3D Mesh Traversable Space Mapping for AR Game Board Setup
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Solution Overview
Problem
Existing location-based games require manual definition of a bounded play area by players, which is inefficient and lacks automation for setting up the play area.
Innovation Solution
A system that automatically detects and sets up a play area by mapping real-world geography to a virtual world using a three-dimensional mesh, allowing players to interact with virtual elements and objects through their real-world movements.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If manual boundary definition is used to set up play areas, then the game can be configured with specific boundaries, but the setup process becomes inefficient and time-consuming
Solution Approach 1:
The system enables automatic play area detection and setup without requiring manual user input. The gaming module autonomously identifies traversable surfaces and defines play boundaries by analyzing depth information and mesh data from the real-world environment, eliminating the need for players to manually delineate boundaries.
Solution Approach 2:
The system performs preliminary processing of the real-world environment by generating a three-dimensional mesh and identifying traversable surfaces before the game begins. This pre-processing automatically establishes the play area boundaries and spatial understanding required for gameplay, eliminating the need for manual setup.
2Productivity
If automatic play area detection is implemented, then setup efficiency improves, but the system complexity increases
Solution Approach 1:
The gaming module integrates multiple functions including image processing, depth information analysis, three-dimensional mesh generation, and traversable surface identification within a single system. This multi-functional approach enables automatic play area detection while consolidating complexity into one unified module rather than requiring separate systems for each function.
Solution Approach 2:
The system uses an intermediary three-dimensional mesh representation of the real-world environment as a mediator between raw sensor data and game boundary definition. This mesh serves as an intermediate structure that simplifies the complex task of automatic play area detection by providing a standardized geometric representation that can be easily processed to identify traversable surfaces and boundaries.
3Measurement precision
If three-dimensional mesh mapping is used to represent real-world geography, then the virtual world accurately reflects real-world topography, but the data processing requirements increase
Solution Approach 1:
The system segments the real-world environment into discrete traversable and non-traversable surfaces through mesh analysis. By dividing the continuous three-dimensional space into identifiable surface regions, the system reduces computational complexity while maintaining mapping accuracy, as only relevant traversable surfaces need to be processed for game boundary definition rather than the entire environment.
Solution Approach 2:
The system performs partial processing by focusing computational resources only on identifying and processing traversable surfaces rather than analyzing every element of the real-world environment. This selective processing approach maintains sufficient mapping precision for game purposes while significantly reducing overall computational energy requirements.
Data Source
AI summary
A parallel-reality game uses a virtual game board having tiles placed over an identified traversable space corresponding to flat regions of a scene. A game board generation module receives one or more images of the scene captured by a camera of a mobile device. The game board generation module obtains a topographical mesh of the scene based on the received one or more images. The game board generation module then identifies a traversable space within the scene based on the obtained topographical mesh. The game board generation module determines a location for each of a set of polygon tiles in the identified traversable space. The game board generation module also allows for queries to identify parts of the game board that meet one or more provided criterion.


