Virtual reality presentation method for architectural designs
The VR presentation method addresses the limitations of traditional architectural presentation methods by offering an immersive and interactive experience, allowing real-time modifications and realistic interactions, thus bridging the gap between design concepts and client expectations.
Patent Information
- Application Number
- PCT/TR2024/050896
- Authority / Receiving Office
- WO · WO
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-07-31
- Publication Date
- 2026-02-05
AI Technical Summary
Traditional methods for architectural design presentations, such as 2D renderings, animations, and 360-degree panoramic views, lack interactivity and fail to provide a realistic, immersive, and customizable experience, leading to discrepancies between design concepts and client expectations.
A virtual reality (VR) presentation method leveraging game engines and VR technology to create an immersive and interactive environment where users can explore designs, modify elements in real-time, and experience realistic interactions, including physics, lighting, and environmental changes.
The VR method enhances user understanding and satisfaction by providing a highly realistic and interactive experience that accurately represents the final built environment, reducing misunderstandings and improving communication between designers and clients.
Smart Images

Figure TR2024050896_05022026_PF_FP_ABST
Abstract
Description
[0001] VIRTUAL REALITY PRESENTATION METHOD FOR ARCHITECTURAL DESIGNS
[0002] Technical Field of the Invention:
[0003] The present invention pertains to a virtual reality presentation method for architectural designs.
[0004] Background of the Invention:
[0005] In the field of architectural design presentations, various methods have been employed to bridge the gap between conceptual designs and client visualization. Traditionally, 2D renderings, physical models, and animations have been used to present architectural projects. These methods, while useful, have significant limitations in providing a fully immersive and interactive experience.
[0006] Traditional 2D renderings and animations typically rely on static images or pre-rendered videos. They lack interactivity, restricting clients' ability to explore the design from different perspectives. Moreover, they cannot accurately represent the spatial experience and real-time changes in the design. Physical models offer a tangible representation but are often limited by scale and detail. They do not provide an immersive experience and can be expensive and time-consuming to create. Additionally, they cannot be easily modified to reflect design changes during client presentations.
[0007] 360-degree panoramic views allow a more immersive experience compared to static images. However, they still lack interactivity and the ability to explore the design dynamically. They do not effectively convey the full range of lighting, material, and spatial interactions.
[0008] While these prior art methods have been effective to a certain extent, they do not fully address the need for a realistic, interactive, and customizable presentation method that can bridge the gap between design and client expectations.
[0009] Several prior art documents highlight the evolution and limitations of current virtual reality (VR) applications in architectural presentations: US Patent No. 9063330 - Perception Based Predictive Tracking for Head-Mounted Displays: This patent addresses the issue of screen jitter and inaccurate movement tracking in VR headsets, specifically focusing on predictive tracking to enhance user experience. This technology improves the stability of VR experiences but does not fully integrate architectural visualization features.
[0010] US Patent No. 20160070103 - Corrective Optics for Reducing Fixed Pattern Noise in a Virtual Reality Headset: This patent aims to minimize the "screen door" effectthat occurs when sub-pixels break apart, creating dark spaces and blurring lights. While it enhances the visual clarity of VR headsets, it does not address the interactive and spatial dynamics needed for architectural presentations.
[0011] US Patent No. 20170092097 - System and Method for Interactive Virtual Reality Design and Modification: This patent introduces a system that allows users to design and modify virtual environments interactively. Although it provides some degree of interactivity, it primarily focuses on virtual environments for gaming and entertainment, lacking specific features tailored to architectural visualization.
[0012] Summary of the Invention:
[0013] The present invention provides a virtual reality (VR) presentation method specifically designed for architectural designs. This method allows clients to experience architectural projects in a fully immersive and interactive environment. By leveraging VR technology and game engines, the invention addresses the limitations of traditional presentation methods and offers a more accurate representation of the final built environment.
[0014] Key features of the invention include realistic visualization of designs before implementation, interactive exploration of spaces with the ability to open cabinets, change lighting, and view different material combinations. It also reduces misunderstandings between 2D renderings and the actual built space, offering customizable elements allowing real-time modifications during presentations
[0015] Brief Description of Drawings: Figure 1 demonstrates a general model layout accordingto the present invention. To bring models to life with a sense of reality and make them experienceable, models are loaded into game engines. Within the loaded models, navigation synchronized with the user's movement in the VR headset is added to the model within the boundaries where the user can navigate. The user's real-life position changes are detected by the navigation in the VR headset. These detected values are transmitted to the navigation within the game engine. The game engine converts the incoming position changes into x, y, and z values of the analytical plane and transmits them to the navigation within the presentation area.
