annotation; and transmitting third data to the second user, the third data being associated with the virtual place indicator; and Item 16. The non-transitory computer-readable medium of item 15, comprising: [Brief description of the drawings]
[0010] [Figure 1A] 1A-1C illustrate an example mixed reality environment, according to some embodiments. [Figure 1B] 1A-1C illustrate an example mixed reality environment, according to some embodiments. [Figure 1C] 1A-1C illustrate an example mixed reality environment, according to some embodiments.
[0011] [Figure 2A] 2A-2D illustrate components of an example mixed reality system that can be used to generate and interact with a mixed reality environment, according to some embodiments. [Figure 2B] 2A-2D illustrate components of an example mixed reality system that can be used to generate and interact with a mixed reality environment, according to some embodiments. [Figure 2C] 2A-2D illustrate components of an example mixed reality system that can be used to generate and interact with a mixed reality environment, according to some embodiments. [Figure 2D]2A-2D illustrate components of an example mixed reality system that can be used to generate and interact with a mixed reality environment, according to some embodiments.
[0012] [Figure 3A] FIG. 3A illustrates an example mixed reality handheld controller that can be used to provide input to a mixed reality environment, according to some embodiments.
[0013] [Figure 3B] FIG. 3B illustrates an example auxiliary unit that may be used with an example mixed reality system, according to some embodiments.
[0014] [Figure 4] FIG. 4 illustrates an example functional block diagram for an example mixed reality system, according to some embodiments.
[0015] [Figure 5A] 5A-5C illustrate an example of a mixed reality collaborative session, according to some embodiments. [Figure 5B] 5A-5C illustrate an example of a mixed reality collaborative session, according to some embodiments. [Figure 5C] 5A-5C illustrate an example of a mixed reality collaborative session, according to some embodiments.
[0016] [Figure 6] FIG. 6 illustrates an example of a session manager architecture, according to some embodiments.
[0017] [Figure 7] FIG. 7 illustrates an example of a session instance, according to some embodiments.
[0018] [Figure 8] FIG. 8 illustrates an example of a mixed reality collaborative session, according to some embodiments.
[0019] [Figure 9] FIG. 9 illustrates an example of an annotation menu, according to some embodiments.
[0020] [Figure 10] FIG. 10 illustrates an example of mixed reality annotation, according to some embodiments.
[0021] [Figure 11] FIG. 11 illustrates an example of mixed reality annotation, according to some embodiments. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0022] Detailed Description In the following description of the embodiments, reference is made to the accompanying drawings which form a part hereof, and in which is shown, by way of illustration, specific embodiments which may be practiced. It is to be understood that other embodiments may be used and structural changes may be made without departing from the scope of the disclosed embodiments.
[0023] Mixed Reality Environment
[0024] Like all people, users of a mixed reality system exist in a real environment, i.e., the three-dimensional portion of the "real world" and all of its content are perceivable by the user. For example, the user perceives the real environment using normal human senses, i.e., sight, hearing, touch, taste, and smell, and interacts with the real environment by moving his or her body within the real environment. Locations within the real environment can be described as coordinates in a coordinate space. For example, coordinates can include latitude, longitude, and altitude relative to sea level, distance in three orthogonal dimensions from a reference point, or other suitable values. Similarly, a vector can describe a quantity, having a direction and magnitude in a coordinate space.
[0025] A computing device may maintain a representation of a virtual environment, for example, in a memory associated with the device. As used herein, a virtual environment is a computed representation of a three-dimensional space. A virtual environment may include representations of any objects, actions, signals, parameters, coordinates, vectors, or other properties associated with that space. In some examples, a circuit (e.g., a processor) of a computing device may maintain and update a state of the virtual environment. That is, the processor may determine a state of the virtual environment at a second time t1 based on data associated with the virtual environment and / or input provided by a user at a first time t0. For example, if an object in the virtual environment is located at a first coordinate at time t0 and has certain programmed physical parameters (e.g., mass, coefficient of friction), and input received from a user indicates that a force should be applied to the object in a certain directional vector, the processor may apply the laws of kinematics and use basic mechanics to determine the location of the object at time t1. The processor may use any suitable information known about the virtual environment and / or any suitable input to determine the state of the virtual environment at time t1. In maintaining and updating the state of the virtual environment, the processor may execute any suitable software, including software related to creating and deleting virtual objects in the virtual environment, software (e.g., scripts) for defining behavior of virtual objects or characters in the virtual environment, software for defining behavior of signals (e.g., audio signals) in the virtual environment, software for creating and updating parameters associated with the virtual environment, software for generating audio signals in the virtual environment, software for handling inputs and outputs, software for implementing network operations, software for applying asset data (e.g., animation data for moving a virtual object over time), or many other possibilities.
[0026] An output device, such as a display or speaker, can present any or all aspects of the virtual environment to the user. For example, the virtual environment may include virtual objects (which may include representations of inanimate objects, people, animals, lights, etc.) that may be presented to the user. The processor can determine a view of the virtual environment (e.g., corresponding to a "camera," with its origin coordinates, viewing axis, and frustum) and render on the display a viewable scene of the virtual environment corresponding to that view. Any suitable rendering technique may be used for this purpose. In some examples, the viewable scene may include only some virtual objects in the virtual environment and exclude certain other virtual objects. Similarly, the virtual environment may include audio aspects that may be presented to the user as one or more audio signals. For example, a virtual object in the virtual environment may generate a sound originating from the object's location coordinates (e.g., a virtual character may speak or create a sound effect), or the virtual environment may be associated with a musical cue or ambient sound that may or may not be associated with a particular location. The processor can determine audio signals corresponding to "listener" coordinates, e.g., audio signals corresponding to the synthesis of sounds in the virtual environment and that are mixed and processed to simulate the audio signals that would be heard by a listener at the listener coordinates, and present the audio signals to the user via one or more speakers.
[0027] Because the virtual environment exists only as a computational structure, the user cannot directly perceive the virtual environment using normal senses. Instead, the user can only indirectly perceive the virtual environment, as presented to the user, for example, by a display, a speaker, a tactile output device, etc. Similarly, the user cannot directly touch, manipulate, or otherwise interact with the virtual environment, but can provide input data via input devices or sensors to a processor, which can use the device or sensor data to update the virtual environment. For example, a camera sensor can provide optical data indicating that the user is attempting to move an object in the virtual environment, and the processor can use that data to cause the object to respond appropriately within the virtual environment.
[0028] A mixed reality system can present a user with a mixed reality environment ("MRE") that combines aspects of real and virtual environments, for example, using a see-through display and / or one or more speakers (which may be incorporated, for example, into a wearable head device). In some embodiments, the one or more speakers may be external to the head-mounted wearable unit. As used herein, an MRE is a simultaneous representation of a real environment and a corresponding virtual environment. In some examples, the corresponding real and virtual environments share a single coordinate space. In some examples, the real coordinate space and the corresponding virtual coordinate space are related to each other by a transformation matrix (or other suitable representation). Thus, a single coordinate (in some examples, together with the transformation matrix) may define a first location in the real environment and also a second corresponding location in the virtual environment, and vice versa.
[0029] In an MRE, a virtual object (e.g., in a virtual environment associated with the MRE) may correspond to a real object (e.g., in a real environment associated with the MRE). For example, if the real environment of the MRE includes a real lamppost (a real object) at a location coordinate, the virtual environment of the MRE may include a virtual lamppost (a virtual object) at a corresponding location coordinate. As used herein, a real object combines with its corresponding virtual object to comprise a "mixed reality object." It is not necessary for a virtual object to perfectly match or match a corresponding real object. In some examples, a virtual object may be a simplified version of a corresponding real object. For example, if the real environment includes a real lamppost, the corresponding virtual object may include a cylinder of approximately the same height and radius as the real lamppost (reflecting that a lamppost may be approximately cylindrical in shape). Simplifying virtual objects in this manner may enable computational efficiencies and simplify calculations to be performed on such virtual objects. Furthermore, in some examples of an MRE, not all real objects in the real environment may be associated with a corresponding virtual object. Similarly, in some embodiments of the MRE, not all virtual objects in the virtual environment may be associated with corresponding real objects, i.e., some virtual objects may exist solely within the virtual environment of the MRE without any real-world counterpart.
[0030] In some embodiments, virtual objects may have characteristics that differ, sometimes significantly, from those of the corresponding real object. For example, a real environment in an MRE may contain a green, two-pronged cactus, a thorny inanimate object, while the corresponding virtual object in the MRE may have the characteristics of a green, two-armed virtual character with human facial features and a surly attitude. In this embodiment, the virtual object resembles its corresponding real object in some characteristics (color, number of arms) but differs from the real object in other characteristics (facial features, personality). In this way, virtual objects have the potential to represent real objects in creative, abstract, exaggerated, or fictitious ways, or to impart behaviors (e.g., human personality) to otherwise inanimate real objects. In some embodiments, virtual objects may be purely fictitious creations with no real-world counterpart (e.g., virtual monsters in a virtual environment, perhaps in a location that corresponds to a void in the real environment).
[0031] Compared to a VR system that presents a virtual environment to a user while obscuring the real environment, a mixed reality system that presents an MRE offers the advantage that the real environment remains perceptible while the virtual environment is presented. Thus, a user of a mixed reality system can experience and interact with a corresponding virtual environment using visual and audio cues associated with the real environment. As an example, a user of a VR system may struggle to perceive or interact with virtual objects displayed in the virtual environment because the user cannot directly perceive or interact with the virtual environment, as described above, whereas a user of an MR system may find it intuitive and natural to interact with virtual objects by seeing, hearing, and touching the corresponding real objects in their own real environment. This level of interaction may enhance the user's sense of immersion, connection, and engagement with the virtual environment. Similarly, by presenting a real environment and a virtual environment simultaneously, a mixed reality system may reduce the negative psychological sensations (e.g., cognitive dissonance) and negative physical sensations (e.g., motion sickness) associated with a VR system. Mixed reality systems also offer many possibilities for applications that can augment or modify our experience of the real world.
