Virtual Viewpoint Generation for Immersive Real-Virtual Fusion

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Solution Overview

Problem

Conventional technologies primarily focus on simple image display of real bodies with unchanged shapes, lacking the ability to express enhanced presence and varied fusion with real space, and fail to adapt to different display modes as needed.

Innovation Solution

An information processing system that uses movable and assembled blocks in a real world, combined with a camera and display apparatus, to analyze positional relations and generate dynamic virtual images that reflect the real world, allowing for varied image expressions and enhanced presence by integrating real and virtual spaces.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If simple image display of real bodies with unchanged shapes is used, then the system is simple to implement, but the ability to express enhanced presence and varied fusion with real space is limited

Engineering Contradiction:
Improveability to express varied fusion with real spaceVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies dynamics by making the virtual image display adaptive and changeable based on user position and interaction. The display mode is not fixed but dynamically adjusts to provide different viewing perspectives and information representations, allowing the system to evolve from simple static display to complex interactive visualization as needed

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent implements multi-functionality by creating a display system that can perform multiple functions: showing real-world object positions, displaying hidden or dead-angle parts of objects, providing various fusion modes with real space, and adapting to different user needs. This single system replaces multiple specialized display approaches

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If fixed display modes are used, then the system is easy to control, but it fails to adapt to different display modes as occasion may demand

Engineering Contradiction:
Improveadaptability to different display modesVSAvoidcontrol complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The patent implements feedback mechanisms where the system continuously monitors user position, interaction states, and environmental context, then automatically adjusts the display mode accordingly. This feedback loop allows the system to adapt to different occasions without requiring complex manual control, as the display responds automatically to user needs and situational requirements

Inventive Principle:
Principle #23Feedback

3Loss of information

If conventional image recognition is used, then processing speed is fast, but the ability to recognize and express hidden or dead-angle parts of objects is limited

Engineering Contradiction:
Improvecompleteness of object informationVSAvoidprocessing complexity
Core Design Contradiction:
Loss of informationVSDevice complexity

Solution Approach 1:

The patent introduces virtual images as an intermediary representation that complements direct camera viewing. These virtual images act as a mediator to display information about hidden or dead-angle parts of objects that cannot be directly seen, providing complete object information without requiring complex multi-camera setups or physical movement

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentEP3109833B1Information processing device and information processing method
Publication Date: 2019.11.20 SONY INTERACTIVE ENTERTAINMENT LLC
  • EP3109833B1 patent drawingFigure 1
  • EP3109833B1 patent drawingFigure 2
  • EP3109833B1 patent drawingFigure 3

AI summary

By extracting figures of a play field 18 and a display apparatus from a taken image, the positional coordinates of the play field 18 and a screen 174 in a world coordinate system are obtained. Next, a virtual world 170 is built such that the ground of the virtual world 170 is positioned continually flush with the surface of the play field 18 in a real world 172, on the opposite side of the real world 172 with the screen 174 in between in a virtual space defined in the world coordinate system. Then, a virtual viewpoint 9 is placed at a position corresponding to the viewpoint of a user in a real space so as to generate an image with the virtual world 170 projected to the screen 174 on the basis of this virtual viewpoint 9 as a display image.