[0016] Figure 2 demonstrates exemplary models of a user along with a model object according to the present invention. If the design area within the project is reduced, the volume representing the user within the project must also be proportionally reduced. Similarly, if the design area and elements within the project are enlarged, the volume representing the user should also be proportionally enlarged. There must be a maintained ratio between the user volume and the design.
[0017] Figure 3 demonstrates a general layout representing real-life position changes of the user, as detected by the navigation in the VR headset accordingto the present invention. These detected values are transmitted to the navigation within the game engine. The game engine converts the incoming position changes into x, y, and z values of the analytical plane and transmits them to the navigation within the presentation area.
[0018] Figure 4 demonstrates a general layout of the model area according to the present invention. The area defined by navigation is the boundary where the user volume can convert all movement actions into numerical values and receive data. The user volume can only act within the intersection of these two boundaries (model area and navigation area). These two areas are overlaid in the game engine.
[0019] Figure 5 demonstrates general principle of collision effect according to the present invention. The user volume interacts according to the collision mechanics of the object within the design in the game engine. When the user volume contacts an object with collision mechanics, it receives feedback and stops advancing due to the collision effect. If there is no interaction between the user volume and the object, the user volume enters the object's volume. Figure 6 demonstrates different movements enabled as physical mechanics, such as walking, jumping, crawling, rolling, and any other actions the user can perform according to the present invention.
[0020] Figure 7: demonstrates a general exemplary layout of the model area according to the present invention.
[0021] Figure 8 demonstrates different examples of add-ons that can be used for interactive actions accordingto the present invention. These include joystick, VR headset controller, game console, and keyboard. These devices can be matched with the game engine and used to initiate interactive applications with the buttons they carry. It is not mandatory to use button input to start interactive applications. The user can also use their own volume to initiate interactive actions.
[0022] Figure 9 demonstrates users’ own physical characteristics with exemplary parameters accordingto the invention..
[0023] Detailed Description of the Invention:
[0024] The present invention relates to a virtual reality (VR) presentation method for architectural designs that enhances client understanding and satisfaction by providing a realistic and interactive experience of the proposed designs.
[0025] According to the present invention, the user volume within the model loaded into the game engine, the volumes with which the user can interact within the model (those that can undergo changes, be affected by physical laws, and interact with the user and space), the navigable area boundary, and the navigation area activated in the game engine are highlighted as the fundamental physical elements.
[0026] The method begins with modeling architectural designs using modeling software. These designs are created with accurate real or scaled dimensions and are then imported into a game engine. The game engine applies various physics rules to ensure realistic interactions, including gravity and collision detection. Physics rules such as walking, running, collision, perspective, daylight, gravity, time, jumping, reflection, sound, depth perception, flying, teleportation, falling, collapsing, breaking, shaking, and destruction are added to the models in game engines. The VR headset is calibrated to track the user's movements and translate them into the virtual environment. Users can explore the virtual space using the VR headset and user interface, interacting with virtual objects such as opening virtual cabinets and adjusting virtual lighting. This system supports real-time modifications to the design, allowing users to change colors, materials, and furniture placement during presentations. Users can navigate through a virtual kitchen, interacting with elements such as opening virtual cabinets.
[0027] The VR headset also functions as a navigation device. User-specific parameters such as step distance, speed, jump height, and walking distance are incorporated into the VR headset navigation system. Users can move, jump, fall, and interact with the environment within predefined navigation boundaries.
[0028] Objects in the VR environment are equipped with collision physics. Users can understand the volume of objects by visually and physically interacting with them. Users can grasp objects with VR gloves that simulate collision and interaction.
[0029] The system allows real-time modifications such as changing colors, materials, and furniture placement. Users can instantly see the effects of their changes within the VR environment.
[0030] Lighting conditions, shadows, and reflections are dynamically adjusted based on user interactions. Environmental factors like wind, sound, and vibrations are simulated to enhance realism. Day-night cycles and weather conditions can be simulated to show their impact on the design.
[0031] Each user's physical parameters (height, eye distance, step length, movement speed, reflex times) are measured and integrated into the VR experience. This customization ensures that the VR experience closely matches real-life interactions for each user.
