AR Virtual Object Occlusion-Free Spatial Rearrangement
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Solution Overview
Problem
Current devices lack mechanisms for enabling three-dimensional (3D) manipulation of content within operating environments and fail to effectively display virtual objects without occlusion from physical objects, degrading the functionality of augmented and virtual reality applications.
Innovation Solution
The method involves transforming and rearranging virtual objects within an enhanced reality environment based on user inputs, maintaining their spatial relationships according to specific world coordinates, and adjusting their display to avoid occlusions with physical objects, allowing for richer interaction and manipulation in 3D space.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual objects are displayed in augmented reality environments, then the functionality of AR applications is enhanced, but virtual objects may be occluded by physical objects
Solution Approach 1:
The patent applies dimensionality change by transitioning from a 2D display representation to a 3D spatial arrangement of virtual objects. The system creates a three-dimensional coordinate system that maps virtual objects into spatial positions, allowing them to be arranged in depth, width, and height dimensions. This enables virtual objects to be positioned above, beside, or behind physical objects in the real-world view, thereby avoiding occlusion while maintaining immersive AR functionality.
Solution Approach 2:
The system implements dynamics by allowing virtual objects to be dynamically repositioned and reoriented in three-dimensional space based on user interaction. The spatial coordinates of virtual objects can be adjusted in real-time, enabling them to move from occluded positions to visible positions. This dynamic adjustment maintains the functionality of AR applications while adapting to avoid harmful occlusion effects.
2Loss of information
If devices display content within operating environments, then information presentation is achieved, but 3D manipulation capability is lacking
Solution Approach 1:
The patent replaces traditional mechanical 3D manipulation interfaces (such as physical controls or complex gesture systems) with a coordinate-based spatial system. Virtual objects are manipulated by defining their positions, orientations, and scales through three-dimensional coordinates rather than mechanical movements. This substitution enables intuitive 3D manipulation while maintaining effective information presentation in the operating environment.
3Object-affected harmful factors
If virtual objects are arranged in spatial relationships, then occlusion-free display is achieved, but device complexity increases
Solution Approach 1:
The system applies universality by creating a multi-functional three-dimensional coordinate system that serves multiple purposes simultaneously. The same spatial coordinate framework is used for positioning virtual objects, determining their orientation, calculating occlusion relationships, and enabling user interaction. This universal coordinate system manages the complexity of spatial relationships while achieving occlusion-free display across various AR functions.
Data Source
AI summary
A method includes displaying diorama-view representations from corresponding viewing vectors. The diorama-view representations respectively correspond to enhanced reality (ER) environments. Each of the diorama-view representations is associated with a respective set of ER world coordinates that characterizes a respective ER environment. The diorama-view representations include a first diorama-view representation displayed from a first viewing vector. The first diorama-view representation includes a first one or more of ER objects arranged according to a first set of ER world coordinates. The method includes detecting an input associated with the first diorama-view representation, and in response thereto, changing display of the first diorama-view representation from the first viewing vector to a second viewing vector while maintaining the first one or more ER objects arranged according to the first set of ER world coordinates.


