CGR Viewing Frustum Visualization for Object Placement
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Solution Overview
Problem
In computer-generated reality (CGR) environments, orchestrators face challenges in placing objects within the field-of-view of users without knowing the users' viewing frustums, which are essential for effective object placement and management.
Innovation Solution
The method determines and displays the viewing frustums for each user, allowing the orchestrator to visualize and manage user perspectives, including generating representations of viewing frustums and aural perception regions, enabling precise object placement and management within the CGR environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the orchestrator uses a third person view to manage the CGR environment, then the orchestrator can overview the entire environment, but the orchestrator cannot know the bounds of user viewing frustums for precise object placement
Solution Approach 1:
The system introduces an intermediary computational layer that processes user viewing data and generates visual representations of viewing frustums. This intermediary layer bridges the gap between the third-person orchestrator view and the first-person user perspectives, allowing the orchestrator to see both the big picture and individual user viewpoints simultaneously through generated visual indicators.
Solution Approach 2:
The system creates visual copies or representations of user viewing frustums within the third-person view interface. These copied visual elements (such as cone indicators or field-of-view overlays) allow the orchestrator to perceive user perspectives without switching to first-person views, enabling informed object placement decisions while maintaining the overview capability.
2Measurement precision
If the system displays detailed viewing frustum information for each user, then the orchestrator can precisely place objects in user FOV, but the interface complexity increases
Solution Approach 1:
The system applies different levels of visual detail to different regions of the interface. Viewing frustum representations are displayed with appropriate detail only in relevant areas (near user avatars or where objects might be placed), while other areas maintain simpler displays. This local differentiation provides precision where needed without overwhelming the entire interface.
Solution Approach 2:
The system displays viewing frustum information selectively rather than comprehensively for all users simultaneously. The orchestrator can choose to activate or deactivate frustum visualizations for specific users or situations, providing just enough information for the current task without the constant overhead of complete information display, thus reducing perceived complexity.
Data Source
AI summary
In some implementations, a method of generating a third person view of a computer-generated reality (CGR) environment is performed at a device including non-transitory memory and one or more processors coupled with the non-transitory memory. The method includes: obtaining a first viewing vector associated with a first user within a CGR environment; determining a first viewing frustum for the first user within the CGR environment based on the first viewing vector associated with the first user and one or more depth attributes; generating a representation of the first viewing frustum; and displaying, via the display device, a third person view of the CGR environment including an avatar of the first user and the representation of the first viewing frustum adjacent to the avatar of the first user.


