3D UI Effects via Motion Tracking and Eye Position
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Solution Overview
Problem
Current systems fail to incorporate the device's location, user's position, and environmental lighting conditions to create a more realistic and visually appealing virtual 3D environment in video games and interactive applications.
Innovation Solution
The use of position sensors like compasses, accelerometers, and GPS modules, combined with a front-facing camera, to establish a continuous 3D frame of reference for a device, allowing for the tracking of device movement and user eye position, enabling more realistic virtual 3D depictions and interactions by simulating lighting effects and ray tracing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Illumination intensity
If full 3D rendering with ray tracing is used to create realistic virtual environments, then visual realism is improved, but computational complexity and energy consumption increase significantly
Solution Approach 1:
The patent applies partial 3D effects selectively to specific UI elements rather than rendering the entire interface in full 3D. This allows the system to provide enhanced visual realism for key elements while avoiding the excessive computational cost of complete 3D rendering, thus reducing energy consumption while maintaining visual appeal.
Solution Approach 2:
The system implements different rendering qualities at different locations in the UI. Full 3D effects with ray tracing are applied locally to important interactive elements, while other areas use simpler 2D or partial 3D rendering. This localized approach optimizes the balance between visual realism and energy consumption.
2Adaptability or versatility
If continuous tracking of device movement and user eye position is implemented, then user experience immersion is improved, but processing requirements and device complexity increase
Solution Approach 1:
The patent makes the 3D rendering system adaptable to different user contexts and device capabilities. The system can operate in full 3D mode when resources are available and user interaction demands high immersion, while automatically降级 to simpler rendering modes when processing resources are constrained, thus providing universal adaptability across different usage scenarios.
Solution Approach 2:
The rendering system dynamically adjusts its complexity based on real-time conditions including device movement, user eye position, available processing resources, and interaction context. This dynamic adaptation allows the system to maintain high immersion when possible while reducing processing requirements when needed.
Data Source
AI summary
The techniques disclosed herein use a compass, MEMS accelerometer, GPS module, and MEMS gyrometer to infer a frame of reference for a hand-held device. This can provide a true Frenet frame, i.e., X- and Y-vectors for the display, and also a Z-vector that points perpendicularly to the display. In fact, with various inertial clues from accelerometer, gyrometer, and other instruments that report their states in real time, it is possible to track the Frenet frame of the device in real time to provide a continuous 3D frame-of-reference. Once this continuous frame of reference is known, the position of a user's eyes may either be inferred or calculated directly by using a device's front-facing camera. With the position of the user's eyes and a continuous 3D frame-of-reference for the display, more realistic virtual 3D depictions of the objects on the device's display may be created and interacted with by the user.
