3D Interface Effects Using Gesture-Triggered Rendering

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Solution Overview

Problem

Current systems fail to incorporate the device's location, user's position, and environmental lighting conditions to render visually appealing and realistic virtual 3D environments in video games and interactive applications.

Innovation Solution

The use of position sensors like compasses, accelerometers, and GPS modules, combined with optical sensors, to create a 3D frame of reference for hand-held devices, allowing for real-time tracking of the device's movement and user's head position, enabling the creation of realistic virtual 3D depictions and interactions by simulating lighting effects and ray tracing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Illumination intensity

If virtual 3D environments are rendered with realistic lighting and user position tracking, then visual realism and immersion are improved, but computational complexity and energy consumption increase

Engineering Contradiction:
Improvevisual realismVSAvoidenergy consumption
Core Design Contradiction:
Illumination intensityVSUse of energy by moving object

Solution Approach 1:

The system applies full 3D rendering effects selectively based on user gestures rather than continuously. When a specific gesture is detected, the system transitions to 3D mode with realistic lighting and shadows; otherwise, it operates in standard 2D mode, thus achieving visual enhancement only when needed and reducing overall energy consumption.

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The rendering mode is made dynamic and adaptable based on user input. The system can switch between 2D and 3D rendering modes in real-time based on detected gestures, allowing the computational resources to be allocated dynamically rather than being constantly dedicated to 3D rendering, thereby balancing visual quality with energy efficiency.

Inventive Principle:
Principle #15Dynamics

2Illumination intensity

If 3D rendering effects are applied continuously, then visual realism is improved, but device battery life deteriorates

Engineering Contradiction:
Improvevisual realismVSAvoidbattery life
Core Design Contradiction:
Illumination intensityVSDuration of action of stationary object

Solution Approach 1:

Instead of continuous 3D rendering, the system uses periodic activation triggered by gesture detection. The 3D mode is activated only when the user performs the specific gesture sequence, maintains the effect for a predetermined time period, and then automatically deactivates, thus preserving battery life while providing enhanced visual experience on demand.

Inventive Principle:
Principle #19Periodic action

3Ease of operation

If gesture recognition is implemented to control 3D mode, then user interaction is improved, but system complexity increases

Engineering Contradiction:
Improveuser interactionVSAvoidsystem complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The complex gesture recognition and 3D rendering logic is extracted into a separate process or module that can be independently managed. This allows the core system to remain relatively simple while the gesture control functionality is implemented as a distinct component that can be activated only when needed, reducing the overall system complexity burden.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS9778815B2Three dimensional user interface effects on a display
Publication Date: 2017.10.03 APPLE INC
  • US9778815B2 patent drawing
  • US9778815B2 patent drawing
  • US9778815B2 patent drawing

AI summary

The techniques disclosed herein may use various sensors to infer a frame of reference for a hand-held device. In fact, with various inertial clues from accelerometer, gyrometer, and other instruments that report their states in real time, it is possible to track a Frenet frame of the device in real time to provide an instantaneous (or continuous) 3D frame-of-reference. In addition to—or in place of—calculating this instantaneous (or continuous) frame of reference, the position of a user's head may either be inferred or calculated directly by using one or more of a device's optical sensors, e.g., an optical camera, infrared camera, laser, etc. With knowledge of the 3D frame-of-reference for the display and/or knowledge of the position of the user's head, more realistic virtual 3D depictions of the graphical objects on the device's display may be created—and interacted with—by the user.