[0032] 1A illustrates an exemplary real environment 100 in which a user 110 uses a mixed reality system 112. The mixed reality system 112 may include a display (e.g., a see-through display) and one or more speakers, and one or more sensors (e.g., cameras), for example, as described below. The illustrated real environment 100 includes a rectangular room 104A in which the user 110 is standing, and real objects 122A (lamp), 124A (table), 126A (sofa), and 128A (painting). The room 104A further includes a location coordinate 106, which may be considered as the origin of the real environment 100. As shown in FIG. 1A, an environment / world coordinate system 108 (with an x-axis 108X, a y-axis 108Y, and a z-axis 108Z), with its origin at point 106 (world coordinates), may define a coordinate space for the real environment 100. In some embodiments, the origin 106 of the environment / world coordinate system 108 may correspond to where the mixed reality system 112 was powered on. In some embodiments, the origin 106 of the environment / world coordinate system 108 may be reset during operation. In some examples, the user 110 may be considered a real object in the real environment 100. Similarly, the body parts (e.g., hands, feet) of the user 110 may be considered real objects in the real environment 100. In some examples, the user / listener / head coordinate system 114 (comprising an x-axis 114X, a y-axis 114Y, and a z-axis 114Z) with its origin at point 115 (e.g., user / listener / head coordinate) may define a coordinate space for the user / listener / head on which the mixed reality system 112 is located. The origin 115 of the user / listener / head coordinate system 114 may be defined relative to one or more components of the mixed reality system 112. For example, the origin 115 of the user / listener / head coordinate system 114 may be defined relative to the display of the mixed reality system 112, such as during an initial calibration of the mixed reality system 112. Matrices (which may include translation matrices and quaternion or other rotation matrices) or other suitable representations can characterize the transformation between the user / listener / head coordinate system 114 space and the environment / world coordinate system 108 space.In some embodiments, the left ear coordinates 116 and right ear coordinates 117 may be defined relative to the origin 115 of the user / listener / head coordinate system 114. Matrices (which may include translation matrices and quaternion matrices or other rotation matrices) or other suitable representations can characterize the transformation between the left ear coordinates 116 and right ear coordinates 117 and the user / listener / head coordinate system 114 space. The user / listener / head coordinate system 114 can simplify the representation of location relative to the user's head or head-mounted device, e.g., relative to the environment / world coordinate system 108. Using simultaneous localization and mapping (SLAM), visual odometry, or other techniques, the transformation between the user coordinate system 114 and the environment coordinate system 108 can be determined and updated in real time.
[0033] FIG. 1B illustrates an exemplary virtual environment 130 corresponding to the real environment 100. The illustrated virtual environment 130 includes a virtual rectangular room 104B corresponding to the real rectangular room 104A, a virtual object 122B corresponding to the real object 122A, a virtual object 124B corresponding to the real object 124A, and a virtual object 126B corresponding to the real object 126A. The metadata associated with the virtual objects 122B, 124B, 126B can include information derived from the corresponding real objects 122A, 124A, 126A. The virtual environment 130 additionally includes a virtual monster 132, which does not correspond to any real object within the real environment 100. The real object 128A within the real environment 100 does not correspond to any virtual object within the virtual environment 130. A persistent coordinate system 133 (comprising an x-axis 133X, a y-axis 133Y, and a z-axis 133Z) with its origin at point 134 (persistent coordinates) can define a coordinate space for the virtual content. The origin 134 of the persistent coordinate system 133 may be defined relative to / with respect to one or more real objects such as the real object 126A. A matrix (which may include a translation matrix and a quaternion matrix or other rotation matrices) or other suitable representation can characterize the transformation between the persistent coordinate system 133 space and the environment / world coordinate system 108 space. In some embodiments, the virtual objects 122B, 124B, 126B, and 132 may each have their own persistent coordinate points relative to the origin 134 of the persistent coordinate system 133. In some embodiments, there may be multiple persistent coordinate systems, and the virtual objects 122B, 124B, 126B, and 132 may each have their own persistent coordinate points relative to one or more persistent coordinate systems.
[0034] Persistent coordinate data may be coordinate data that persists with respect to the physical environment. Persistent coordinate data may be used by an MR system (e.g., MR system 112, 200) to place persistent virtual content, which may not be tied to the movement of the display on which the virtual object is displayed. For example, a two-dimensional screen may display the virtual object only relative to its location on the screen. As the two-dimensional screen moves, the virtual content may move with the screen. In some embodiments, persistent virtual content may be displayed in a corner of a room. When an MR user looks at the corner, they see the virtual content, they look away from the corner (the virtual content may no longer be visible because the virtual content may have moved from within the user's field of view to a location outside the user's field of view due to the movement of the user's head), and when they look back, the virtual content may be seen in the corner (similar to how a real object may behave).
[0035] In some embodiments, the persistent coordinate data (e.g., persistent coordinate system and / or persistent coordinate frame) may include an origin and three axes. For example, the persistent coordinate system may be assigned by the MR system to the center of the room. In some embodiments, the user may move around the room, exit and re-enter the room, etc., but the persistent coordinate system may remain at the center of the room (e.g., to persist relative to the physical environment). In some embodiments, virtual objects may be displayed using transformations to the persistent coordinate data, which may enable displaying persistent virtual content. In some embodiments, the MR system may generate the persistent coordinate data using simultaneous localization and mapping (e.g., the MR system may assign persistent coordinate systems to points in space). In some embodiments, the MR system may map the environment by generating persistent coordinate data at regular intervals (e.g., the MR system may assign persistent coordinate systems in a grid where a persistent coordinate system may be at least within 5 feet of another persistent coordinate system).
[0036] In some embodiments, the persistent coordinate data may be generated by the MR system and transmitted to a remote server. In some embodiments, the remote server may be configured to receive the persistent coordinate data. In some embodiments, the remote server may be configured to synchronize persistent coordinate data from multiple observation instances. For example, multiple MR systems may map the same room with persistent coordinate data and transmit that data to a remote server. In some embodiments, the remote server may use this observation data to generate reference persistent coordinate data, which may be based on one or more observations. In some embodiments, the reference persistent coordinate data may be more accurate and / or reliable than a single observation of the persistent coordinate data. In some embodiments, the reference persistent coordinate data may be transmitted to one or more MR systems. For example, the MR system may use image recognition and / or location data to recognize that it is located in a room that has corresponding reference persistent coordinate data (e.g., because another MR system has previously mapped that room). In some embodiments, the MR system may receive reference persistent coordinate data corresponding to its location from the remote server.
[0037] 1A and 1B, the environment / world coordinate system 108 defines a shared coordinate space for both the real environment 100 and the virtual environment 130. In the illustrated embodiment, the coordinate space has its origin at point 106. Furthermore, the coordinate space is defined by the same three orthogonal axes (108X, 108Y, 108Z). Thus, a first location in the real environment 100 and a second corresponding location in the virtual environment 130 can be described with respect to the same coordinate space. This simplifies identifying and displaying corresponding locations in the real and virtual environments because the same coordinates can be used to identify both locations. However, in some embodiments, the corresponding real and virtual environments need not use a shared coordinate space. For example, in some embodiments (not shown), matrices (which may include translation matrices and quaternion matrices or other rotation matrices) or other suitable representations can characterize the transformation between the real environment coordinate space and the virtual environment coordinate space.
[0038] 1C illustrates an exemplary MRE 150 that simultaneously presents aspects of real environment 100 and virtual environment 130 to user 110 via mixed reality system 112. In the example shown, MRE 150 simultaneously presents to user 110 real objects 122A, 124A, 126A, and 128A from real environment 100 (e.g., via a transparent portion of a display of mixed reality system 112) and virtual objects 122B, 124B, 126B, and 132 from virtual environment 130 (e.g., via an active display portion of a display of mixed reality system 112). As described above, origin 106 acts as the origin for a coordinate space corresponding to MRE 150, and coordinate system 108 defines the x-, y-, and z-axes for the coordinate space.
[0039] In the illustrated example, the mixed reality objects include corresponding pairs of real and virtual objects (i.e., 122A / 122B, 124A / 124B, 126A / 126B) that occupy corresponding locations in coordinate space 108. In some examples, both real and virtual objects may be visible to user 110 at the same time. This may be desirable in instances where, for example, a virtual object presents information designed to augment the view of the corresponding real object (such as in a museum application where a virtual object presents a missing portion of an ancient damaged statue). In some examples, the virtual objects (122B, 124B, and / or 126B) may be displayed so as to occlude the corresponding real objects (122A, 124A, and / or 126A) (e.g., via active pixelated occlusion using a pixelated occlusion shutter). This may be desirable, for example, in instances where a virtual object acts as a visual replacement for a corresponding real object (such as in interactive storytelling applications where inanimate real objects become "living" characters).
[0040] In some examples, real objects (e.g., 122A, 124A, 126A) may be associated with virtual content or helper data that does not necessarily constitute a virtual object. The virtual content or helper data may facilitate processing or handling of the virtual object within a mixed reality environment. For example, such virtual content may include a two-dimensional representation of the corresponding real object, a custom asset type associated with the corresponding real object, or statistical data associated with the corresponding real object. This information may enable or facilitate calculations involving the real object without incurring unnecessary computational overhead.
[0041] In some embodiments, the presentation described above may also incorporate audio aspects. For example, in MRE 150, virtual monster 132 may be associated with one or more audio signals, such as footstep effects, that are generated as the monster walks around MRE 150. As described further below, a processor in mixed reality system 112 may calculate an audio signal corresponding to a mixed and processed combination of all such sounds within MRE 150 and present the audio signal to user 110 via one or more speakers included within mixed reality system 112 and / or one or more external speakers.
