Virtual Object Pose Rendering With Procedural Hand Interaction
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Solution Overview
Problem
Existing systems fail to provide immersive object examination in virtual environments, often requiring additional hardware or processing resources, and limit user interaction to predefined scripted views.
Innovation Solution
A method utilizing a blend space coordinate system to dynamically manipulate and render object poses based on user inputs, allowing natural interaction and realistic hand movements, including hand swaps when rotation limits are reached.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If additional hardware elements (such as new controllers or cameras) are provided to improve immersion, then user immersion is improved, but device complexity and implementation burden increase
Solution Approach 1:
The patent uses procedural generation to create virtual hands and objects that replicate real-world interactions. Instead of requiring physical cameras or sensors to capture user hand movements, the system procedurally generates virtual hands that mimic human hand anatomy and movement patterns, allowing immersive interaction without additional hardware
Solution Approach 2:
The patent replaces physical mechanical systems (cameras, motion capture equipment, specialized controllers) with software-based procedural generation. The system uses mathematical models and algorithms to generate realistic hand animations and object interactions directly within the virtual environment, eliminating the need for external hardware
2Reliability
If improved graphics and audio are provided to enhance immersion, then user immersion is improved, but processing resource requirements increase
Solution Approach 1:
The patent applies procedural generation selectively to specific elements (hands, objects, interactions) rather than generating entire scenes or environments. This partial application allows the system to achieve immersive effects where needed while maintaining efficiency in other areas, avoiding excessive processing overhead
Solution Approach 2:
The system updates procedural hand animations and object interactions at specific intervals synchronized with user input events rather than continuously rendering all elements at maximum detail. This periodic updating reduces processing load while maintaining the illusion of continuous, realistic interaction
3Device complexity
If procedural generation is used to create hands and objects, then device complexity is reduced, but manufacturing precision of virtual representations must be maintained
Solution Approach 1:
The patent uses parameter-based procedural generation where hand anatomy, object geometry, and material properties are defined by adjustable parameters rather than fixed models. This allows the system to generate accurate virtual representations by tuning parameters to match real-world references, maintaining manufacturing precision through mathematical control
Solution Approach 2:
The system pre-establishes anatomical reference data, object geometry templates, and material property databases that serve as foundations for procedural generation. By preparing these reference materials in advance, the system ensures accurate virtual representations can be generated consistently without requiring complex real-time calculations
Data Source
AI summary
An image generation system operable to generate updated views of an object in a scene, the system comprising an input obtaining unit configured to obtain one or more user inputs for controlling the pose of the object, an object pose modification unit configured to determine an updated pose of the object in accordance with the obtained user inputs, a hand pose determination unit configured to determine a pose for each of the hands associated with the object in accordance with the obtained user inputs, wherein the determining comprises generating a corresponding representation of the hands with the respective determined poses based upon two or more reference views of the hands, the reference views corresponding to different respective poses of the hands, a grab pose determination unit configured to determine a grab pose for each of the hands, the grab pose comprising a pose for fingers of each of the hands determined in dependence upon the updated object pose and a corresponding hand pose, and a rendering unit configured to generate one or more images of the object and associated hands in dependence upon the determined poses of the object, hands, and fingers.


