VR Playing Method Using Virtual Camera on Spherical Surface

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Solution Overview

Problem

Current VR devices are expensive, have limited visible areas due to small screen sizes, and can cause dizziness and fatigue due to their weight and close screen-to-eye distance.

Innovation Solution

A VR playing method that creates a 3D spherical object in a development environment, loads multimedia panoramic material onto its surface, and uses a virtual camera module to adjust playback angles based on user position, allowing for 360-degree viewing without the need for wearable devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If dedicated VR devices are used, then immersive VR experience is achieved, but the cost is high

Engineering Contradiction:
ImproveVR experience qualityVSAvoiddevice cost
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent makes conventional media playing devices (smartphones, tablets, computers, TVs) perform VR functions by loading specialized applications and rendering VR content on their existing displays. This eliminates the need for dedicated VR hardware, allowing one device to serve multiple purposes including VR experience, thereby reducing costs while maintaining immersive quality

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

Solution Approach 2:

The patent creates a virtual copy of the VR environment by rendering 360-degree panoramic content and spherical video projections on conventional device displays. Instead of requiring physical VR headsets with specialized optics, the system copies the immersive experience through software-based virtual reality environments that can be viewed on standard screens

Inventive Principle:
Principle #26Copying

2Area of stationary object

If conventional screen sizes are used, then device volume is reduced, but the visible area is small

Engineering Contradiction:
Improvevisible areaVSAvoiddevice volume
Core Design Contradiction:
Area of stationary objectVSVolume of stationary object

Solution Approach 1:

The patent transitions from traditional 2D flat screen display to 360-degree spherical video projection, adding a dimensional aspect to the viewing experience. By mapping panoramic content onto a spherical coordinate system and enabling 360-degree rotation viewing, the system expands the visible area beyond the physical boundaries of the screen surface without increasing device volume

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

Solution Approach 2:

The patent employs spherical geometry for content presentation by creating 360-degree panoramic views and spherical video projections. The virtual camera module captures content in a spherical coordinate system, and the rendering engine maps this spherical content onto the display, allowing users to view the entire panorama by rotating the virtual camera, thereby maximizing visible area on the same screen surface

Inventive Principle:
Principle #14Spheroidality (Curvature)

3Weight of moving object

If VR device weight is reduced, then device portability is improved, but the wearer still experiences dizziness and fatigue

Engineering Contradiction:
Improvedevice weightVSAvoiddizziness and fatigue
Core Design Contradiction:
Weight of moving objectVSObject-affected harmful factors

Solution Approach 1:

The patent extracts the heavy physical VR headset from the system, eliminating the need for users to wear any device on their head. Instead, the VR processing and rendering are performed remotely on servers or local devices, and only lightweight output devices (smartphones, tablets, or conventional displays) are used by users, completely removing the source of head weight burden

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent replaces the mechanical wearable VR headset system with a software-based virtual reality environment that runs on conventional devices. The immersive experience is achieved through virtual camera rotation and 360-degree panoramic rendering rather than physical head-mounted optics, eliminating the mechanical burden on the user's head and body

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS10977852B2VR playing method, VR playing device, and VR playing system
Publication Date: 2021.04.13 SHENZHEN SKYWORTH RGB ELECTRONICS CO LTD
  • US10977852B2 patent drawing
  • US10977852B2 patent drawing
  • US10977852B2 patent drawing

AI summary

Disclosed are a VR playing method, a VR playing device, and a VR playing system. When using a media playing device for playing, a 3D spherical object is first created in the development environment, and then a new texture material is built and shader options are created for the texture material. After selecting shading for the texture material, a multimedia panoramic material is acquired from the media playing device or an external storage device, and then the texture material and the multimedia panoramic material are loaded onto the surface of the 3D spherical object. Finally, a virtual camera module is arranged at the center of the 3D spherical object. The angle of the virtual camera is controlled to pick up content of the multimedia panoramic material to play on the media playing device.