Spatially Aware Video Playback in Extended Reality

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Extended reality environments face challenges in presenting videos in a way that enhances realism while avoiding discomfort caused by changing camera viewpoints during capture, leading to motion-related issues for viewers.

Innovation Solution

The solution involves spatially aware playback, where frames of a video are presented in an extended reality environment based on scene position information, allowing frames to be displayed at locations corresponding to their capture orientation, and generating contextual content to enhance realism and user orientation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If video frames are presented in a fixed location in extended reality environment, then playback is simple and device complexity is low, but realism and user immersion are reduced due to changing camera viewpoints

Engineering Contradiction:
ImproverealismVSAvoidplayback system complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The video is segmented into individual frames, each with associated scene position information. Each frame is independently positioned in the extended reality environment based on its capture orientation, allowing realistic spatial representation while maintaining manageable processing through frame-by-frame handling

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system transitions from 2D video frames to 3D spatial positioning in the extended reality environment. Frames are positioned along a spherical path defined by inclination and azimuth angles, adding spatial dimensionality that enhances realism while using the existing video frame structure

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Measurement precision

If frames are positioned according to scene position information, then orientation and realism are improved, but processing complexity and computational requirements increase

Engineering Contradiction:
Improveframe orientation accuracyVSAvoidprocessing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

Scene position information including inclination and azimuth angles is captured and stored during video recording. This preliminary action during capture eliminates the need for complex real-time processing during playback, as the positioning data is already available for each frame

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses the scene position information as a copy of the original capture orientation data. This copy allows the video frames to be accurately repositioned in the extended reality environment without requiring complex calculations or sensors during playback

Inventive Principle:
Principle #26Copying

3Loss of information

If contextual content is generated from multiple frames, then user orientation and immersion are enhanced, but processing time and computational resources increase

Engineering Contradiction:
Improvecontextual informationVSAvoidprocessing time
Core Design Contradiction:
Loss of informationVSLoss of time

Solution Approach 1:

Contextual content is generated selectively based on the user's current field of view and the spatial position of frames. Only relevant contextual frames are processed and presented, providing necessary contextual information while avoiding unnecessary processing of distant or irrelevant frames

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS20240104862A1Spatially aware playback for extended reality content
Publication Date: 2024.03.28 APPLE INC
  • US20240104862A1 patent drawing
  • US20240104862A1 patent drawing
  • US20240104862A1 patent drawing

AI summary

Videos are presented in an extended reality environment in a spatially aware manner such that a position of each frame of the video in the extended reality environment is based on one or more of a position, orientation, and field of view of a camera that captured the video.