[0042] Exemplary Mixed Reality System
[0043] An exemplary mixed reality system 112 may include a wearable head device (e.g., a wearable augmented reality or mixed reality head device) with a display (which may include left and right see-through displays, which may be eyepiece displays, and associated components for coupling light from the displays to the user's eyes), left and right speakers (e.g., positioned adjacent the user's left and right ears, respectively), an inertial measurement unit (IMU) (e.g., mounted on a temple arm of the head device), a quadrature coil electromagnetic receiver (e.g., mounted on the left temple part), left and right cameras (e.g., depth (time of flight) cameras) oriented away from the user, and left and right eye cameras (e.g., for detecting the user's eye movements) oriented toward the user. However, the mixed reality system 112 may incorporate any suitable display technology and any suitable sensors (e.g., optical, infrared, acoustic, LIDAR, EOG, GPS, magnetic). In addition, the mixed reality system 112 may incorporate networking features (e.g., Wi-Fi capabilities) to communicate with other devices and systems, including other mixed reality systems. The mixed reality system 112 may further include a battery (which may be mounted in an auxiliary unit, such as a belt pack designed to be worn around the waist of the user), a processor, and a memory. The wearable head device of the mixed reality system 112 may include a tracking component, such as an IMU or other suitable sensor, configured to output a set of coordinates of the wearable head device relative to the user's environment. In some examples, the tracking component may provide input to the processor to implement simultaneous localization and mapping (SLAM) and / or visual odometry algorithms. In some examples, the mixed reality system 112 may also include an auxiliary unit 320, which may be a handheld controller 300 and / or a wearable belt pack, as described further below.
[0044] 2A-2D illustrate components of an example mixed reality system 200 (which may correspond to the mixed reality system 112) that may be used to present an MRE (which may correspond to the MRE 150) or other virtual environment to a user. FIG. 2A illustrates a perspective view of a wearable head device 2102 included in the example mixed reality system 200. FIG. 2B illustrates a top view of the wearable head device 2102 mounted on a user's head 2202. FIG. 2C illustrates a front view of the wearable head device 2102. FIG. 2D illustrates an edge view of an example eyepiece 2110 of the wearable head device 2102. As shown in FIGS. 2A-2C, the example wearable head device 2102 includes an example left eyepiece (e.g., a left transparent waveguide set eyepiece) 2108 and an example right eyepiece (e.g., a right transparent waveguide set eyepiece) 2110. Each eyepiece 2108 and 2110 can include a transmissive element through which the real environment is visible, and a display element for presenting a display (e.g., via image-wise modulated light) that is superimposed on the real environment. In some embodiments, such a display element can include a surface diffractive optical element for controlling the flow of image-wise modulated light. For example, the left eyepiece 2108 can include a left internal coupling grating set 2112, a left orthogonal pupil expansion (OPE) grating set 2120, and a left exit (output) pupil expansion (EPE) grating set 2122. Similarly, the right eyepiece 2110 can include a right internal coupling grating set 2118, a right OPE grating set 2114, and a right EPE grating set 2116. The image-wise modulated light can be transferred to the user's eye via the internal coupling gratings 2112 and 2118, the OPE 2114 and 2120, and the EPE 2116 and 2122. Each internal coupling grating set 2112, 2118 can be configured to deflect light towards its corresponding OPE grating set 2120, 2114. Each OPE grating set 2120, 2114 can be designed to progressively deflect light downward towards its associated EPE 2122, 2116, thereby extending the exit pupil formed horizontally.Each EPE 2122, 2116 can be configured to progressively redirect at least a portion of the light received from its corresponding OPE grating set 2120, 2114 outwardly to a user eyebox location (not shown), defined behind the eyepieces 2108, 2110, to vertically extend an exit pupil formed in the eyebox. Alternatively, instead of the internal coupling grating sets 2112 and 2118, the OPE grating sets 2114 and 2120, and the EPE grating sets 2116 and 2122, the eyepieces 2108 and 2110 can include gratings and / or other arrangements of refractive and reflective features to control the coupling of the image-wise modulated light into the user's eye.
[0045] In some embodiments, the wearable head device 2102 can include a left temple arm 2130 and a right temple arm 2132, with the left temple arm 2130 including a left speaker 2134 and the right temple arm 2132 including a right speaker 2136. A quadrature coil electromagnetic receiver 2138 can be located in the left temple piece or another suitable location in the wearable head unit 2102. An inertial measurement unit (IMU) 2140 can be located in the right temple arm 2132 or another suitable location in the wearable head device 2102. The wearable head device 2102 can also include a left depth (e.g., time-of-flight) camera 2142 and a right depth camera 2144. The depth cameras 2142, 2144 can be preferably oriented in different directions so that both cover a wider field of view.
[0046] 2A-2D, a left source 2124 of image-wise modulated light can be optically coupled into the left eyepiece 2108 through a left internal coupling grating set 2112, and a right source 2126 of image-wise modulated light can be optically coupled into the right eyepiece 2110 through a right internal coupling grating set 2118. The sources 2124, 2126 of image-wise modulated light can include, for example, a fiber optic scanner, a projector including an electronic light modulator such as a digital light processing (DLP) chip or a liquid crystal on silicon (LCoS) modulator, or an emissive display such as a micro light emitting diode (μLED) or micro organic light emitting diode (μOLED) panel that is coupled into the internal coupling grating sets 2112, 2118 using one or more lenses per side. The input coupling grating sets 2112, 2118 can deflect light from image-wise modulated light sources 2124, 2126 to angles above the critical angle for total internal reflection (TIR) for the eyepieces 2108, 2110. The OPE grating sets 2114, 2120 progressively deflect the propagating light downwards by TIR towards the EPE grating sets 2116, 2122. The EPE grating sets 2116, 2122 progressively couple the light towards the user's face, including the pupils of the user's eyes.
[0047] In some examples, as shown in FIG. 2D , the left eyepiece 2108 and the right eyepiece 2110 each include multiple waveguides 2402. For example, each eyepiece 2108, 2110 can include multiple individual waveguides, each dedicated to a separate color channel (e.g., red, blue, and green). In some examples, each eyepiece 2108, 2110 can include multiple sets of such waveguides, each set configured to impart a different wavefront curvature to the emitted light. The wavefront curvature may be convex with respect to the user's eye, for example, to present a virtual object located at a distance in front of the user (e.g., a distance corresponding to the inverse of the wavefront curvature). In some examples, the EPE grating sets 2116, 2122 can include curved grating grooves to provide a convex wavefront curvature by modifying the Poynting vector of the light exiting across each EPE.
[0048] In some examples, stereoscopically accommodated left and right eye images can be presented to the user through light modulators 2124, 2126 and eyepieces 2108, 2110 for each image to create the perception that the displayed content is three-dimensional. The perceived realism of the presentation of three-dimensional virtual objects can be enhanced by selecting the waveguides (and thus the corresponding wavefront curvatures) such that the virtual objects are displayed at distances that approximate the distances shown by the stereoscopic left and right images. The technique can also reduce motion sickness suffered by some users, which can be caused by differences between the depth perception cues provided by the stereoscopic left and right eye images and the automatic accommodation (e.g., object distance-dependent focus) of the human eye.
[0049] FIG. 2D illustrates an edge view from the top of the right eyepiece 2110 of the exemplary wearable head device 2102. As shown in FIG. 2D, the plurality of waveguides 2402 can include a first subset 2404 of three waveguides and a second subset 2406 of three waveguides. The two subsets 2404, 2406 of waveguides can be distinguished by different EPE gratings that feature different grating line curvatures to impart different wavefront curvatures to the exiting light. Within each of the subsets 2404, 2406 of waveguides, each waveguide can be used to couple a different spectral channel (e.g., one of the red, green, and blue spectral channels) to the user's right eye 2206. (Although not shown in FIG. 2D, the structure of the left eyepiece 2108 is similar to that of the right eyepiece 2110.)
[0050] 3A illustrates an example handheld controller component 300 of a mixed reality system 200. In some examples, the handheld controller 300 includes a grip portion 346 and one or more buttons 350 disposed along a top surface 348. In some examples, the buttons 350 may be configured for use as an optical tracking target to track six degrees of freedom (6DOF) movement of the handheld controller 300, for example, in conjunction with a camera or other optical sensor (which may be mounted in a head unit (e.g., wearable head device 2102) of the mixed reality system 200). In some examples, the handheld controller 300 includes a tracking component (e.g., an IMU or other suitable sensor) for detecting a position or orientation, such as a position or orientation relative to the wearable head device 2102. In some examples, such a tracking component may be positioned in a handle of the handheld controller 300 and / or may be mechanically coupled to the handheld controller. The handheld controller 300 can be configured to provide one or more output signals corresponding to one or more of a button press state, or a position, orientation, and / or movement (e.g., via an IMU) of the handheld controller 300. Such output signals may be used as inputs to a processor of the mixed reality system 200. Such inputs may correspond to the position, orientation, and / or movement of the handheld controller (or, for that matter, the position, orientation, and / or movement of a user's hand holding the controller). Such inputs may also correspond to a user pressing a button 350.
[0051] 3B illustrates an example auxiliary unit 320 of the mixed reality system 200. The auxiliary unit 320 can include a battery for providing energy and operating the system 200, and can include a processor for executing programs and operating the system 200. As shown, the example auxiliary unit 320 includes a clip 2128 for attaching the auxiliary unit 320 to a user's belt, etc. It will be apparent that other form factors are also suitable for the auxiliary unit 320, including form factors that do not involve mounting the unit on a user's belt. In some embodiments, the auxiliary unit 320 is coupled to the wearable head device 2102 through a multi-tube cable, which may include, for example, electrical wires and optical fibers. A wireless connection between the auxiliary unit 320 and the wearable head device 2102 can also be used.
[0052] In some examples, the mixed reality system 200 can include one or more microphones to detect sounds and provide corresponding signals to the mixed reality system. In some examples, the microphones may be attached to or integrated with the wearable head device 2102 and configured to detect the user's voice. In some examples, the microphones may be attached to or integrated with the handheld controller 300 and / or the auxiliary unit 320. Such microphones may be configured to detect environmental sounds, ambient noise, the user's or a third party's voice, or other sounds.
