Virtual Camera Collision Avoidance in Streamed 3D Scenes

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Solution Overview

Problem

Current technologies for streaming interactive media data, such as virtual reality and augmented reality, lack the ability to effectively restrict virtual camera movement within three-dimensional scenes, leading to unrealistic user experiences as cameras can pass through solid objects.

Innovation Solution

The implementation of camera control data and object collision data within the MPEG Scene Description, which defines permissible paths and boundaries for virtual cameras, preventing them from passing through virtual solid objects by using bounding volumes and collision detection mechanisms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If users are allowed to move freely in a 3D scene without restrictions, then user freedom of movement is improved, but realism of the virtual environment deteriorates as cameras can pass through solid objects

Engineering Contradiction:
Improveuser freedom of movementVSAvoidrealism of virtual environment
Core Design Contradiction:
Ease of operationVSReliability

Solution Approach 1:

The patent applies preliminary action by pre-defining camera paths and boundaries in the scene description data before the user enters the virtual environment. These predetermined constraints ensure that the camera remains within valid viewing areas and cannot pass through solid objects, thus maintaining environmental realism while still allowing users to move freely within the permitted regions.

Inventive Principle:
Principle #10Preliminary action

2Reliability

If camera control data and collision detection mechanisms are implemented, then realism of virtual environment is improved, but device complexity increases

Engineering Contradiction:
Improverealism of virtual environmentVSAvoidsystem complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent reduces system complexity by performing the complex collision detection and camera path validation work in advance, during the scene description data preparation phase. By embedding camera paths and boundaries directly in the scene description, the runtime system only needs to follow these pre-computed paths rather than performing complex real-time collision detection, thus maintaining realism while minimizing added complexity.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If camera paths and boundaries are strictly enforced, then realism of virtual environment is improved, but user freedom of movement deteriorates

Engineering Contradiction:
Improverealism of virtual environmentVSAvoiduser freedom of movement
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent resolves this contradiction by using preliminary action to pre-calculate and define camera paths that naturally guide users through the virtual environment. These paths are embedded in the scene description data, allowing users to move freely along the defined paths while the system automatically prevents movement through solid objects, thus maintaining both realism and user freedom within the permitted boundaries.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20220295034A1Camera control data for virtual camera in virtual interactive scene defined by streamed media data
Publication Date: 2022.09.15 QUALCOMM INC
  • US20220295034A1 patent drawing
  • US20220295034A1 patent drawing
  • US20220295034A1 patent drawing

AI summary

An example device for retrieving media data includes a memory configured to store media data; and one or more processors implemented in circuitry and configured to execute a presentation engine, the presentation engine being configured to: receive streamed media data representing a virtual three-dimensional scene including at least one virtual solid object; receive camera control data for the three-dimensional scene, the camera control data including data defining restrictions to prevent a virtual camera from passing through the at least one virtual solid object; receive camera movement data from a user requesting that the virtual camera move through the at least one virtual solid object; and using the camera control data, prevent the virtual camera from passing through the at least one virtual solid object in response to the camera movement data.