Augmented Reality Avatar Rendering with World-Locked Surface Anchoring

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Solution Overview

Problem

Interactions using avatars in online environments lack a sense of togetherness and intimacy, as existing systems fail to effectively anchor avatars to real-world environments, limiting the feeling of presence and communal experience among users.

Innovation Solution

A computing system that utilizes a processor to execute an augmented reality program to receive and render avatars anchored to virtual surfaces in a real-world environment, using pose and face/skeletal tracking to update avatar positions and expressions in real-time, creating a more immersive experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If avatars are rendered in online interactions, then user representation is enabled, but sense of togetherness and intimacy is lacking

Engineering Contradiction:
Improveavatar representation capabilityVSAvoidsense of togetherness
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent introduces a virtual surface as an intermediary element that mediates between the user and the avatar representation. This virtual surface acts as a shared reference frame that anchors avatars in a common spatial context, enabling multiple users to perceive each other's avatars in relation to the same environmental landmark, thereby creating a sense of shared presence and togetherness

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent transitions from traditional 2D or free-floating 3D avatar representations to avatars anchored on a virtual surface that corresponds to a physical surface in the real world. This grounding in a shared spatial dimension creates a more immersive and intimate interaction experience by establishing a common reference frame that all users can perceive and interact with

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Reliability

If avatars are anchored to virtual surfaces, then sense of presence is improved, but system complexity increases

Engineering Contradiction:
Improvesense of presenceVSAvoidavatar rendering system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent employs a camera that serves multiple functions: it captures the live image feed for display, identifies the physical surface in the environment, and provides spatial reference for anchoring the virtual surface. By making the camera a multi-functional component, the system reduces overall complexity despite adding avatar anchoring capabilities

Inventive Principle:
Principle #6Universality (Multi-functionality)

Solution Approach 2:

The system uses the device's own camera and processing capabilities to identify physical surfaces and anchor virtual surfaces autonomously. The computing device performs self-calibration and self-positioning by analyzing images from its own camera, eliminating the need for external calibration equipment or complex setup procedures

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12354200B2Computing system and method for rendering avatars
Publication Date: 2025.07.08 LEMON INC(GB)
  • US12354200B2 patent drawing
  • US12354200B2 patent drawing
  • US12354200B2 patent drawing

AI summary

A computing system is provided comprising a processor is configured to execute an augmented reality avatar program to receive a second-user avatar-data object and second-user pose information, via a computer network, receive an image from a live image feed captured by a camera of the computing device, identify a virtual surface corresponding to a physical surface that appears in the image; calculate a position and a pose of a second-user avatar relative to the virtual surface based on the second-user pose information, render the second-user avatar-data object to thereby display the second-user avatar of the second user superimposed upon the image. The second-user avatar is anchored to the virtual surface according to the calculated position and pose of the second-user avatar. The virtual surface is world-locked to the physical surface in the image in a real world 3-D environment.