[0053] FIG. 4 illustrates an example functional block diagram that may correspond to an example mixed reality system, such as the mixed reality system 200 described above (which may correspond to the mixed reality system 112 with respect to FIG. 1). As shown in FIG. 4, the example handheld controller 400B (which may correspond to the handheld controller 300 ("totem")) includes a totem / wearable head device six degree of freedom (6DOF) totem subsystem 404A, and the example wearable head device 400A (which may correspond to the wearable head device 2102) includes a totem / wearable head device 6DOF subsystem 404B. In an example, the 6DOF totem subsystem 404A and the 6DOF subsystem 404B cooperate to determine six coordinates (e.g., offsets in three translational directions and rotations along three axes) of the handheld controller 400B relative to the wearable head device 400A. The six degrees of freedom may be expressed relative to the coordinate system of the wearable head device 400A. The three translational offsets may be represented as X, Y, and Z offsets in such a coordinate system, a translation matrix, or some other representation. The rotational degrees of freedom may be represented as a sequence of yaw, pitch, and roll rotations, as a rotation matrix, as a quaternion, or some other representation. In some examples, the wearable head device 400A, one or more depth cameras 444 (and / or one or more non-depth cameras) included within the wearable head device 400A, and / or one or more optical targets (e.g., buttons 350 of handheld controller 400B as described above or dedicated optical targets included within handheld controller 400B) may be used for 6DOF tracking. In some examples, the handheld controller 400B may include a camera as described above, and the wearable head device 400A may include an optical target for optical tracking in conjunction with the camera. In some embodiments, the wearable head device 400A and the handheld controller 400B each include a set of three orthogonally oriented solenoids that are used to wirelessly transmit and receive three distinguishable signals.By measuring the relative magnitudes of the three distinguishable signals received in each of the coils used to receive, the 6DOF of the wearable head device 400A relative to the handheld controller 400B can be determined. Additionally, the 6DOF totem subsystem 404A can include an inertial measurement unit (IMU), which is useful for providing improved accuracy and / or more timely information regarding high speed movements of the handheld controller 400B.
[0054] In some embodiments, for example, in order to compensate for the movement of the wearable head device 400A relative to the coordinate system 108, it may be necessary to convert coordinates from a local coordinate space (e.g., a coordinate space fixed relative to the wearable head device 400A) to an inertial coordinate space (e.g., a coordinate space fixed relative to the real environment). For example, such a conversion is such that the display of the wearable head device 400A presents virtual objects at the expected positions and orientations relative to the real environment rather than at fixed positions and orientations on the display (e.g., the same position in the lower right corner of the display) (e.g., a virtual person sitting on a real chair facing forward regardless of the position and orientation of the wearable head device), and the virtual objects are present within the real environment (and, for example, do not appear unnaturally positioned within the real environment as the wearable head device 400A shifts and rotates). In some embodiments, the compensating transformation between coordinate spaces can be determined by processing images from the depth camera 444 using SLAM and / or visual odometry procedures to determine the transformation of the wearable head device 400A relative to the coordinate system 108. In the embodiment shown in FIG. 4, the depth camera 444 is coupled to the SLAM / visual odometry block 406 and can provide images to the block 406. The SLAM / visual odometry block 406 implementation can include a processor configured to process the present image and then determine the position and orientation of the user's head, which can be used to identify the transformation between the head coordinate space and another coordinate space (e.g., the inertial coordinate space). Similarly, in some embodiments, an additional source of information regarding the user's head pose and location is obtained from the IMU 409. The information from the IMU 409 is integrated with the information from the SLAM / visual odometry block 406 and can provide more timely information regarding improved accuracy and / or fast adjustment of the user's head pose and position.
[0055] In some examples, the depth camera 444 can provide 3D images to a hand gesture tracker 411, which can be implemented within a processor of the wearable head device 400A. The hand gesture tracker 411 can identify the user's hand gestures, for example, by matching the 3D images received from the depth camera 444 to stored patterns representing hand gestures. Other suitable techniques for identifying the user's hand gestures will also be apparent.
[0056] In some embodiments, one or more processors 416 may be configured to receive data from the 6DOF headgear subsystem 404B, the IMU 409, the SLAM / visual odometry block 406, the depth camera 444, and / or the hand gesture tracker 411 of the wearable head device. The processor 416 may also send and receive control signals to and from the 6DOF totem system 404A. The processor 416 may be wirelessly coupled to the 6DOF totem system 404A, such as in embodiments where the handheld controller 400B is not tethered. The processor 416 may further communicate with additional components, such as an audio / visual content memory 418, a graphical processing unit (GPU) 420, and / or a digital signal processor (DSP) audio spatializer 422. The DSP audio spatializer 422 may be coupled to a head-related transfer function (HRTF) memory 425. The GPU 420 may include a left channel output coupled to a left source of imagewise modulated light 424 and a right channel output coupled to a right source of imagewise modulated light 426. The GPU 420 may output stereoscopic image data to the imagewise modulated light sources 424, 426, for example, as described above with respect to FIGS. 2A-2D. The DSP audio spatializer 422 may output audio to the left speaker 412 and / or the right speaker 414. The DSP audio spatializer 422 may receive an input from the processor 419 indicating a direction vector from the user to a virtual sound source (e.g., which may be moved by the user via the handheld controller 320). Based on the direction vector, the DSP audio spatializer 422 may determine a corresponding HRTF (e.g., by accessing an HRTF or by interpolating multiple HRTFs). The DSP audio spatializer 422 may then apply the determined HRTF to an audio signal, such as an audio signal corresponding to a virtual sound generated by a virtual object.This can improve the believability and realism of virtual sounds by incorporating the user's relative position and orientation to the virtual sounds in the mixed reality environment, i.e., by presenting virtual sounds that match the user's expectations of what they would hear if the virtual sounds were real sounds in a real environment.
[0057] 4, one or more of the processor 416, GPU 420, DSP audio spatializer 422, HRTF memory 425, and audio / visual content memory 418 may be included in an auxiliary unit 400C (which may correspond to auxiliary unit 320 described above). The auxiliary unit 400C may include a battery 427 to power its components and / or provide power to the wearable head device 400A or handheld controller 400B. Including such components in an auxiliary unit, which may be mounted on the user's waist, can limit the size and weight of the wearable head device 400A, which in turn can reduce fatigue in the user's head and neck.
[0058] 4 presents elements corresponding to various components of an exemplary mixed reality system, various other suitable arrangements of these components will be apparent to those skilled in the art. For example, elements presented in FIG. 4 as being associated with the auxiliary unit 400C may instead be associated with the wearable head device 400A or the handheld controller 400B. Furthermore, some mixed reality systems may dispense with the handheld controller 400B or the auxiliary unit 400C entirely. Such variations and modifications should be understood as falling within the scope of the disclosed embodiments.
[0059] Session Manager
[0060] MR systems may be uniquely positioned to enable two-way virtual collaboration between users. Because MR systems may present virtual content in three dimensions and within the user's physical environment, MR collaboration systems and methods may enable remote collaboration that may be at least as effective as local collaboration. In some embodiments, MR collaboration may allow users to see and / or manipulate virtual content in three-dimensional space. For example, a first user may launch an MR collaboration session and may see two virtual 3D models, a text document, and a messaging interface. A second user may join the session locally (e.g., the second user may walk into the same room as the first user) and the second user may see the same two virtual 3D models, a text document, and a messaging interface in the same location as the first user. In some embodiments, a third user may join the session remotely (e.g., the third user may not be present in the same room as the first and second users) and the third user may see the two virtual 3D models, the text document, and the messaging interface in the third user's environment. In some embodiments, the virtual content may share spatial relationships with each other (e.g., the virtual content may be arranged in the same manner) for all session users. In some embodiments, MR collaboration may enable users to leverage a shared physical context in the same physical space and enjoy a more meaningful shared experience with the virtual content.
[0061] In some embodiments, displaying and / or synchronizing virtual content across multiple MR systems may present challenges. For example, it may be beneficial to develop systems and methods to ensure that each MR system displays the shared virtual content in a manner consistent with the other MR systems in the session. It may also be beneficial to develop systems and methods that may enable inter-application collaboration (e.g., virtual content that may be generated using applications created by different developers). In some embodiments, it may be beneficial to develop systems and methods that may enable users that are local to each other (e.g., users that are in the same room) to collaborate with each other and with users that are remote (e.g., in different rooms). In some embodiments, it may be beneficial to develop systems and methods that may enable a collaboration session to persist over time so that session users may continue to collaborate at a later time. In some embodiments, it may be beneficial to develop systems and methods that may enable content persistence, e.g., session users to continue working on a virtual content event without collaborating live with other users.
[0062] In some embodiments, a session may be broadly defined as a group of users (with identifiers) who may collaborate and share a set of experiences across time and space. In some embodiments, a session may include a communication and collaboration experience that provides network connectivity, a common spatial reference, and a unified user interface for chatting and sharing prisms with other MR users. Session participants may be remote or local within the same physical location. In some embodiments, a session manager may include a unified backend service that manages some or all activities within a session. In some embodiments, a session manager may include one or more user-facing front-end controls and / or representations (e.g., menus and / or session handles) that represent the session manager and / or are configured to receive user input. In some embodiments, a session manager may include background services and / or daemons that coordinate and manage various session events through various session states. The session manager may also drive the user experience by allowing users to be discovered and connected with other users. In some embodiments, the session manager may also manage various UI components such as menus and / or session UI related states.
[0063] In some embodiments, collaboration can be facilitated by composing virtual content into a collaborative session and having it behave similarly to real objects in the collaborative session. For example, in a “real” collaborative session, users may sit around a table with documents and / or objects. Users may refer to “this” document and / or “that” document by pointing to a particular document. In some embodiments, users in a real collaborative session may refer to objects using relational terms (e.g., that object on the right). This behavior may arise naturally to users as a result of years of physical conditioning and working with other people. Thus, it may be desirable to develop systems and methods for MR collaboration to enable natural interactions between users and the content on which they collaborate. In some embodiments, an MR collaborative session can enable users to point to collocated virtual content (e.g., virtual content that may appear to multiple users at the same location in the real environment) as if it were real content present in the users' physical environment. In some embodiments, an MR collaborative session can persist. For example, all users may leave a session and users may launch the same session weeks later. In some embodiments, the user may see all of the virtual content in the state that existed when the user previously exited the session (e.g., in the same relative position and / or with the same edits).
