Spatial Mapping Mesh Artifact Correction in XR Gaming

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Solution Overview

Problem

In mixed reality (XR) games, users face challenges in understanding the layout of XR spaces due to real and virtual boundaries, which can lead to confusion and frustration, especially with spatial mapping mesh artifacts causing unrealistic movements and hidden characters.

Innovation Solution

A method and system that continuously track user-controlled characters, access and analyze spatial mapping meshes for real surfaces, and take actions to correct mesh artifacts and make hidden characters or boundaries visible, ensuring smooth character movement and clear user understanding.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If spatial mapping meshes are used to represent real surfaces in XR spaces, then surface information is provided to characters, but mesh artifacts cause unrealistic character movements and bounces

Engineering Contradiction:
Improvesurface information accuracyVSAvoidmesh artifacts
Core Design Contradiction:
ReliabilityVSObject-generated harmful factors

Solution Approach 1:

The system segments the XR space into multiple playability zones based on mesh quality metrics. Each zone is evaluated independently for artifact presence, allowing localized treatment of problematic areas while preserving accurate surface information in high-quality regions.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different quality thresholds and artifact tolerance levels are applied to different regions of the XR space based on local mesh characteristics. High-quality regions maintain strict accuracy, while low-quality regions use relaxed thresholds to prevent artifacts, creating locally optimized playability rules.

Inventive Principle:
Principle #3Local quality

2Ease of operation

If virtual boundaries are defined in XR spaces, then character movement is constrained, but users cannot see these boundaries causing confusion

Engineering Contradiction:
Improvecharacter movement controlVSAvoidboundary visibility
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

Virtual boundaries are rendered with visual indicators such as colored outlines or translucent surfaces that change color or intensity based on proximity to the character. This allows boundaries to remain invisible during normal play while becoming visible when needed for user orientation.

Inventive Principle:
Principle #32Color changes

Solution Approach 2:

The system introduces intermediary visual elements such as boundary indicators, shadow projections, or environmental cues that mediate between the invisible virtual boundary and user perception, providing indirect information about boundary location without obstructing the view.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Reliability

If real physical surfaces are mapped in XR spaces, then character interactions become more realistic, but characters may bounce or move unrealistically due to mesh imperfections

Engineering Contradiction:
Improvecharacter interaction realismVSAvoidcharacter movement smoothness
Core Design Contradiction:
ReliabilityVSStability of the object's composition

Solution Approach 1:

The system dynamically adjusts character physics parameters such as bounce coefficient, friction, and collision response based on real-time mesh quality assessment. In high-quality mesh regions, realistic physics are applied, while in low-quality regions, physics parameters are adjusted to compensate for artifacts and ensure smooth movement.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system pre-processes the spatial mapping mesh to identify and cushion against potential artifact-induced physics problems before they affect character movement. This includes pre-calculating safe collision zones and adjusting physics parameters in advance based on predicted mesh quality issues.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

4Adaptability or versatility

If the XR space is fully defined by design, then character positions and routes are known, but real physical surfaces unknown to developers create hidden obstacles and confusion

Engineering Contradiction:
Improvevirtual environment controlVSAvoidreal surface awareness
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The system continuously monitors character position, mesh quality, and playability conditions in real-time, providing feedback to adjust virtual boundary placement and surface properties. This closed-loop approach allows the virtual environment to adapt to discovered real surfaces while maintaining developer-defined design intent.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The system performs preliminary spatial mapping and mesh quality assessment before finalizing the XR environment configuration. By pre-identifying real surfaces and potential artifacts, the system can proactively adjust virtual boundaries and playability rules to accommodate unknown physical elements while preserving design intent.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11684848B2Method to improve user understanding of XR spaces based in part on mesh analysis of physical surfaces
Publication Date: 2023.06.27 SONY GROUP CORP
  • US11684848B2 patent drawing
  • US11684848B2 patent drawing
  • US11684848B2 patent drawing

AI summary

A method for providing a user with an improved understanding of an XR space in which the user is playing a video game includes: continuously tracking a user-controlled character in the video game; accessing a previously generated spatial mapping mesh (SMM) of surfaces of real elements present in the XR space, with corresponding positions and dimensions; analyzing information from the SMM on one or more real surfaces within a predetermined distance of the user-controlled character; carrying out an action based on a tracked position of the user-controlled character and, at least in part, on a result of the analysis; and making a consequence of the action visible to the user.