Virtual Curved UI Surface Positioning for Mixed Reality Hit Detection
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Solution Overview
Problem
Existing mixed reality systems face challenges in accurately presenting and interacting with user interfaces in three-dimensional virtual environments, particularly due to discrepancies between the apparent and actual positions of UI elements on curved visual surfaces, leading to hit detection issues and increased computational complexity.
Innovation Solution
The solution involves transforming UI elements, including their collider components, onto a curved visual surface in a three-dimensional virtual environment. This transformation ensures that the visual and collider components are positioned in substantially the same three-dimensional space location, reducing discrepancies and eliminating the need for complex input mapping calculations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If UI elements are displayed on a curved visual surface in 3D virtual environment, then the visual appearance and immersion are improved, but discrepancies between apparent and actual positions of UI elements occur leading to hit detection issues
Solution Approach 1:
The patent transitions from 2D UI element positioning to 3D spatial positioning on a curved visual surface. UI elements are positioned with three-dimensional coordinates (x, y, z) that account for the curvature of the visual surface, allowing accurate representation of both visual appearance and interaction points in three-dimensional space.
Solution Approach 2:
The patent introduces curvature radius as an additional parameter to define the visual surface geometry. By parameterizing the curved surface with a specific radius and positioning UI elements relative to this curved geometry, the system maintains accurate hit detection while preserving the immersive curved visual appearance.
2Measurement precision
If complex input mapping calculations are performed to map user input from curved surface to flat UI, then hit detection accuracy is improved, but processor cycles increase and performance decreases
Solution Approach 1:
Instead of mapping user input from the curved surface back to a flat UI, the patent creates a direct correspondence between the curved visual surface and the UI element positioning system. The collider components are positioned at the same 3D coordinates as their visual counterparts, eliminating the need for complex coordinate transformation and mapping calculations.
Solution Approach 2:
The patent extracts and eliminates the unnecessary intermediate mapping step from the input processing pipeline. By directly positioning collider components in 3D space to match visual UI elements, the system removes the computationally expensive coordinate mapping operation while maintaining accurate hit detection.
3Device complexity
If UI elements are positioned without rotation on curved surface, then positioning simplicity is maintained, but UI elements do not properly orient toward reference point reducing usability
Solution Approach 1:
The patent applies asymmetric rotation to UI elements based on their position on the curved surface. Each UI element is rotated by an angle proportional to its angular position around the curved surface, causing elements to asymmetrically orient toward the reference point. This creates a natural, intuitive orientation that follows the curvature geometry.
Solution Approach 2:
The patent applies different rotation angles to different UI elements based on their local position on the curved surface. Each element's rotation is calculated relative to its specific angular position, creating locally optimized orientation that maintains usability across the entire curved interface while adapting to each element's position.
Data Source
Figure 1A
Figure 1B
Figure 2A~2B
AI summary
Technologies are disclosed for presenting a user interface ("UI") in a three dimensional virtual environment that involves positioning one or more UI elements at first locations on a curved surface in the virtual environment, where the one or more UI elements are tangential to the curved surface. The curved surface is defined by a first distance to a reference point. The disclosed technologies also involve, for at least one of the UI elements, computing a second location for the UI element on the curved surface and moving the UI element to the second location on the curved surface.