[0064] In some embodiments, a session can include a platform for presenting, synchronizing, managing, and / or storing virtual content used within a mixed reality collaboration session. For example, a session user may open a weekly recurring meeting in which virtual content (e.g., word documents, 3D models, presentation slides, conversation history, etc.) is discussed and / or worked on. In some embodiments, a user may utilize the session's platform to aggregate virtual content (which may be created by different developers) into a single virtual space that can persist over time. For example, loading a single session instance may present the user with a 3D model (generated using a first application created by a first developer), a text document explaining the goals and / or changes to the 3D model (generated using a second application created by a second developer), and the conversation history between session users related to this session. This virtual content can persist across time and across session users such that the same or different session users can load the session and view the same session content. In some embodiments, the session may enable user presence flexibility (e.g., a local user can share virtual content placement within their local space, but a remote user can also view virtual content with the same spatial relationships within their remote space). In some embodiments, the session may enable capability flexibility. For example, capabilities (e.g., corresponding to third-party applications) can be toggled on / off / activated without leaving the monolithic session platform. In some embodiments, an application (e.g., a third-party application) may utilize the session platform and avoid building a proprietary sharing platform that may not be compatible with other applications. In some embodiments, the session may enable temporal flexibility.For example, a user may access a session at different times and a live call with the other users may not be necessary. In some embodiments, changes made by a user can be synchronized so that the changes are reflected for other session users (whether he is currently in the session or joins the session at a later time).
[0065] In some embodiments, a session may include virtual content that is shared with one or more users over time. A session may have one or more owners, and in some embodiments, a user who created a session may be considered the session owner. A session may have one or more participants, who may have access to the session. In some embodiments, the session owner may control what content a participant may join in the session. In some embodiments, a session may have a session identifier. In some embodiments, each user (e.g., owner or participant) may have a user identifier. In some embodiments, a session may include one or more user avatars, which may represent the positioning of a remote user relative to other objects in the session. In some embodiments, a session may include location data (e.g., location data corresponding to each user, location data corresponding to where the session is opened, etc.). The location data may include persistent coordinate data. In some embodiments, the location data may include one or more transformations (e.g., one or more transformation matrices), which may relate a location to the persistent coordinate data.
[0066] In some embodiments, a session may include one or more capabilities. A session capability may include one or more features that a user may select and / or enable within a session. For example, virtual object sharing may be considered a session capability. In some embodiments, determining whether a user is local to other users may be considered a session capability. In some embodiments, projecting a user avatar may be considered a session capability. In some embodiments, projecting a user's screen to other users may be considered a session capability. In some embodiments, a capability may have one or more capability instances (e.g., a capability may have multiple instances that are activated simultaneously). For example, two virtual objects may be shared with a user within a session, and each virtual object may be considered a separate capability instance.
[0067] In some embodiments, a session may be persistent. For example, a session may continue to exist even after all users have left the session. In some embodiments, the session may continue to remember session information such as session capabilities used (e.g., sharing virtual objects, locations where virtual objects were located, etc.), user location, user identity, etc. Persistent sessions may facilitate long-term collaboration between users. For example, a user may continue where they left off without having to rearrange their virtual workspace to their preferences. In some embodiments, session persistence may allow a different user to join the session at a later time and see the virtual content arranged as it was when the previous user left the session.
[0068] Figures 5A - 5C illustrate an exemplary MR collaboration session according to some embodiments. Figure 5A illustrates an exemplary mixed reality collaboration session where users 508a, 508b, and 508c may all be present together at a first location (e.g., a first room). Figure 5B illustrates an exemplary mixed reality collaboration session where users 508d and 508e may all be present together at a second location (e.g., a second room). Figure 5C illustrates an exemplary mixed reality collaboration session where the session handle is being moved.
[0069] In some embodiments, users 508a, 508b, 508c, 508d, and 508e may all be part of the same mixed reality collaboration session 500. In some embodiments, the collaboration session can include a session handle 502a (which may be a virtual object). The session handle 502a can serve as a local anchor for the session. For example, all session users within the same location (e.g., users 508a, 508b, and 508c can be considered to be in the same location if they share common persistent coordinate data) may be presented with virtual content that is positioned relative to the session handle 502a, which can give the virtual content the appearance of being located at a specific place and orientation within the real world, similar to a real / physical object. In some embodiments, the session handle 502a may be positioned relative to the persistent coordinate data (e.g., using a transformation). In some embodiments, users 508a, 508b, and 508c may use canonical persistent coordinate data, which can enable a consistent placement of the session handle 502a within each user's MR system. In some embodiments, the session handle 502a may appear to be in the same location to all of users 508a, 508b, and 508c (e.g., the session handle 502a may appear to be on the floor at the same location to all users).
[0070] In some embodiments, whether users can be considered local to each other may be determined using persistent coordinate data. For example, the MR system for user 508a may receive reference persistent coordinate data (e.g., from one or more remote servers) based on an identified environment for user 508a. The MR system for user 508a may identify the environment for user 508a using location data (e.g., GPS, WiFi, and / or cellular data) and / or image recognition data (e.g., recognize a known environment by comparing a captured image with an image of the known environment). In some embodiments, the MR system for user 508a may transmit its received persistent coordinate data to other MR systems in the session (e.g., the MR system for user 508b). In some embodiments, the other MR systems in the session may receive the reference persistent coordinate data and compare the transmitted data received from the other MR systems with the reference persistent coordinates already in use (and / or the reference persistent coordinate data received from one or more remote servers). If one or more instances of the reference persistent coordinate data are determined to be shared between the MR systems in the session (e.g., using unique identifiers), the MR systems can be determined to be local to one another. In some embodiments, if the MR systems do not share instances of the reference persistent coordinate data, the MR systems may be determined to be remote from one another. In some embodiments, a session handle (e.g., session handle 502a) may be displayed in association with one or more shared instances of the persistent reference persistent coordinate data, which may enable the session handle 502a to be presented to users 508a, 508b, and 508c in the same location.
[0071] In some embodiments, the session 500 may include a shared virtual object 504a. The shared virtual object 504a may be considered a session capability instance. In some embodiments, the users 508a, 508b, and 508c may all see the virtual object 504a in the same location (e.g., the users may all see the virtual object 504a at the edge of a real table). In some embodiments, the shared virtual object 504a may be positioned (e.g., using a transform) relative to the session handle 502a. In some embodiments, the shared virtual object 504a may be positioned relative to persistent coordinate data (e.g., reference persistent coordinate data). In some embodiments, a user (e.g., user 508c) may manipulate the shared virtual object 504a. For example, user 508c may move the object 504a from the edge of the table to the center of the table. In some embodiments, users 508a and 508b may also see the object 504a moving from the edge of the table to the center of the table. In some embodiments, when a user (e.g., user 508b) points to a part of object 504a (e.g., a helmet), it may also appear to other users (e.g., 508a and 508c) that user 508b is pointing to the same part of object 504a.
[0072] In some embodiments, the session handle 502a may also be moved. For example, in FIG. 5C, user 508a may move session handle 502a to the left. In some embodiments, any virtual content displayed as part of the session may also be moved, thereby maintaining the same positioning relative to session handle 502a. For example, as session handle 502a is moved to the left, object 504a may also be moved left by the same amount. In some embodiments, moving a session handle (e.g., session handle 502a) in one location may not move a session handle (e.g., session handle 502b) in a different location. It may be beneficial to allow each group of local users to manage its own session handle placement. For example, since virtual content may be positioned relative to the session handle, each local group may determine the optimal location for its virtual content with respect to its individual local physical environment.
[0073] Session 500 may also involve users that may not share the same location. For example, in FIG. 5B, users 508d and 508e may also be part of session 500. In some embodiments, users 508d and 508e may be considered remote to users 508a, 508b, and 508c (e.g., because there may be no common persistent coordinate data between users 508d / 508e and 508a / 508b / 508c). In some embodiments, users 508d and 508e may see a second session handle 502b. In some embodiments, each user (or group of users) that does not have common persistent coordinate data with other users (or groups of users) may see its own session handle. Shared virtual content displayed to users 508d and 508e may be displayed relative to session handle 502b. For example, shared virtual object 504b may correspond to object 504a. In some embodiments, object 504b may be positioned in a spot relative to session handle 502b that is the same as object 504a, which is positioned relative to session handle 502a. In some embodiments, if object 504a is moved relative to session handle 502a, object 504b may also be moved relative to session handle 502b (and vice versa). In some embodiments, session handle 502b may not move if session handle 502a is moved. This may allow local users to manage how session content is presented to their local group.
[0074] In some embodiments, session 500 may include user avatar 506e. In some embodiments, user avatar 506e may represent a user in session 500 that may be remote to other users in the session. For example, users 508a, 508b, and 508c may be considered local to each other (e.g., because they may share persistent coordinate data), and user 508e may be considered remote from users 508a, 508b, and 508c (e.g., because user 508e may not share persistent coordinate data with other users). In some embodiments, user 508e (in FIG. 5B) may also be part of session 500, and user avatar 506e may correspond to user 508e.
[0075] In some embodiments, the user avatar 506e may enable the user 508e to collaborate with the users 508a, 508b, and 508c. In some embodiments, the avatar 506e may mirror one or more movements of the user 508e. For example, as the user 508e approaches the session handle 502b, the user avatar 506e may approach the session handle 502a, thereby maintaining the same relative positioning between the user 508e and the session handle 502b. In some embodiments, the user 508e may point to the object 504b, and the avatar 506e may correspondingly point to the object 504a in the same location. Similarly, the avatar 506b may represent the user 508b, and the avatar 506a may represent the user 508a. As user 508a approaches object 504a, avatar 506a may also approach object 504b, as appropriate. In some embodiments, remote users may not broadcast avatars to other users. For example, user 508d may be remote to users 508a, 508b, and 508c, but user 508d may not project a corresponding avatar for session handle 502a.
