Automatic VR Play Area Configuration Using Depth Sensing
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Solution Overview
Problem
Current virtual reality (VR) headsets require users to manually configure a play area, known as the guardian boundary, which can lead to irregular boundaries and suboptimal play area sizes, especially in room-scale VR experiences.
Innovation Solution
The system automatically configures a guardian boundary by using LiDAR and depth sensing measurements in conjunction with optical sensors and cameras to map the environment, identify the horizontal plane, and create the largest possible obstruction-free play area without user input.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Area of stationary object
If the user manually draws the guardian boundary using a controller, then the user can define a play area, but the boundary becomes irregular and the play area size is suboptimal
Solution Approach 1:
The system performs automatic environment mapping and play area configuration without requiring user intervention. The HMD autonomously captures images, processes depth information, identifies obstructions, and generates the play area boundary, eliminating the need for manual user drawing while optimizing both size and shape.
Solution Approach 2:
The patent replaces the manual mechanical drawing process with automated optical and computational systems. Instead of users physically tracing boundaries with controllers, the system uses image capture devices, depth sensing, and computer vision algorithms to automatically define the play area.
2Ease of operation
If the system uses manual configuration, then the user can set a play area, but the process is time-consuming and requires user specification
Solution Approach 1:
The system performs environment mapping and play area configuration automatically as a preliminary step before the user begins VR gameplay. By pre-configuring the play area boundaries and obstruction information, the system eliminates the need for time-consuming manual setup during the user experience.
Solution Approach 2:
The system autonomously completes the entire configuration process including environment scanning, obstruction identification, and boundary generation without requiring user input or interaction, significantly reducing both configuration time and operational complexity.
3Device complexity
If the system uses only camera-based tracking, then the device complexity is reduced, but the precision of depth measurement and obstruction detection decreases
Solution Approach 1:
The patent combines multiple sensing modalities including camera-based optical flow tracking with additional depth sensing capabilities. By merging visual data from cameras with depth information from other sensors, the system achieves both simplified device architecture and enhanced measurement precision for obstruction detection.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach enhances user safety by preventing physical harm through automatic configuration of the play area, allowing for more immersive and spacious room-scale VR experiences while minimizing the risk of collisions with objects.
Implementation Method 1
The HMD performs time-of-flight/LiDAR/depth sensing measurements in the vicinity of the user in all directions
Implementation Method 2
The HMD performs time-of-flight/LiDAR/depth sensing measurements in the vicinity of the user in all directions
Implementation Method 3
the HMD cameras use sophisticated computer vision algorithms to determine and track how optical feature points in the environment move relative to the HMD
Data Source
AI summary
Depth sensing measurements are performed for an area in all directions surrounding a user. Based on the depth sensing measurements, a horizontal plane the area, as well as a plurality of obstructions in the area are identified. A three-dimensional shape representing the maximum volume of contiguous open space is generated based on the horizontal plane and the plurality of obstructions. The three-dimensional shape is then truncated to create a maximally sized convex shape. The largest possible play area is then constructed using the convex shape.