[0032] The design model is defined with boundaries and navigation areas. Navigation systems within the VR headset track the user's movements and translate them into the virtual environment. User movements within the predefined boundaries are synchronized with the VR model. Collision volumes are added to the VR model to simulate physical interactions. Users experience resistance and feedback when their virtual body collides with virtual objects.
[0033] Physical mechanics such as gravity, walking, jumping, and other movement types are integrated into the VR model. These mechanics ensure that the virtual environment behaves like the real world.
[0034] General and special lighting sources are added to the VR environment. Lighting adjusts dynamically to simulate natural and artificial light conditions.
[0035] Shadows and reflections are managed based on the position and movement of objects and light sources. Dynamic changes in shadows and reflections enhance the realism of the VR experience.
[0036] Materials and textures are assigned to objects within the VR environment. These materials have properties such as color, transparency, reflectivity, and roughness, which are crucial for realistic rendering.
[0037] The surrounding environment is modeled or added as a background to create a realistic context for the design. Options include full environmental modeling or using background images.
[0038] The VR presentation method also includes sophisticated sound transmission and variability simulation. This feature simulates sound transmission and insulation between different spaces, providing realistic experiences of potential noise levels. For instance, users can experience the noise from a nearby highway or a children's park within the house, helping in understanding and mitigating sound-related issues.
[0039] Furthermore, the system allows for detailed environmental simulations, enabling users to experience detailed landscapes and views. Users can visualize the impact of surrounding elements such as trees and buildings on their views. The ability to simulate environmental changes, such as the growth of trees that might obstruct views or seasonal changes affectingthe appearance and feel of the space, is a significant advantage. Users can see how their environment will look in different seasons and weather conditions.
[0040] Therefore, the system simulates environmental changes, such as the growth of trees that might obstruct views or seasonal changes affectingthe appearance and feel of the space. Users can see how their environment will look in different seasons and weather conditions.
[0041] The system's capability to provide interactive simulations of sunlight and shadows further enhances its realism. Users can measure how much sunlight each room receives during different times of the year and evaluate the efficiency of their lighting systems in various conditions. They can experience how shadows change with the angle of the sun, helping them understand how new buildings, landscaping, or other changes will affect natural light in their spaces.
[0042] Each user has a unique physical interaction field in the simulation. Parameters such as jump height, stride length, height, shoulder width, viewing speed, and reach distance are tailored to each user, ensuring a personalized experience. For example, a taller user may see a different view out of a window compared to a shorter user, and the water level in a virtual pool may reach different parts of their bodies, providing a highly personalized and realistic interaction.
[0043] The VR presentation method addresses common issues in architectural presentations by providing an immersive experience that reduces discrepancies between 2D renderings and the actual built space. It enhances realism through features like realistic lighting, shadows, reflections, and material properties, creating an authentic environment for users to experience.
[0044] The system supports real-time modifications to design elements, allowing users to change colors, materials, and furniture placement during presentations. This interactive and immersive approach bridges the gap between design concepts and user expectations, ultimately enhancing user satisfaction and improving communication between designers and users.
[0045] Performance optimization is a crucial aspect of the VR presentation system, ensuring a smooth and responsive experience. The system is designed to minimize computational load and prevent lag or delays during presentations. Applications of the invention include various types of architectural designs, such as interior design, landscape architecture, and furniture design. It is particularly beneficial for complex projects where spatial relationships and design details are critical. This invention enhances user satisfaction by offering a more accurate representation of the final built environment. The interactive exploration and customization capabilities allow users to make informed decisions based on their preferences.
[0046] The VR presentation method includes features that address common issues, such as discrepancies between 2D renderings and the actual built space. Additionally, the method includes features like realistic lighting, shadows, reflections, and material properties to create an authentic environment for clients to experience.
[0047] The parameters that are processed according to the invention play a critical role in the efficacy and personalization of the VR presentation method for architectural designs. These parameters encompass various physical characteristics of users, including height, eye distance, waist distance, shoulder distance, weight, arm distances, leg distances, step distance, movement speed, gaze speed, and reflex and reaction times. Understanding and integrating these parameters into the VR system ensures a more accurate and immersive experience for each user.
