Cross Reality System Spatial Persistence Drift Correction
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Solution Overview
Problem
Existing cross reality (XR) systems face challenges in providing real-time, immersive XR experiences due to the substantial processing required to compute and update 3D environment representations, especially in large-scale environments.
Innovation Solution
The proposed XR system employs a network of computing devices to generate and store 3D representations of large-scale environments, using sparse and dense maps to efficiently render virtual content. This system allows devices to access persisted 3D representations, update them with fresh data, and manage smaller volumes for low latency and computational overhead.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the XR system computes and updates 3D environment representations in real-time, then the immersion and realism of the XR experience is improved, but the computational overhead and processing time increase significantly
Solution Approach 1:
The patent segments the 3D environment representation into multiple maps (sparse maps for structure, dense maps for surfaces, depth maps for geometry) that can be processed and updated independently. This segmentation allows the system to compute only the necessary portions of the environment rather than processing the entire 3D representation, thereby reducing computational overhead while maintaining XR experience quality.
Solution Approach 2:
The system performs preliminary computation and storage of environment representations during periods when not all resources are needed for real-time rendering. By pre-computing and persisting 3D maps, the system reduces the computational burden during active XR sessions, allowing real-time updates with lower processing requirements.
2Adaptability or versatility
If the XR system processes large-scale environments, then the coverage and applicability of the XR system is improved, but the processing time and computational resources increase
Solution Approach 1:
The patent divides large-scale environments into multiple manageable maps and regions, each represented by appropriate data structures (sparse or dense). This segmentation allows the system to process and store environment data in smaller, more efficient units that can be loaded and rendered on-demand, reducing processing time while maintaining coverage of large areas.
Solution Approach 2:
The system applies different levels of detail and representation quality to different regions of the environment based on their importance and the user's current position. Critical regions receive denser processing and higher fidelity representations, while less important areas use sparser representations, optimizing processing time while maintaining overall environment coverage.
3Manufacturing precision
If the system stores detailed 3D representations of environments, then the accuracy and realism of virtual content rendering is improved, but the storage requirements and data transmission bandwidth increase
Solution Approach 1:
The patent segments environment representations into multiple specialized maps (sparse structure maps, dense surface maps, depth maps) that store different types of geometric information. This segmentation allows the system to store only the necessary data for each aspect of the environment, reducing overall storage requirements while maintaining high accuracy for virtual content rendering.
Solution Approach 2:
The system dynamically adjusts the level of detail and data precision stored in environment representations based on the specific requirements of different regions and applications. By changing parameters such as mesh density, texture resolution, and geometric precision locally rather than uniformly, the system achieves high accuracy where needed while minimizing overall data storage volume.
Data Source
AI summary
Various techniques pertaining to methods, systems, and computer program products a spatial persistence process that places a virtual object relative to a physical object for an extended-reality display device based at least in part upon a persistent coordinate frame (PCF). A determination is made to decide whether a drift is detected for the virtual object relative to the physical object, upon or after detection of the drift or deviation, the drift or deviation is corrected at least by updating a tracking map into an updated tracking map and further at least by updating the persistent coordinate frame (PCF) based at least in part upon the updated tracking map, wherein the persistent coordinate frame (PCF) comprises six degrees of freedom relative to the map coordinate system.