[0076] In some embodiments, session persistence may enable a user to dynamically locate with respect to different session locations. For example, users 508a, 508b, and 508c may be present in a first room, and users 508d and 508e may be present in a second room that may be down the hall from the first room. In some embodiments, user 508a may exit the first room, proceed down the hall, and enter the second room, and virtual content may be displayed to user 508a with respect to session handle 502b. In some embodiments, each MR system used by a user may periodically poll the location of the user (e.g., using GPS data and / or image recognition). In some embodiments, the MR system may trigger a new location query (e.g., by using geofencing).
[0077] FIG. 6 illustrates an exemplary session manager architecture, according to some embodiments. In some embodiments, the session manager 604 may be launched on the MR system 602, which may include one or more computer systems and may correspond to the MR system 112, 200. In some embodiments, the session manager 604 may include a process, a sub-process, a thread, and / or a service. In some embodiments, the session manager 604 may include one or more data structures configured to store information. In some embodiments, the session manager 604 may include a service (e.g., a background operating system service). In some embodiments, the process, sub-process, thread, and / or service of the session manager 604 may be configured to run continuously (e.g., in the background) while the host system's operating system is running. In some embodiments, the session manager 604 may include an instantiation of a parent background service, which may act as a host process for one or more background processes and / or sub-processes. In some embodiments, the session manager 604 may include a sub-process of a parent process. In some embodiments, the session manager 604 may include a thread of a parent process.
[0078] Session manager 604 may include one or more session instances 606a and / or 606b. In some embodiments, a session instance may correspond to an MR collaborative session (e.g., session 500). In some embodiments, a session instance may manage information used within an MR collaborative session. In some embodiments, a session instance may include one or more data structures configured to store information. In some embodiments, a session instance may include one or more processes, sub-processes, threads, and / or services. In some embodiments, one or more session instances may be stored on one or more remote servers. In some embodiments, a session instance may be encrypted before being stored (either locally on the MR device or on one or more remote servers).
[0079] In some embodiments, a session instance may be configured to communicate with one or more capability instances. For example, session instance 606b may be configured to communicate with capability instances 608b and 608c. A capability instance may correspond to one or more session capabilities. For example, capability instance 608b may correspond to shared object 504a. In some embodiments, a capability instance may include one or more data structures configured to store information. In some embodiments, a capability instance may include one or more processes, sub-processes, threads, and / or services.
[0080] In some embodiments, the capability instance can be configured to communicate with one or more connectivity services, such as application connectivity platform 610a and / or cooperating core 610b. In some embodiments, application connectivity platform 610a and / or cooperating core 610b can include processes, sub-processes, threads, and / or services. In some embodiments, application connectivity platform 610a and / or cooperating core 610b can include one or more data structures configured to store information. In some embodiments, application connectivity platform 610a and / or cooperating core 610b can include services (e.g., background operating system services). In some embodiments, the processes, sub-processes, threads, and / or services of application connectivity platform 610a and / or cooperating core 610b can be configured to run continuously (e.g., in the background) while the host system's operating system is running. In some embodiments, the application connectivity platform 610a and / or the cooperating core 610b may include an instantiation of a parent background service, which may act as a host process for one or more background processes and / or sub-processes. In some embodiments, the application connectivity platform 610a and / or the cooperating core 610b may include a sub-process of a parent process. In some embodiments, the application connectivity platform 610a and / or the cooperating core 610b may include a thread of a parent process.
[0081] In some embodiments, the application connectivity platform 610a can provide a low-latency communication path between the MR systems in a co-located session to enable real-time virtual object co-location. In some embodiments, the application connectivity platform 610a can include one or more implementations of Web Real-Time Communications ("WebRTC"). For example, in some embodiments, data may be transmitted via one or more Twilio tracks for low-latency communication. In some embodiments, a capability instance may utilize the application connectivity platform 610a to send and / or receive low-latency data (e.g., relationship transformation data as a shared virtual object moves) to and / or from the MR systems in the session. In some embodiments, the application connectivity platform 610a can be configured to communicate with other application connectivity platforms running on other MR systems.
[0082] In some embodiments, the collaborative core 610b can provide data synchronization services for concurrent editing. In some embodiments, the collaborative core 610b can be configured to receive edit data from one or more capability instances. In some embodiments, the collaborative core 610b can be configured to communicate with an external synchronization service (e.g., Firebase) to synchronize concurrent edits to virtual content within a session.
[0083] In some embodiments, application connectivity platform 610a and / or collaborative core 610b may communicate with session manager 604. In some embodiments, session manager 604 may provide authorized information directly to application connectivity platform 610a and / or collaborative core 610b (e.g., user identification data). It may be beneficial to shield authorized information from capability instances because capability instances may be developed by unknown developers, which may expose security risks to the authorized data.
[0084] Although the application connectivity platform 610a and the collaboration core 610b are depicted as separate services, it is also contemplated that the functionality provided by each may be offered as a single service or as two or more services.
[0085] In some embodiments, the session manager 604 may communicate with one or more remote servers and / or one or more MR systems to synchronize session instances. For example, a second MR system may initiate a session and invite the MR system 602 to join the session. In some embodiments, the session manager 604 may create a new session instance corresponding to the newly joined session. In some embodiments, the new session instance may be a copy of the session instance on the second MR system. In some embodiments, the session instance may be received from one or more remote servers. In some embodiments, the session instance data may be transmitted to one or more remote servers (e.g., if a capability instance has been updated, it may be desirable to transmit the update to other session users). In some embodiments, the session instance data can be transmitted to one or more remote servers at the end of a session (e.g., when the last user exits the session) so that the session data can be stored and re-accessed at a later time. In some embodiments, the session manager and / or session instance may communicate with one or more services (e.g., one or more services provided by application connectivity platform 610a) and synchronize session instance data with other session instances (which may be stored in another MR system or a remote server). In some embodiments, the session manager and / or session instance may communicate with one or more services and establish real-time and / or low latency communication links with one or more remote endpoints (e.g., other MR systems in the session).
[0086] FIG. 7 illustrates an exemplary session instance architecture, according to some embodiments. In some embodiments, session instance 702 may correspond to session instance 604a and / or 604b. In some embodiments, session instance 702 may include one or more data structures, which may be configured to store one or more additional data structures (e.g., capabilities module 704, participants module 708, location module 712, and / or presence module 716). Capabilities module 704 may manage data and / or data structures corresponding to one or more capabilities instances in a session. For example, instance 706a may correspond to a virtual object. In some embodiments, instance 706a may include transformation data, which may relate the location of the virtual object to persistent coordinate data and / or one or more session handle locations. In some embodiments, instance 706a may include one or more references to collaboration core services. In some embodiments, the reference to the collaboration core service may enable the instance 706a to be appropriately notified and / or updated when changes are made to the instance 706a by a user. In some embodiments, the instance 706a may include application connectivity platform data (e.g., where data should be sent, pipes to be used, etc.). In some embodiments, the capability module 704 may be configured to communicate with one or more capability instances (e.g., capability instance 608a).
[0087] In some embodiments, the session instance 702 may include a participant module 708. The participant module 708 may manage data and / or data structures corresponding to one or more users in the session. For example, the user 710a may include an identifier for the MR system used by the user. In some embodiments, the user 710a may include avatar data (e.g., appearance, size, color, etc.). In some embodiments, the user 710a may include location data. In some embodiments, the location data may include GPS data, WiFi data, cellular data, persistent coordinate data, etc.
[0088] In some embodiments, the session instance 702 may include a location module 712. The location module 712 may manage data and / or data structures corresponding to one or more locations in a session. For example, the location 714a may include persistent coordinate data, transformation data, data corresponding to a floor plan, etc. In some embodiments, the location 714a may correspond to a user location. In some embodiments, the location 714a may correspond to a session handle location.
[0089] In some embodiments, the session instance 702 may include a presence module 716. The presence module 716 may manage data and / or data structures corresponding to the local and / or remote status of one or more users. For example, the instance 718a may indicate that a first user is remote from a second user and a third user is local to the second user. In some embodiments, the instance 718a may include data used for communication between users (e.g., using the application connectivity platform 610a).
[0090] 3D Object Annotation
[0091] MR collaboration may be particularly useful for 3D virtual content creation. By leveraging virtual object persistence, MR systems may enable users to see virtual content as if it were real. For example, a virtual object may be displayed as resting on a real table. In some embodiments, a user may walk around a table and observe the virtual object from different angles as if it were actually sitting on the table. This ability to naturally view and / or interact with virtual content may be superior to other methods. For example, viewing a 3D model on a 2D screen may require some workarounds. A user may need to use a computer mouse to drag the 3D model to display different viewing angles. However, due to the nature of displaying 3D content on a 2D screen, such an experience may be cumbersome as it may change the view in ways that the 3D content is not intended to. In some embodiments, MR systems may also enable multiple users to collaborate on 3D content. For example, two users working on the same 3D content may use an MR system to view the 3D content projected in three-dimensional space. In some embodiments, the 3D content may be synchronized and / or positioned in the same way for both users of the MR system. The users may then collaborate by referencing aspects of the 3D content, moving around, viewing at different angles, etc. In some embodiments, annotations to the virtual content can be made available to the collaborating users in real time. For example, a first user may add virtual markups and / or annotations to the virtual content, and a second user may see the virtual markups and / or annotations as the first user creates them. Thus, it may be beneficial to develop systems and methods for enabling real-time collaboration on 3D objects.
[0092] FIG. 8 illustrates an exemplary mixed reality collaborative session, according to some embodiments. In some embodiments, users 802 and 804 may collaborate on 3D virtual content using one or more MR systems (e.g., MR system 806, which may correspond to MR systems 112, 200). In some embodiments, users 802 and 804 may utilize a session to view and / or collaborate on the virtual content. For example, a virtual model 808 may be presented to users 802 and 804. In some embodiments, the virtual model 808 may be presented to users 802 and 804 in the same position (e.g., location and / or orientation). In some embodiments, the virtual model 808 may be presented to users 802 and 804 using the same session handle. In some embodiments, the virtual model 808 may be managed by a capability instance. In some embodiments, the nature of the virtual model 808 may be stored in and / or managed by a capability instance. In some embodiments, a capability instance may be stored within and / or managed by a session instance.