[0048] Height: Height is a fundamental parameter that affects how users perceive and interact with the virtual environment. For instance, taller individuals may have a different line of sight compared to shorter individuals, impacting how they view and navigate through virtual spaces. By adjusting the VR environment according to the user's height, the system can provide a more realistic experience, ensuringthat elements like countertops, shelves, and other fixtures are perceived at the correct height.
[0049] Eye Distance: The distance between a user's eyes affects depth perception and the ability to gauge distances within the VR environment. Accurate eye distance measurements ensure that the stereoscopic vision in VR is correctly calibrated, enhancing the sense of immersion and reducingthe likelihood of motion sickness.
[0050] Waist Distance: Waist distance is crucial for ergonomically sensitive designs. For instance, in a virtual kitchen design, knowing the user's waist distance helps in placing counters and workspaces at an appropriate height, enhancing comfort and usability. Shoulder Distance: Shoulder distance influences how users navigate through spaces and interact with objects within the VR environment. It ensures that doorways, hallways, and furniture spacing are adequate for users with varying shoulder widths, preventing any unrealistic or uncomfortable interactions.
[0051] Weight: Weight can affect the way users move within the virtual environment. Heavier individuals may have different movement dynamics compared to lighter individuals. By incorporating weight into the VR system, the environment can respond more accurately to user movements, providing a realistic simulation of physical interactions.
[0052] Arm Distances and Leg Distances: These parameters are vital for interactive elements within the VR space. For example, the reach distance affects how users interact with virtual objects like opening cabinets or turning on lights. Similarly, leg distances are important for actions like sitting, walking, or navigating stairs, ensuring that the virtual space is accessible and comfortable for users of all sizes.
[0053] Step Distance: Step distance is particularly important for navigation within the VR environment. It ensures that the user's walking patterns are accurately reflected in the virtual space, providing a seamless and realistic walking experience.
[0054] Movement Speed and Gaze Speed: These parameters determine how quickly users move and look around within the virtual environment. Adjusting the VR system to match the user's natural movement and gaze speeds can significantly enhance the sense of immersion and reduce the risk of motion sickness.
[0055] Reflex and Reaction Times: Reflex and reaction times are critical for interactive and dynamic elements within the VR space. For example, in a virtual emergency evacuation scenario, the system needs to accurately simulate how quickly users can respond to stimuli, providing a realistic and effective training environment.
[0056] By integrating these physical parameters into the VR presentation method, the system can deliver a highly personalized and realistic experience for each user. This level of customization not only enhances user comfort and engagement but also ensures that the architectural designs are accurately represented and interactively explored in a manner that closely mimics real-world interactions. In conclusion, the virtual reality presentation method described in this invention provides a significant improvement over traditional architectural presentation techniques. This innovative approach leverages advanced VR technology and game engines to revolutionize the way architectural designs are presented and experienced.
[0057] To enhance the realism of the experience, it is possible to add mechanics that are less prominent but increase realism, such as wind, sound, and vibration. Mechanics like the ripple effect of a water puddle, branches swaying in the wind, footstep sounds from the user’s movement, and environmental sounds can be mechanically added to the game engine. To make users feel the passage of time, a day cycle mechanic can be added. For example, users may want to experience the combined lighting effect of a painting illuminated by both its spotlight and the sunlight coming from outside. Or, the shadow cast when a door is opened, or the changing shadow of a tree swaying in the wind can be added via the game engine. Shadow changes occurring with the day cycle, such as morning, noon, evening, and night lighting, can be added interactively for the user to experience. Similarly, reflections changing with the day cycle can be added to the game engine for interactive user experience. Material properties also play an important role. For example, the biggest factor in distinguishing a stone piece from a spherical ball by the user is the material. A user looking at stone and ball objects with the same material cannot tell the difference just by looking. Assigning materials to objects is essential for the user to recognize their identities. Experience of environmental elements is also preferrable. For example, for modeling the surrounding forest area, typical steps including it in the model boundaries, loading the navigation, matching the navigation area with the model boundary, loading collision mechanics, loading physical mechanics, setting up lighting, adding shading, adding reflections, and loading materials are carried out. Only after these steps can the user experience this environmental area in the most realistic way. Another option for creating an environment is to use a background image.
[0058] In another implementation, every object’s position can be changed. Each object or element can perform many physical movements, be removed from the model, or be replaced with another object. Temporal and spatial features can be changed. Lighting systems and elements can be altered. Physics rules and added mechanics can be modified. Environmental factors and topography can be changed. Examples of interactive actions include a user opening a door, opening cabinet doors, moving a sofa, replacing a bookshelf with a table, changing the color of a wall, turning lights on and off in a room, and switching day to night and night to day within the model area.
