Voxel Occupancy Object Placement in XR Environments

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Solution Overview

Problem

Existing XR methods and systems fail to provide optimal virtual object placement due to cluttered scenes, limited field of view, and lack of suggestion mechanisms for clutter-free placement, leading to overcrowding and loss of important details.

Innovation Solution

A method and XR apparatus that determine voxel occupancy for objects in a virtual scene, calculate the voxel space between objects, and display recommendations for optimal placement, including directional indicia for camera displacement to achieve clutter-free arrangements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If existing methods use fixed parameters and restricted field of view for location estimation, then the method is simple to implement, but the object placement becomes cluttered and non-optimal

Engineering Contradiction:
Improveobject placement precisionVSAvoidspace management mechanism complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system segments the virtual space into discrete positions that can be individually evaluated for occupancy status. Each position in the virtual environment is analyzed separately to determine whether it is occupied or available, enabling precise object placement decisions while maintaining computational efficiency through localized analysis rather than global scene processing.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system implements a feedback mechanism that continuously monitors the virtual scene for occupancy status and provides real-time suggestions to users about optimal object placement locations. The system analyzes the current state, determines available spaces, and feeds back placement recommendations that prevent cluttering while guiding users toward optimal positions dynamically.

Inventive Principle:
Principle #23Feedback

2Quantity of substance

If multiple instances of the same object category are placed in the scene, then the scene becomes more complete, but the scene becomes cluttered

Engineering Contradiction:
Improvenumber of objectsVSAvoidscene manageability
Core Design Contradiction:
Quantity of substanceVSEase of operation

Solution Approach 1:

The system performs preliminary analysis of the virtual scene to identify all occupied positions before allowing object placement. By pre-evaluating the occupancy status of each position and predicting the impact of adding new objects, the system prevents cluttering before it occurs, enabling users to place multiple objects while maintaining scene organization and manageability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system continuously provides feedback about the occupancy status of the virtual scene, informing users about available spaces and potential cluttering issues. This real-time feedback mechanism helps users make informed decisions about object placement, ensuring that multiple objects can coexist in the scene without creating clutter or reducing manageability.

Inventive Principle:
Principle #23Feedback

3Loss of information

If the camera view is restricted during object placement, then the placement process is simplified, but important details in the periphery are lost

Engineering Contradiction:
Improveperipheral detail lossVSAvoidplacement speed
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The system transitions from a two-dimensional camera view analysis to a three-dimensional spatial occupancy analysis. By evaluating object placement in 3D space rather than relying solely on 2D camera views, the system can detect and utilize available spaces in peripheral areas that would otherwise be missed, preventing information loss while maintaining efficient placement processes.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The system dynamically adjusts the field of view parameter during object placement operations. Instead of maintaining a fixed restricted view, the system expands or shifts the camera view as needed to capture peripheral details and available spaces, then returns to the original view after placement. This parameter adjustment enables comprehensive scene analysis without permanently sacrificing placement speed.

Inventive Principle:
Principle #35Parameter changes

4Ease of operation

If users place objects freely without suggestions, then the operation is simple and fast, but overcrowding and cluttering occur

Engineering Contradiction:
Improveplacement simplicityVSAvoidplacement quality
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The system implements a self-service mechanism where the virtual environment automatically analyzes its own occupancy status and generates placement suggestions based on its current state. The system serves itself by identifying available spaces and recommending optimal positions, reducing the need for complex user decisions while maintaining high placement quality and preventing cluttering automatically.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The system provides intelligent feedback to users about optimal object placement locations based on real-time scene analysis. Rather than restricting user freedom, the system offers suggestions that guide users toward appropriate positions, maintaining placement simplicity while ensuring high quality results and preventing overcrowding through informed user decisions.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20250086879A1Voxel occupancy based object placement in extended reality XR environment
Publication Date: 2025.03.13 SAMSUNG ELECTRONICS CO LTD
  • US20250086879A1 patent drawing
  • US20250086879A1 patent drawing
  • US20250086879A1 patent drawing

AI summary

Provided is a method for object placement in an XR environment by a XR apparatus. The method includes determining a voxel occupancy of a first position of a first object available in a virtual scene; receiving a user input including a second position for placing a second object in the virtual scene; determining a voxel occupancy for the second object for placing the second object in the second position; determining a voxel space in-between the first position of the first object and the second position of the second object based on the voxel occupancy of the first object and the voxel occupancy of the second object; and displaying at least one recommendation to place the second object in the virtual scene based on the voxel space in-between the first position of the first object and the second position of the second object.