[0093] In some embodiments, the user 802 may annotate the virtual model 808 (e.g., by creating a virtual markup and / or adding a virtual annotation). For example, the user 802 may create a virtual markup 812, which may indicate that a cafe may be located at a certain location within the virtual model 808. In some embodiments, the user 804 may see the virtual markup 812. In some embodiments, the user 804 may see the virtual markup 812 as the user 802 creates it. In some embodiments, the user 804 may see the virtual markup 812 in the same location where the user 802 sees the virtual markup 812. In some embodiments, the user 802 may create one or more virtual annotations. In some embodiments, the virtual annotation may include a location indicator 814 and / or an annotation bubble 816. In some embodiments, the annotation bubble 816 may include a visual indicator that corresponds to the location indicator 814 (e.g., the annotation bubble 816 and the location indicator 814 may share a number). In some embodiments, the location indicator 814 may be presented to the user 804 in the same location (e.g., relative to the real world and / or other virtual content) as the location presented to the user 802. In some embodiments, the annotation bubble 816 may be presented in different locations for different users. For example, the annotation bubble 816 may be presented to the user 802 so as to face the user 802, and the annotation bubble 816 may be presented to the user 804 so as to face the user 804. In some embodiments, the annotation bubble 816 may be configured to continually face the user as the user looks at different locations. In some embodiments, the annotation bubble 816 may be presented in the same location for multiple users of a session (e.g., all local users).
[0094] In some embodiments, data corresponding to the virtual annotations may be transmitted from a capability instance (e.g., capability instance 608c) to a session instance (e.g., session instance 606b). In some embodiments, data corresponding to the virtual annotations may be transmitted from a capability instance to collaborative core 610b. In some embodiments, collaborative core 610b may transmit data corresponding to the virtual annotations to one or more remote servers (e.g., one or more remote servers configured to handle data synchronization and / or synchronization conflicts). In some embodiments, the one or more remote servers may transmit data corresponding to the virtual annotations to other session users. In some embodiments, the data corresponding to the virtual annotations may be stored within the session instance. In some embodiments, the session instance may be closed and reopened, and one or more capability instances (e.g., virtual model 808 and / or virtual markup 812) may be loaded and / or displayed to the user.
[0095] In some embodiments, user 802 may be remote from user 804. For example, user 802 may be in a first room and user 804 may be in a second room, different from the first room. In some embodiments, users 802 and 804 may collaborate on a virtual model 808 using a session instance. In some embodiments, user 802 may see the virtual model 808 in a first room and user 804 may see the virtual model 808 in a second room. In some embodiments, the virtual model 808 may be presented to a first session handle for user 802 and the virtual model 808 may be presented to a second session handle for user 804. In some embodiments, virtual annotations made by one user (e.g., user 802) may be visible to all session users (e.g., user 804).
[0096] 9 illustrates an example annotation menu, according to some embodiments. In some embodiments, a user 902 may view a virtual object 906 using an MR system 904. In some embodiments, the MR system 904 may display an annotation menu 908, which may enable the user 902 to annotate the virtual object 906. In some embodiments, the MR system 904 may dynamically display the annotation menu 908 to face the user 902, regardless of the direction the user 902 is facing. For example, as the user 902 moves around the object 906, the annotation menu 908 may rotate such that the full menu may be visible to the user 902. Because it may be difficult for the user 902 to select an option on the annotation menu 908 if the annotation menu 908 is displayed at an angle to the user 902 (e.g., because the effective visible area of the buttons on the annotation menu 908 may be too small for the user 902 to identify and / or select), it may be desirable to dynamically orient the annotation menu 908. In some embodiments, the desired orientation for the menu 908 may be determined by determining the position (e.g., location and / or orientation) of the user 902's head. In some embodiments, the menu 908 may be oriented such that a normal vector of the menu 908 is pointed toward the user 902. In some embodiments, the MR system 904 may display the annotation menu 908 in proximity to a corresponding virtual object (e.g., virtual object 906).
[0097] In some embodiments, the MR system 904 may display the annotation menu 908 such that the annotation menu 908 cannot be occluded by the virtual object 906. For example, if the annotation menu 908 is displayed in front of the object 906 and the user 902 moves to the opposite side of the object 906, the annotation menu 908 may be wholly or partially occluded by the object 906. It may be desirable to dynamically reposition the annotation menu 908 such that the corresponding virtual object (e.g., the virtual object to which the annotation is attached using the menu 908) cannot occlude the annotation menu 908 (e.g., because the user 902 may not be able to interact with the menu 908 if it is occluded by the corresponding virtual object). In some embodiments, occlusion may be determined by determining whether the virtual object 906 (and / or the prism associated with the virtual object 906) intersects a direct path between the user 902 and the annotation menu 908.
[0098] The annotation menu 908 may have several features for annotating virtual objects. For example, the annotation menu 908 may include a virtual drawing button. In some embodiments, the virtual drawing button may toggle a drawing mode, which may allow a user to create virtual markups on and / or around a virtual object. In some embodiments, virtual markups created in the drawing mode may be visible to other session users. In some embodiments, the annotation menu 908 may include a virtual delete button. In some embodiments, the virtual delete button may delete a selected virtual object and / or virtual markup. In some embodiments, the annotation menu 908 may include a virtual annotation button. In some embodiments, the virtual annotation button may allow a user to place a location indicator for a virtual annotation and / or add a virtual annotation. In some embodiments, the annotation menu 908 may include a virtual color selection button. In some embodiments, selecting the virtual color selection button may allow a user to select a color for the virtual markup. In some embodiments, the annotation menu 908 may include a virtual size toggle button. In some embodiments, selecting the virtual size toggle button may toggle whether the virtual object is displayed at life-size. For example, the 3D model may include parameters such as dimensions. In some embodiments, the MR system may display the 3D model at a corrected size to make the 3D model easily visible. For example, a 3D model of a building may initially be presented to the user as much smaller than its true dimensions so that the user can easily see the entire 3D model. In some embodiments, the annotation menu 908 may include a virtual annotation visibility button. In some embodiments, selecting the virtual annotation visibility button may toggle the visibility of annotations (e.g., virtual markups and / or virtual annotations) corresponding to the virtual object (e.g., the display may or may not show).In some embodiments, the annotation menu 908 may include a virtual clear button, in some embodiments, selecting the virtual clear button may remove all virtual annotations corresponding to the virtual object.
[0099] In some embodiments, the user 902 may move the virtual object 906. For example, the user 902 may use a handheld controller 910 (which may correspond to the handheld controller 300) and a virtual selection beam 912 to select the virtual object 906 and drag the virtual object 906 to a new location. In some embodiments, the annotation menu 908 may move with the virtual object 906 and maintain a relative position to the virtual object 906.
[0100] FIG. 10 illustrates an example of mixed reality annotation, according to some embodiments. In some embodiments, virtual object 1002 may be a prism and may contain one or more virtual objects (e.g., virtual object 1004) therein. In some embodiments, the prism may include a bounding volume and / or parameters of the contained virtual object. In some embodiments, virtual object 1012 may include a prism, which may include an annotation menu (which may correspond to annotation menu 908). In some embodiments, virtual object 1012 may not intersect with prism 1002 (e.g., because object 1004 may obscure the view of annotation menu 1012, which may prevent a user from interacting with annotation menu 1012).
[0101] In some embodiments, the user may select location indicator 1008, which may be displayed on and / or near virtual objects 1002 and / or 1004. In some embodiments, selecting location indicator 1008 may cause virtual object 1010 to be displayed to the user. Virtual object 1010 may include a prism, which may include a virtual annotation bubble. In some embodiments, virtual object 1010 may be displayed near location indicator 1008. In some embodiments, virtual object 1010 may not intersect with virtual object 1002 (e.g., as that may obscure the view of the virtual annotation bubble). In some embodiments, virtual objects 1012 and / or 1010 may continually face the user as the user moves around the environment. In some embodiments, virtual objects 1012 and / or 1010 may reposition themselves if their view becomes obstructed (e.g., if the user moves such that virtual object 1002 obstructs the user's view of virtual object 1010).
[0102] FIG. 11 illustrates an example of composite reality annotation according to some embodiments. In some embodiments, virtual object 1108 (which may include a prism) can be very large (e.g., because the included virtual object 1102 is very large). In some embodiments, virtual object 1104 may be displayed within another virtual object (e.g., virtual object 1108). For example, virtual object 1108 may include a boundary prism of virtual object 1102, but due to the size of virtual object 1102, there may be significant space where virtual object 1102 does not block the view of other virtual objects. In some embodiments, virtual object 1104 can include a virtual annotation bubble, into which the user may type text. In some embodiments, virtual keyboard 1106 may be displayed when the user edits the virtual annotation bubble. In some embodiments, virtual keyboard 1106 may be displayed proximate to the corresponding virtual annotation bubble. For example, the user may edit annotation bubble 1104, and virtual keyboard 1106 may be displayed in the vicinity of bubble 1104 (e.g., instead of annotation bubble 1106). It may be beneficial to visually indicate the virtual annotation bubble that the user is editing (e.g., by displaying the keyboard near the corresponding annotation bubble).