[0059] In another implementation, it is crucial for the realism of the model that physical characteristics of the user such as height, weight, eye distance, step distance, movement speed, gaze speed, shoulder distance, arm distance, leg distance, waist distance, reflex, and reaction times are transferred to the volume defined for the user in the model. If the person experiencing the model uses a volume not defined according to their physical characteristics, they will feel like controlling a character within the model area, thus having a problem with the sense of reality.
[0060] To move an object in the model by touch, the following steps can be followed. The object to be moved is selected; an interactive touch detection code is added to the selected object; the collision mechanic is triggered upon touch. This triggers a new sequence of code and the new code sequence is connected to the collision mechanic to operate when the collision mechanic is activated. In the new code sequence, x, y, and z coordinate values are given for the amount of movement. A timer is created if the movement is desired to be completed in a specified time. The timer sends commands to the object to change the x, y, and z values within the given time. With the incoming command, the object moves within the given values in the specified time. If the movement is to be repeated each time and the object is to return to its original position, the movement is looped in the code. Similarly, the object in the model can be moved with button input, or the object can be changed with another object via button input.
[0061] In a nutshell, the present invention provides a virtual reality presentation system for architectural designs, comprising: modeling software configured to create architectural designs with real or scaled dimensions; a game engine configured to import the modeled designs and apply physics rules for realistic interactions, including gravity, collision detection, lighting, sound, and other environmental factors; a virtual reality (VR) headset calibrated to the user's physical parameters, including height, eye distance, weight, and movement speed; a user interface allowing the user to navigate and interact with the virtual space; a real-time modification module enabling changes to design elements, including colors, materials, and furniture placement, within the VR environment; an environmental simulation module configured to simulate time-dependent sunlight changes, shadows, sound transmission, and seasonal variations within thevirtual space. This system allows for highly realistic and interactive architectural presentations, significantly enhancing user engagement and understanding by mirroring real-world physics and interactions. It can be effectively combined with the feature of providing physical feedback when users interact with virtual objects to enhance the realism of user interactions within the VR environment.
[0062] In a further aspect of the invention, a dynamic lighting adjustment module configured to adjust lighting conditions, shadows, and reflections based on user interactions is provided. This module enhances the realism and immersion of the VR environment by dynamically adjusting lighting conditions in response to user movements and interactions. It pairs well with the feature of managing and adjusting visual effects in the VR environment.
[0063] In a further aspect of the invention, a navigation module incorporating user-specific parameters such as step distance, stride length, jump height, and walking speed is provided. Tailoring the navigation system to user-specific parameters ensures a more personalized and realistic navigation experience within the VR environment. This can be combined with the feature of enhancing the overall realism and user comfort by ensuring all user movements and interactions are accurately represented.
[0064] In a further aspect of the invention, a sound simulation module configured to simulate sound transmission and insulation between different spaces within the VR environment is provided. This module improves the auditory realism of the VR experience by accurately simulating how sound behaves in different architectural spaces. It can be combined with the feature of creating a comprehensive system for managing and enhancing auditory experiences in the VR environment.
[0065] In a further aspect of the invention, a collision physics module providing collision physics for objects within the VR environment, allowing users to physically interact with and grasp virtual objects is provided. This module enhances the tactile realism of the VR environment, allowing users to experience physical feedback when interacting with virtual objects. It can be combined with the feature of providing a highly realistic and immersive interaction experience by providing both visual and tactile feedback.
[0066] In a further aspect of the invention, an environmental modeling module configured to include detailed landscapes and surrounding elements said module configured to enable users to experience the impact of surrounding elements such as trees and buildings on their views and to simulate changes such as the growth of trees and seasonal variations is provided. This module provides a comprehensive representation of the surrounding environment, allowing users to experience and assess the impact of environmental changes on their architectural designs. It can be combined with the feature of creating a robust system for modeling and experiencing detailed environmental elements and their effects.
[0067] In a further aspect of the invention, a shadow and reflection management module configured to dynamically adjust shadows and reflections based on the position and movement of objects and light sources is provided. This module enhances the visual realism of the VR environment by accurately managing shadows and reflections in response to user interactions and environmental changes. It pairs well with the feature of providing dynamic and realistic lighting and shadow effects throughout different times of the day.
