Virtual Camera Gearing for VR Spectator View Decoupling
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Solution Overview
Problem
Current virtual reality (VR) environments in head-mounted displays (HMDs) do not effectively allow spectators to view dynamic and immersive experiences without causing disorientation, as their views are tightly coupled with the HMD player's movements, leading to rapid and disorienting content changes.
Innovation Solution
Implementing a virtual camera system with a gearing effect and virtual rubber band connection that decouples the spectator's view from the HMD player's movements, allowing for smoother and customizable viewing angles and perspectives, including pre-authored spots, to provide a more comfortable and engaging experience for spectators.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If the spectator's view is tightly coupled with the HMD player's movements, then the spectator can see the exact same content as the player, but the spectator experiences rapid and disorienting content changes
Solution Approach 1:
The patent introduces a virtual camera as an intermediary between the HMD player and the spectator. The virtual camera captures the player's view and transmits it to the spectator, but with the ability to decouple the spectator's view from the player's exact movements. This intermediary allows the spectator to see relevant content without experiencing the full disorientation of rapid head movements.
Solution Approach 2:
The system dynamically adjusts the coupling between player movement and spectator view. Instead of a fixed 1:1 relationship, the virtual camera can apply gearing effects that modify how player movements are translated to spectator view, allowing for smoother, customized viewing experiences that reduce disorientation while maintaining engagement.
2Adaptability or versatility
If the spectator view follows the HMD player's movements exactly, then the spectator experience is immersive, but the spectator lacks freedom to explore interesting content
Solution Approach 1:
The virtual camera system allows dynamic adjustment of viewing parameters. Spectators can control the virtual camera to pan, tilt, and zoom independently of the player's head movements, enabling them to explore interesting content while the player continues their gameplay. The system maintains the ability to follow player movements when desired but adds versatility for independent exploration.
Solution Approach 2:
The viewing system is segmented into independent control components. The player controls their own HMD view, while the spectator controls a separate virtual camera view. This segmentation allows both users to have independent viewing freedom without interfering with each other's experience, enabling the spectator to explore interesting content while the player focuses on gameplay.
3Object-affected harmful factors
If a virtual camera system with gearing effect is implemented, then spectator disorientation is reduced, but the system complexity increases
Solution Approach 1:
The virtual camera acts as a software-based intermediary that implements gearing effects and view modifications without requiring additional physical hardware for the spectator. The complexity is contained within the software rendering and streaming pipeline, allowing the system to reduce disorientation through virtual camera controls while avoiding the need for complex physical equipment.
Data Source
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AI summary
A method, system, computer readable media and cloud systems are provided for generating views of a virtual reality environment for a spectator. One example method includes enabling a spectator to view into a virtual reality environment, and control what specific content within the environment the spectator wishes to see. Motions of an HMD worn by an HMD player can be tracked so as to provide a geared spectator view into the virtual reality environment. The gearing of the spectator view enables a spectator to view the virtual reality content in a more normal way which is not tied to the strict movements of the HMD worn by the HMD player. The gearing effects can be programmable or can be set based on the content being navigated by the HMD player or preferences of the individual spectators.