Mixed Reality Virtual Hole Rendering for Depth Illusion
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Solution Overview
Problem
Existing augmented reality technologies struggle to create dynamic and interactive virtual environments within see-through, near-eye mixed reality displays, limiting the ability to render virtual objects within virtual holes that change perspective with user movement.
Innovation Solution
A method and system for rendering a virtual object within a virtual hole in a see-through, near-eye mixed reality display, where the location and visibility of the virtual hole are determined based on a physical tag in the real world environment, allowing the virtual object to be moved between the virtual hole and outside, adapting to the user's perspective.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If virtual objects are rendered only on the surface of real-world objects, then the rendering system is simple, but the presentation locations are limited and user immersion is reduced
Solution Approach 1:
The patent extends virtual object placement from 2D surface rendering to 3D spatial rendering by creating virtual holes within real-world objects. Virtual objects can be positioned at different depths within these holes, transforming the limited surface plane into a multi-dimensional presentation space that includes depth information.
Solution Approach 2:
The patent implements nesting by placing virtual objects inside virtual holes that are themselves embedded within real-world objects. This creates a hierarchical structure where virtual content is nested within virtual spaces that are nested within physical objects, providing multiple layers of presentation locations.
2Adaptability or versatility
If virtual objects are fixed in position, then the rendering system is simple, but user interaction and dynamic perspective changes are limited
Solution Approach 1:
The patent makes the virtual object positioning dynamic by allowing objects to move between being contained within virtual holes and being positioned outside them. The system continuously adjusts virtual object positions based on user perspective and interaction, transforming static rendering into a dynamic, adaptive experience.
Solution Approach 2:
The patent implements feedback mechanisms where the rendering system continuously monitors user position and perspective, then adjusts the visibility and positioning of virtual objects accordingly. This feedback loop enables virtual objects to respond to user movement and interaction, enhancing immersion and interactivity.
3Manufacturing precision
If virtual objects are always visible, then the rendering system is simple, but the illusion of depth and realism within virtual holes is reduced
Solution Approach 1:
The patent applies local quality by making different portions of virtual objects visible or hidden based on their position relative to virtual hole boundaries and user perspective. Rather than uniformly displaying all virtual objects, the system selectively renders only the portions that should be visible from the current viewpoint, creating realistic depth perception.
Solution Approach 2:
The patent uses transparency and opacity variations (visual property changes) to differentiate between virtual objects inside holes versus those outside. By adjusting the visual properties of virtual objects based on their spatial relationship with virtual holes, the system creates depth cues and enhances the realism of the augmented reality scene.
Data Source
AI summary
Techniques are provided for rendering, in a see-through, near-eye mixed reality display, a virtual object within a virtual hole, window or cutout. The virtual hole, window or cutout may appear to be within some real world physical object such as a book, table, etc. The virtual object may appear to be just below the surface of the physical object. In a sense, the virtual world could be considered to be a virtual container that provides developers with additional locations for presenting virtual objects. For example, rather than rendering a virtual object, such as a lamp, in a mixed reality display such that appears to sit on top of a real world desk, the virtual object is rendered such that it appears to be located below the surface of the desk.