[0068] In a further aspect of the invention, a materials and textures module configured to assign properties such as color, transparency, reflectivity, and roughness to objects within the VR environment is provided. This module enhances the visual fidelity and realism of the VR environment by accurately representing material properties. It can be combined with the feature of ensuringthat material properties are accurately reflected in the lighting and shadow effects within the VR environment.
[0069] In a further aspect of the invention, a physical mechanics module incorporating gravity, walking, jumping, and other movement types to ensure the virtual environment behaves like the real world is provided. This module enhances the overall realism of the VR environment by incorporating fundamental physical mechanics that mirror real-world behaviors. It can be combined with the feature of providing a comprehensive system for realistic movement and navigation within the VR environment. In a further aspect of the invention, a lighting module using general and special lighting sources to simulate natural and artificial light conditions within the VR environment is provided. This module improves the visual realism of the VR environment by simulating various lighting conditions, enhancingthe user's perception of space and materials. It can be combined with the feature of creating a versatile system for managing both static and dynamic lighting conditions in the VR environment.
[0070] In a further aspect of the invention, a physical interaction fields module providing userspecific parameters such as jump height, stride length, height, shoulder width, viewing speed, and reach distance is provided. This module ensures that the VR environment responds accurately to individual user characteristics, enhancing the realism and comfort of the experience. It can be combined with the feature of providing a highly personalized and realistic user experience.
[0071] In a further aspect of the invention, a feedback system that provides tactile feedback through VR gloves when interacting with virtual objects is provided. This module enhances the tactile realism of the VR experience by providing physical feedback through VR gloves, allowing users to feel interactions with virtual objects. It can be combined with the feature of creating a highly immersive interaction experience by providing both visual and tactile feedback.
[0072] In a further aspect of the invention, a machine learning module that adapts and optimizes the VR environment based on user interactions and preferences is provided. This module enhances the adaptability and personalization of the VR environment by learning from user interactions and preferences to provide an optimized experience. It can be combined with the feature of providing an adaptive and optimized experience for multiple users interacting within the same VR environment.
[0073] In a further aspect of the invention, a multi-user support module allowing multiple users to interact within the same virtual environment simultaneously is provided. This module enables collaborative interactions and shared experiences within the VR environment, enhancing the utility for group projects and presentations. It can be combined with the feature of providing tactile feedback for multiple users interacting with the same virtual objects.
[0074] In a further aspect of the invention, mechanics for increasing realism, such as wind, sound, and vibration effects, including ripple effects in water, branches swaying in the wind, and footstep sounds. This module enhances environmental realism by simulating natural effects such as wind and water ripples, improving user immersion. It can be combined with the feature of providing a comprehensive system for simulating both visual and auditory environmental effects.
[0075] In a further aspect of the invention, a day cycle mechanic to simulate the passage of time, including changes in lighting and shadows from morning to night. This module enhances temporal realism by simulating the passage of time, allowing users to experience how lighting and shadows change throughout the day. It can be combined with the feature of providing dynamic and realistic lighting and shadow effects throughout different times of the day.
[0076] In a further aspect of the invention, a module to dynamically adjust reflections and shadows based on the day cycle for interactive user experience. This module improves the visual realism of the VR environment by dynamically adjusting reflections and shadows in response to the simulated day cycle. It pairs well with the feature of providing a seamless experience for users as they interact with changing lighting conditions.
[0077] In a further aspect of the invention, an environmental experience module to model and incorporate surrounding environmental elements like forests, including navigation boundaries, collision mechanics, physical mechanics, lighting, shading, reflections, and materials. This module provides a comprehensive representation of the surrounding environment, allowing users to experience and assess the impact of environmental changes on their architectural designs. It can be combined with the feature of enhancing the detail and realism of the surrounding environmental elements in the VR environment.
[0078] In a further aspect of the invention, a module for changing the position of objects, enabling objects to perform physical movements, be removed, or replaced, and modifying temporal and spatial features, lighting systems, physics rules, and environmental factors. This module provides flexibility and realism in the VR environment by allowing dynamic adjustments to objects and environmental factors. It can be combined with the feature of providing a comprehensive system for managing and modifying various elements within the VR environment.
