Virtual Object Pose Rendering With Procedural Hand Interpolation
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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 and unconstrained examination through hand pose interpolation and procedural generation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If additional hardware elements (such as new controllers or cameras) are provided to improve immersion, then the level of immersion is improved, but the device complexity and implementation burden increase
Solution Approach 1:
The patent uses virtual hand representations (copies) instead of physical hand-tracking hardware. The system renders synthetic hand models that visually replicate real hand poses, eliminating the need for cameras or specialized sensors while maintaining immersive interaction. This virtual copying approach achieves the same visual effect without the hardware complexity.
Solution Approach 2:
The patent replaces mechanical/hardware-based hand tracking systems with a software-based procedural generation system. Instead of using cameras or sensors to capture actual hand movements, the system uses algorithmic procedures to generate virtual hand poses from user input, substituting physical measurement hardware with computational methods.
2Adaptability or versatility
If additional processing resources are dedicated to improve immersion, then the level of immersion is improved, but the processing power requirements and cost increase
Solution Approach 1:
The system uses the existing game engine's rendering resources to generate and display virtual hands. Instead of requiring dedicated processing units or additional hardware acceleration, the procedural hand generation leverages the same computational graph and rendering pipeline already used for the game content, making the system self-sufficient without additional processing power requirements.
Solution Approach 2:
The patent changes the parameter of hand representation from physical capture to procedural generation. By using algorithmic procedures to generate hand poses based on user input parameters, the system achieves high-fidelity hand rendering without the processing overhead of real-time 3D scanning or complex motion capture systems.
3Ease of manufacture
If predefined scripted views are used for object examination, then the implementation is simple, but the user interaction flexibility and naturalness are limited
Solution Approach 1:
The patent transforms static scripted views into dynamic procedural generation. Instead of playing through predetermined animation sequences, the system dynamically generates hand poses in real-time based on user input. This allows the examination interaction to adapt freely to user needs while maintaining the simplicity of the implementation through automated procedural generation.
Solution Approach 2:
The system incorporates real-time feedback from user input devices (controllers, keyboards, or other input methods) to drive the procedural hand pose generation. This feedback loop enables flexible and natural interaction, where user actions directly control the examination process, replacing the one-way scripted sequences with an interactive adaptive system.
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.


