3D Point Cloud Selection via 2D Projection
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Solution Overview
Problem
Conventional methods for selecting elements in 3D virtual reality environments are challenging due to occlusion and user fatigue caused by mid-air hand gestures, making precise selection of dense point clouds difficult.
Innovation Solution
The technique involves creating a slicing volume within the virtual environment, projecting its elements onto a two-dimensional view, and interacting with this view using a physical object like a tablet, allowing for more stable and accurate selection by minimizing occlusion and reducing the need for prolonged mid-air controller use.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If mid-air hand gestures with VR controller are used for element selection, then selection capability is enabled, but user fatigue increases and selection stability decreases
Solution Approach 1:
The patent introduces a physical controller as an intermediary device between the user and the virtual elements. Instead of directly manipulating virtual elements with hand gestures, the user interacts with tangible buttons and triggers on the physical controller, which then translate to element selection actions in the virtual environment. This mediator provides stable and reliable control while reducing user fatigue.
2Measurement precision
If dense point cloud elements are selected in 3D space, then detailed selection is possible, but occlusion by other elements makes selection difficult
Solution Approach 1:
The patent projects three-dimensional virtual elements onto a two-dimensional surface (such as a display screen or physical controller surface). This dimensional transformation allows elements that would be occluded in 3D space to be clearly visible and selectable in 2D space. The projection maintains the spatial relationships and identification of elements while eliminating occlusion problems, enabling precise selection of dense point cloud elements.
Data Source
AI summary
Techniques for interacting with virtual environments. For example, a virtual reality application outputs a three-dimensional virtual reality scene. The application receives a creation of a slicing volume that is positioned within the three-dimensional virtual space. The slicing volume includes virtual elements of an object within the scene. The application projects the slicing volume onto a two-dimensional view. The application displays the two-dimensional view within the three-dimensional virtual reality scene. The application associates a surface of a physical object with the two-dimensional view. The application receives an interaction with the surface of the physical object, and based on the interaction, selects one or more virtual elements.