[0079] In a further aspect of the invention, the physical characteristics of the user such as height, weight, eye distance, step distance, movement speed, gaze speed, shoulder distance, arm distance, leg distance, waist distance, reflex, and reaction times are transferred to the user-defined volume in the modelfor enhanced realism. This module ensures a highly personalized and realistic user experience by accurately reflecting the user's physical characteristics in the VR environment. It can be combined with the feature of ensuring all user movements and interactions are accurately represented.
[0080] In a further aspect of the invention, a module for instantly transferring objects scanned by various scanning tools into the virtual world, including the capability to use 3D scanners, infrared scanners, and phone cameras to create and integrate 3D models of objects and environments. This module enhances the flexibility and realism of the VR environment by allowing the instant transfer of scanned objects into the virtual world. It can be combined with the feature of providing a comprehensive system for managing and incorporating various elements within the VR environment.
[0081] In a further aspect of the invention, a method for presenting architectural designs using virtual reality, comprising: modeling architectural designs using modeling software to create designs with real or scaled dimensions; importing the modeled designs into a game engine; applying physics rules to the modeled designs within the game engine to ensure realistic interactions, including gravity, collision detection, lighting, sound, and other environmental factors; calibrating a virtual reality (VR) headset to the user's physical parameters, including height, eye distance, weight, and movement speed; displaying the modeled designs through the VR headset to provide an immersive and interactive environment; allowing the user to navigate and interact with the virtual space using the VR headset and user interface; enabling real-time modifications to design elements, including colors, materials, and furniture placement, within the VR environment; simulating environmental changes such as sunlight, shadows, sound transmission, and seasonal variations within the virtual space. The primary advantage of the invention is its aim to create the most realistic world for a real-life experience. It is possible to instantly transfer objects scanned by various scanning tools into the virtual world. For example, a favorite item can be transferred to the experienced virtual world without using any modeling tool, just by using a 3D scanner. Any object (watch, car, house, toy, hill, mountain) can be instantly added virtually. An example is wondering how a painting will look in the presentation before experiencing it, scanning it with a 3D scanner (for instance by a phone camera), and creating an exact depiction in the model, then hanging it on a wall in the presented scene. Or, scanning a newly purchased house with a phone and sending it to distant relatives, allowing them to tour it with VR devices is possible. The immediate transfer of a 3D model prepared with infrared scanning is an additional advantage of the invention. Similarly, to obtain a model of the surrounding area of the architectural site, infrared scans via drones can be used to include the street and geography where the site is located into the model.
[0082] As an example, some hardware and software elements used while modeling and carrying out the present invention are mentioned below:
[0083] Measurement tools: meter, tape measure, laser meter, etc.
[0084] Scanning tools for measurement: cameras, 3D scanners, infrared scanners Creality CR- Scan Lizard Standard 3D Scanner, Revopoint Mini Dual-Axis Turntable Combo 3D Scanner, Shining 3D EinScan SP - 3D Scanner V2, handy scan 2d.
[0085] Modeling programs: 3DS MAX, TINKER CAD, AUTOCAD, SKETCHUP, BLENDER, ULTIMAKER CURA, SOLIDWORKS, VECTARY, etc. or the person can convert measurements into models using their own software without the need for a ready-made program.
[0086] Game engines for physics rules: Unity, Unreal, Corona SDK, Spritekit, Construct 2, GameMaker Studio 2 or the person can code the physics without using a game engine.
[0087] Software developers: Java, python, php, visual basic, C++, css, Html, Pascal orthe person can code without the need for software developers. VR viewers: Oculus Quest 2 All-In-One, HTC Vive Focus Plus Enterprise, Samsung Hmd Odyssey Windows Mixed Reality, HTC Vive Cosmos PC Virtual Reality, Oculus Rift S PC- Powered VR Gaming Headset, HP Reverb G2, Playstation VR.
[0088] VR gloves: manus prime 3, MHand VR. VR suits and equipment: Skywin VR Tracker Belt Tracker and Hand Strap Bundle for HTC Vive system Tracker Pucks, VR Tracker Belt for HTC Vive System Tracker Puck, Skywin VR Tracker Straps for HTC Vive System Tracker Puck, TactSuit X16 — Haptic Vest with 16 Vibration Motors forVR.
[0089] VR ground equipment: Skywin VR Mat Round, XPACK VR Mat.