[0103] Exemplary systems, methods, and computer-readable media are disclosed. According to some embodiments, the system includes a wearable device with a see-through display, and one or more processors configured to execute a method including presenting a virtual object to a first user at a first position through the see-through display of the wearable device, receiving a first input from the first user, and in response to receiving the first input, presenting a virtual annotation through the see-through display at a first displacement from the first position, transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement, receiving a second input from the second user, and in response to receiving the second input, presenting the virtual annotation to the first user through the see-through display at a second displacement from the first position, and transmitting the second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position. In some examples, the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device. In some examples, the second data is transmitted at a first time, and the method further includes exiting the session instance, the session instance configured to store the second data, receiving a third input from the first user, requesting the second data in response to receiving the third input, presenting the virtual object to the first user at a second time after the first time at the first location, and presenting the virtual annotation to the first user at a second displacement from the first location at the second time. In some examples, the annotation comprises a virtual markup.In some examples, the virtual object is presented at a first size, the virtual object comprising target dimension data, and the method further includes receiving a third input from the first user, and in response to receiving the third input, presenting the virtual object to the first user at a second size, the second size being associated with the target dimension data, and transmitting the third data to the second user, the third data being associated with the second size. In some examples, the method further includes receiving a third input from the first user, and in response to receiving the third input, presenting a virtual place indicator to the first user, the virtual place indicator being associated with the virtual annotations, and transmitting the third data to the second user, the third data being associated with the virtual place indicator. In some examples, the method further includes presenting a virtual annotation menu to the first user via the see-through display, and repositioning the virtual annotation menu such that the virtual annotation menu is not occluded by the virtual object.
[0104] According to some embodiments, a method includes presenting a virtual object to a first user at a first location via a see-through display of a wearable device; receiving a first input from the first user; and in response to receiving the first input, presenting a virtual annotation via the see-through display at a first displacement from the first location; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; and in response to receiving the second input, presenting the virtual annotation to the first user via the see-through display at a second displacement from the first location; and transmitting the second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first location. In some examples, the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device. In some examples, the second data is transmitted at a first time, and the method further includes exiting the session instance, the session instance configured to store the second data, receiving a third input from the first user, requesting the second data in response to receiving the third input, presenting the virtual object to the first user at a second time after the first time at the first location, and presenting the virtual annotation to the first user at a second displacement from the first location at the second time. In some examples, the annotation comprises a virtual markup.In some examples, the virtual object is presented at a first size, the virtual object comprising target dimension data, and the method further includes receiving a third input from the first user, and in response to receiving the third input, presenting the virtual object to the first user at a second size, the second size being associated with the target dimension data, and transmitting the third data to the second user, the third data being associated with the second size. In some examples, the method further includes receiving a third input from the first user, and in response to receiving the third input, presenting a virtual place indicator to the first user, the virtual place indicator being associated with the virtual annotations, and transmitting the third data to the second user, the third data being associated with the virtual place indicator. In some examples, the method further includes presenting a virtual annotation menu to the first user via the see-through display, and repositioning the virtual annotation menu such that the virtual annotation menu is not occluded by the virtual object.
[0105] According to some embodiments, a non-transitory computer-readable medium stores instructions that, when executed by one or more processors, cause the one or more processors to perform a method including presenting a virtual object to a first user at a first location via a see-through display of a wearable device; receiving a first input from the first user; and in response to receiving the first input, presenting a virtual annotation via the see-through display at a first displacement from the first location; transmitting first data to a second user, where the first data is associated with the virtual annotation and the first displacement; receiving a second input from the second user; and in response to receiving the second input, presenting the virtual annotation to the first user via the see-through display at a second displacement from the first location; and transmitting the second data to a remote server, where the second data is associated with the virtual object, the virtual annotation, the second displacement, and the first location. In some examples, the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device. In some examples, the second data is transmitted at a first time, and the method further includes exiting the session instance, the session instance configured to store the second data, receiving a third input from the first user, requesting the second data in response to receiving the third input, presenting the virtual object to the first user at a second time after the first time at the first location, and presenting the virtual annotation to the first user at a second displacement from the first location at the second time. In some examples, the annotation comprises a virtual markup.In some examples, the virtual object is presented at a first size, the virtual object comprising target dimension data, and the method further includes receiving a third input from the first user, and in response to receiving the third input, presenting the virtual object to the first user at a second size, the second size being associated with the target dimension data, and transmitting the third data to the second user, the third data being associated with the second size. In some examples, the method further includes receiving a third input from the first user, and in response to receiving the third input, presenting a virtual place indicator to the first user, the virtual place indicator being associated with the virtual annotations, and transmitting the third data to the second user, the third data being associated with the virtual place indicator. In some examples, the method further includes presenting a virtual annotation menu to the first user via the see-through display, and repositioning the virtual annotation menu such that the virtual annotation menu is not occluded by the virtual object.
[0106] Although the disclosed embodiments have been fully described with reference to the accompanying drawings, it should be noted that various changes and modifications will be apparent to those skilled in the art. For example, elements of one or more implementations may be combined, deleted, modified, or supplemented to form further implementations. Such changes and modifications should be understood as being included within the scope of the disclosed embodiments as defined by the appended claims.
Claims
1. 1. A system comprising: A wearable device having a see-through display; One or more processors, presenting a virtual object to a first user at a first location via the see-through display of the wearable device; Receiving a first input from the first user; presenting a virtual annotation via the see-through display at a first displacement from the first position in response to receiving the first input; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; responsive to receiving the second input, presenting the virtual annotation to the first user via the see-through display at a second displacement from the first position, the second displacement being different from the first displacement; and transmitting second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position; one or more processors configured to execute a method comprising: A system comprising:
2. 2. The system of claim 1, wherein the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device.
3. The second data is transmitted at a first time, the method comprising: exiting a session instance, the session instance being configured to store the second data; receiving a third input from the first user; requesting the second data in response to receiving the third input; and presenting the virtual object to the first user at the first location at a second time that is after the first time; presenting the virtual annotation to the first user at the second time and at the second displacement from the first position; and The system of claim 1 further comprising:
4. The system of claim 1 , wherein the annotation comprises a virtual markup.
5. The virtual object is presented at a first size, the virtual object comprising target dimensional data, and the method further comprises: receiving a third input from the first user; responsive to receiving the third input, presenting the virtual object to the first user at a second size, the second size associated with the target dimensional data; and transmitting third data to the second user, the third data being associated with the second size; and The system of claim 1 further comprising:
6. The method comprises: receiving a third input from the first user; in response to receiving the third input, presenting a virtual location indicator to the first user, the virtual location indicator being associated with a virtual annotation; and transmitting third data to the second user, the third data being associated with the virtual place indicator; and The system of claim 1 further comprising:
7. The method comprises: presenting a virtual annotation menu to the first user via the see-through display; repositioning the virtual annotation menu so that it is not occluded by the virtual object; The system of claim 1 further comprising:
8. 1. A method comprising: presenting a virtual object to a first user at a first location via a see-through display of a wearable device; Receiving a first input from the first user; presenting a virtual annotation via the see-through display at a first displacement from the first position in response to receiving the first input; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; responsive to receiving the second input, presenting the virtual annotation to the first user via the see-through display at a second displacement from the first position, the second displacement being different from the first displacement; and transmitting second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position; A method comprising:
9. 10. The method of claim 8, wherein the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device.
10. The second data is transmitted at a first time, the method comprising: exiting a session instance, the session instance being configured to store the second data; receiving a third input from the first user; requesting the second data in response to receiving the third input; and presenting the virtual object to the first user at the first location at a second time that is after the first time; presenting the virtual annotation to the first user at the second time and at the second displacement from the first position; and The method of claim 8 further comprising:
11. The method of claim 8 , wherein the annotation comprises a virtual markup.
12. The virtual object is presented at a first size, the virtual object comprising target dimensional data, and the method further comprises: receiving a third input from the first user; responsive to receiving the third input, presenting the virtual object to the first user at a second size, the second size associated with the target dimensional data; and transmitting third data to the second user, the third data being associated with the second size; and The method of claim 8 further comprising:
13. receiving a third input from the first user; in response to receiving the third input, presenting a virtual location indicator to the first user, the virtual location indicator being associated with a virtual annotation; and transmitting third data to the second user, the third data being associated with the virtual place indicator; and The method of claim 8 further comprising:
14. presenting a virtual annotation menu to the first user via the see-through display; repositioning the virtual annotation menu so that it is not occluded by the virtual object; The method of claim 8 further comprising:
15. A non-transitory computer readable medium having instructions stored thereon that, when executed by one or more processors, cause the one or more processors to: presenting a virtual object to a first user at a first location via a see-through display of a wearable device; Receiving a first input from the first user; presenting a virtual annotation via the see-through display at a first displacement from the first position in response to receiving the first input; transmitting first data to a second user, the first data being associated with the virtual annotation and the first displacement; receiving a second input from the second user; responsive to receiving the second input, presenting the virtual annotation to the first user via the see-through display at a second displacement from the first position, the second displacement being different from the first displacement; and transmitting second data to a remote server, the second data being associated with the virtual object, the virtual annotation, the second displacement, and the first position; A non-transitory computer readable medium for carrying out a method comprising:
16. 16. The non-transitory computer-readable medium of claim 15, wherein the virtual object is presented based on a first application configured to be launched on the wearable device, and the virtual annotation is presented based on data from a plug-in library, the plug-in library configured to be accessed by a plurality of applications configured to be launched on the wearable device.
17. The second data is transmitted at a first time, the method comprising: exiting a session instance, the session instance being configured to store the second data; receiving a third input from the first user; requesting the second data in response to receiving the third input; and presenting the virtual object to the first user at the first location at a second time that is after the first time; presenting the virtual annotation to the first user at the second time and at the second displacement from the first position; and 20. The non-transitory computer readable medium of claim 15, further comprising:
18. The non-transitory computer-readable medium of claim 15 , wherein the annotation comprises virtual markup.
19. The virtual object is presented at a first size, the virtual object comprising target dimensional data, and the method further comprises: receiving a third input from the first user; responsive to receiving the third input, presenting the virtual object to the first user at a second size, the second size associated with the target dimensional data; and transmitting third data to the second user, the third data being associated with the second size; and 20. The non-transitory computer readable medium of claim 15, further comprising:
20. The method comprises: receiving a third input from the first user; in response to receiving the third input, presenting a virtual location indicator to the first user, the virtual location indicator being associated with a virtual annotation; and transmitting third data to the second user, the third data being associated with the virtual place indicator; and 20. The non-transitory computer readable medium of claim 15, further comprising:
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