Hand Representation in Artificial Reality Using 2D Surface Patches
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Solution Overview
Problem
Artificial reality systems face challenges in rendering accurate and immersive representations of users' hands and shadows due to latency issues when handling sudden changes in perspective, leading to sensory dissonance and discomfort.
Innovation Solution
The system generates and modifies two-dimensional surfaces representing hands and shadows based on three-dimensional models, determining their pose and visibility to efficiently update the view, allowing for rapid rendering and occlusion adjustments, thereby reducing latency and improving immersion.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the system uses traditional rendering methods to represent hands and shadows in artificial reality, then the rendering accuracy may be sufficient, but latency increases causing sensory dissonance and discomfort
Solution Approach 1:
The patent segments the hand representation into multiple 2D surface patches instead of rendering the entire hand as a single complex 3D model. Each patch can be independently processed and updated, reducing the computational burden and latency while maintaining visual accuracy. The hand is divided into regions that can be selectively rendered based on visibility and importance.
Solution Approach 2:
The system dynamically adjusts the rendering approach by using 2D surfaces that can be rapidly updated and repositioned in 3D space according to hand pose changes. This dynamic adaptation allows the system to respond quickly to sudden perspective changes and hand movements, reducing latency while maintaining rendering accuracy through real-time surface modification.
2Adaptability or versatility
If the system generates detailed three-dimensional models of hands and shadows, then the immersive experience improves, but the computational complexity and processing time increase
Solution Approach 1:
The patent transitions from traditional 3D volumetric modeling to a 2D surface representation that is positioned within 3D space. This dimensional approach allows the system to maintain the spatial relationships and depth perception necessary for immersion while significantly reducing the computational complexity associated with full 3D model generation and rendering.
Solution Approach 2:
Instead of generating complex 3D models from scratch, the system creates 2D surface copies or projections that represent the hand and shadow appearances. These surfaces can be rapidly generated and modified based on captured images and pose data, reducing computational complexity while preserving the visual fidelity needed for an immersive experience.
3Ease of operation
If the system updates hand representations in real-time to handle sudden perspective changes, then the user comfort improves, but the processing speed requirements increase
Solution Approach 1:
The system performs preliminary actions by pre-defining the structure and properties of 2D surface patches that will represent hand regions. When hand movements or perspective changes occur, the system only needs to update the positions and transformations of these pre-defined surfaces rather than generating them from scratch, significantly reducing processing speed requirements while maintaining real-time responsiveness.
Solution Approach 2:
The system achieves real-time updates by changing parameters of the 2D surfaces (such as position, orientation, and transformation matrices) rather than regenerating the entire hand representation. This parameter-based approach allows for rapid updates in response to perspective changes and hand movements, improving user comfort while reducing the processing speed burden compared to full model regeneration.
Data Source
AI summary
A method includes receiving an image of a real environment captured using a camera worn by a user, the image comprising a hand of the user and determining a pose of the hand based on the image. Based on a three-dimensional model of the hand having the determined pose, generating a two-dimensional surface representing the hand as viewed from a first viewpoint of the user and positioning the two-dimensional surface representing the hand and one or more virtual-object representations in a three-dimensional space. The method further includes determining that a portion of the two-dimensional surface representing the hand is visible from a second viewpoint in the three-dimensional space, and generating an output image, wherein a set of image pixels of the output image corresponding to the portion of the two-dimensional surface that is visible is configured to cause a display to tur off a set of corresponding display pixels.