Claims
Claims1 ) A virtual reality presentation system for architectural designs, comprising: a modeling software configured to create architectural designs with real or scaled dimensions; a game engine configured to import the modeled designs and apply physics rules for realistic interactions, including gravity, collision detection, lighting, sound, and other environmental factors; a virtual reality (VR) headset calibrated to the user's physical parameters, including height, eye distance, weight, and movement speed; a user interface allowing the user to navigate and interact with the virtual space; a real-time modification module enabling changes to design elements, including colors, materials, and furniture placement, within the VR environment; an environmental simulation module configured to simulate time-dependent sunlight changes, shadows, sound transmission, and seasonal variations within the virtual space.2) The system of claim 1 , further comprising a dynamic lighting adjustment module configured to adjust lighting conditions, shadows, and reflections based on user interactions.3) The system of claim 1 , further comprising: a navigation module incorporating userspecific parameters such as step distance, stride length, jump height, and walking speed.4) The system of claim 1 , further comprising: a sound simulation module configured to simulate sound transmission and insulation between different spaces within the VR environment.5) The system of claim 1 , further comprising: a collision physics module providing collision physics for objects within the VR environment, allowing users to physically interact with and grasp virtual objects.6) The system of claim 1 , comprising an environmental modeling module configured to include detailed landscapes and surrounding elements said module configured to enable users to experience the impact of surrounding elements such as trees and buildings on theirviews and to simulate changes such as the growth of trees and seasonal variations.7) The system of claim 1 , further comprising a shadow and reflection management module configured to dynamically adjust shadows and reflections based on the position and movement of objects and light sources.8) The system of claim 1 , further comprising a materials and textures module configured to assign properties such as color, transparency, reflectivity, and roughness to objects within the VR environment.9) The system of claim 1 , further comprising a physical mechanics module incorporating gravity, walking, jumping, and other movement types to ensure the virtual environment behaves like the real world.10) The system of claim 1 , further comprising a lighting module using general and special lighting sources to simulate natural and artificial light conditions within the VR environment.11) The system of claim 1 , further comprising a physical interaction fields module providing user-specific parameters such as jump height, stride length, height, shoulder width, viewing speed, and reach distance.12) The system of claim 1 , further comprising a feedback system that provides tactile feedback through VR gloves when interacting with virtual objects.13) The system of claim 1 , further comprising a machine learning module that adapts and optimizes the VR environment based on user interactions and preferences.14) The system of claim 1 , further comprising a multi-user support module allowing multiple users to interact within the same virtual environment simultaneously.15) The system of claim 1 , further comprising mechanics for increasing realism, such as wind, sound, and vibration effects, including ripple effects in water, branches swaying in the wind, and footstep sounds.16) The system of claim 1 , further comprising a day cycle mechanic to simulate the passage of time, including changes in lighting and shadows from morning to night.17) The system of claim 1 , further comprising a module to dynamically adjust reflections and shadows based on the day cycle for interactive user experience.18) The system of claim 1 , further comprising an environmental experience module to model and incorporate surrounding environmental elements like forests, including navigation boundaries, collision mechanics, physical mechanics, lighting, shading, reflections, and materials.19) The system of claim 1 , further comprising a module for changing the position of objects, enabling objects to perform physical movements, be removed, or replaced, and modifying temporal and spatial features, lighting systems, physics rules, and environmental factors.20) The system of claim 1 , wherein the physical characteristics of the user such as height, weight, eye distance, step distance, movement speed, gaze speed, shoulder distance, arm distance, leg distance, waist distance, reflex, and reaction times are transferred to the user-defined volume in the model for enhanced realism.21) The system of claim 1 , further comprising a module for instantly transferring objects scanned by various scanning tools into the virtual world, including the capability to use 3D scanners, infrared scanners, and phone cameras to create and integrate 3D models of objects and environments.22) A method for presenting architectural designs usingvirtual reality, comprising: modeling architectural designs using modeling software to create designs with real or scaled dimensions; importingthe modeled designs into a game engine;applying physics rules to the modeled designs within the game engine to ensure realistic interactions, including gravity, collision detection, lighting, sound, and other environmental factors; calibrating a virtual reality (VR) headset to the user's physical parameters, including height, eye distance, weight, and movement speed; displaying the modeled designs through the VR headset to provide an immersive and interactive environment; allowing the user to navigate and interact with the virtual space using the VR headset and user interface; enabling real-time modifications to design elements, including colors, materials, and furniture placement, within the VR environment; simulating environmental changes such as sunlight, shadows, sound transmission, and seasonal variations within the virtual space.
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