AR Dynamics Simulation Using Pre-calculated Surface Profiles
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Solution Overview
Problem
Augmented reality devices fail to realistically simulate interactions between virtual and physical objects, leading to unrealistic dynamics and user experience.
Innovation Solution
The method involves capturing a visual scene using camera devices, determining the physical characteristics of surfaces, and simulating dynamic interactions between physical and virtual objects based on these characteristics, using a dynamics simulation component to render realistic sequences of frames.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If virtual objects are inserted into captured images without dynamics simulation, then the augmented reality device can display virtual objects in the physical scene, but the interactions between physical and virtual objects appear unrealistic
Solution Approach 1:
The system pre-calculates and stores dynamics profiles for various surface types (ice, wood, concrete, etc.) containing friction coefficients and other physical properties. When a physical object is detected on a surface, the corresponding pre-stored profile is retrieved and applied to the virtual objects, enabling realistic interaction simulation without complex real-time calculations.
Solution Approach 2:
The system dynamically adjusts virtual object interaction parameters (friction, bounce, gravity) based on the detected surface type and physical object properties. By changing these parameters according to the environment, the simulation achieves realism without requiring complex physics engines for each scenario.
2Reliability
If the system simulates dynamic interactions between physical and virtual objects, then the user experience becomes more realistic, but the computational requirements and processing time increase
Solution Approach 1:
Dynamics profiles including friction coefficients, bounce factors, and other interaction parameters are pre-calculated and stored for various surface types and object categories. During runtime, the system simply retrieves and applies these pre-computed values rather than performing complex physics simulations, dramatically reducing processing time while maintaining realism.
Solution Approach 2:
The system applies full physics simulation only when virtual and physical objects interact, while using simplified rendering for non-interacting objects. This selective application of computational resources maintains realism where needed while reducing overall processing burden.
3Reliability
If the system calculates velocity and selects behaviors for virtual characters based on dynamic interaction, then the virtual character responses become more realistic, but the computational complexity increases
Solution Approach 1:
The system determines virtual character behavior by changing key parameters (velocity, direction, force) based on the physical object's motion and the surface dynamics profile. Instead of complex behavior trees or AI reasoning, the character's response is directly derived from these dynamic parameters, achieving realism with reduced computational complexity.
Solution Approach 2:
The system continuously monitors the physical object's velocity and position, and uses this feedback to adjust the virtual character's behavior in real-time. This closed-loop approach ensures realistic responses while keeping the computational model relatively simple by relying on direct sensorimotor coupling rather than complex decision-making algorithms.
Data Source
AI summary
Techniques for simulating interactions using an augmented reality device. A visual scene is captured using a camera device. The visual scene depicts of a first physical object within a physical environment. A dynamic interaction is simulated between the first physical object and one or more virtual objects and velocity of a first virtual object resulting from the simulated dynamic interaction is calculated. A predefined behavior for a virtual character to perform is selected in response to the dynamic interaction. The virtual character is distinct from the first virtual object, and the selection is based on the calculated velocity. A sequence of frames is rendered. The sequence of frames depicts the dynamic interaction between the first physical object and the virtual objects, and further depicts a representation of the virtual character performing the determined behavior. The sequence of frames is output for display using one or more display devices.


