Movable Virtual Camera for Stable 3D Meeting Views

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Solution Overview

Problem

Existing videoconferencing solutions and 3D virtual spaces often provide unsatisfactory user experiences due to unnatural or distracting visual phenomena, constrained views, and size disparities in user graphical representations, leading to a low level of realism and user satisfaction.

Innovation Solution

Implementing a 3D virtual environment with a movable virtual camera that follows a predetermined path maintaining a constant distance and viewing orientation angle from user graphical representations arranged in a geometry, such as a circular or oval configuration, to provide a more natural and intuitive viewing experience.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a first-person perspective is used in 3D virtual spaces to mimic being in a physical meeting space, then users can feel immersed in the virtual environment, but users have constrained views of their neighbors and the range of motion required to look at other user graphical representations becomes undesirable

Engineering Contradiction:
Improveviewing flexibilityVSAvoidrange of motion required
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent introduces a virtual camera as an intermediary between the user and the 3D virtual environment. Instead of requiring the user to physically rotate or move their graphical representation to view other participants, the virtual camera automatically pans and zooms to frame the appropriate view, eliminating the need for extensive user range of motion while maintaining immersive 3D perspectives

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The virtual camera is configured with dynamic movement along predetermined paths that adapt to the spatial arrangement of user graphical representations. The camera automatically adjusts its position and orientation to optimize viewing angles, providing flexible access to all participants without requiring users to manually change their own positions or orientations in the 3D space

Inventive Principle:
Principle #15Dynamics

2Area of stationary object

If a wide-angle view is used in 3D virtual spaces, then users can see more of the virtual environment and other participants, but the view becomes ugly and distorted

Engineering Contradiction:
Improvefield of view coverageVSAvoidvisual quality
Core Design Contradiction:
Area of stationary objectVSShape

Solution Approach 1:

Instead of using a single extreme wide-angle view that causes distortion, the patent employs a series of partial views captured by a virtual camera moving along predetermined paths. The camera captures multiple framed shots of different areas (similar to a slideshow or cinematic sequence), providing comprehensive coverage of the virtual environment and all participants while maintaining acceptable visual quality in each individual frame

Inventive Principle:
Principle #16Partial or excessive action

Solution Approach 2:

The patent segments the overall viewing experience into multiple discrete camera frames or shots, each capturing a specific portion of the 3D virtual environment. Rather than presenting a single distorted wide-angle view, the system divides the scene into multiple manageable views that are sequentially displayed, allowing each frame to maintain proper aspect ratio and visual quality while collectively providing comprehensive coverage

Inventive Principle:
Principle #1Segmentation

3Device complexity

If 2D graphical representations of users are used in 3D virtual spaces, then implementation is simpler, but the unnatural flatness is exacerbated and size disparity between nearest and farthest users becomes dramatic

Engineering Contradiction:
Improveimplementation complexityVSAvoidrealism
Core Design Contradiction:
Device complexityVSShape

Solution Approach 1:

The patent changes key parameters of the 3D virtual environment, including camera position, focal length, and lighting, to optimize the rendering of 2D graphical representations. By adjusting these parameters, the system reduces the dramatic size disparity between nearest and farthest users and minimizes the unnatural flatness effect, making 2D representations appear more realistic within the 3D space without requiring complex 3D user models

Inventive Principle:
Principle #35Parameter changes

4Quantity of substance

If a fixed field of view is used in traditional videoconferencing gallery view, then all participants can be seen simultaneously, but users cannot focus attention on different participants without changing their own viewing angle

Engineering Contradiction:
Improvenumber of visible participantsVSAvoidfocus flexibility
Core Design Contradiction:
Quantity of substanceVSAdaptability or versatility

Solution Approach 1:

The virtual camera acts as an intermediary that dynamically adjusts the framing to highlight different participants. When a user wants to focus on a particular participant, the virtual camera automatically pans and zooms to center on that participant's graphical representation, allowing selective focus without requiring the user to manually change their own viewing angle or position in the fixed gallery layout

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20250173952A1Movable virtual camera for improved meeting views in 3D virtual
Publication Date: 2025.05.29 TMRW GROUP IP
  • US20250173952A1 patent drawing
  • US20250173952A1 patent drawing
  • US20250173952A1 patent drawing

AI summary

A computer system implements a 3D virtual environment (312) configured to be accessed by a plurality of client devices each having corresponding a user graphical representation (322) within the 3D virtual environment, which includes positions for the user graphical representations (322) arranged in a geometry (330) and a virtual camera (314) positioned within the 3D virtual environment. The virtual camera (314) moves on a predetermined path (332) that maintains a distance between the virtual camera (314) and the positions (322) arranged in the geometry for the user graphical representations. The computer system captures a video stream from the perspective of the virtual camera on the predetermined path. The video stream includes video of the user graphical representations in the positions arranged in the geometry. The predetermined path maintains a constant viewing orientation angle between the virtual camera and the positions arranged in the geometry, which may include predefined seating positions at a virtual conference table.