KR102385756B1 - 가상 현실 환경에서 몰입된 때의 안티 트립 - Google Patents
가상 현실 환경에서 몰입된 때의 안티 트립 Download PDFInfo
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Abstract
Description
도 2는 HMD 디바이스의 유저가 위치하는 예시적인 실세계 물리적 환경을 도시한다.
도 3은 HMD 디바이스에 의해 캡쳐되고 있는 실세계 환경과 관련되는 표면 재구성 데이터를 묘사한다.
도 4는 예시적인 표면 재구성 파이프라인(surface reconstruction pipeline)의 블록도를 도시한다.
도 5 및 도 6은 유저의 키에 따라 사이즈가 정해지는 예시적인 볼륨 형상에 의해 표현되고 있는 유저를 도시한다.
도 7 및 도 8은 HMD 디스플레이가 실세계 오브젝트를 나타내도록 동작되는 예시적인 임계 거리를 도시한다.
도 9, 도 10, 및 도 11은 HMD 디바이스를 사용하여 수행될 수도 있는 예시적인 방법의 플로우차트이다.
도 12는 혼합 현실 HMD 디바이스의 설명에 도움이 되는 예의 도면이다.
도 13은 혼합 현실 HMD 디바이스의 설명에 도움이 되는 예의 기능적 블록도를 도시한다.
도 14 및 도 15는 혼합 현실 HMD 디바이스의 컴포넌트로서 사용될 수도 있는 밀봉 바이저(sealed visor)의 정면도이다.
도 16은 밀봉 바이저의 부분 분해도를 도시한다.
도 17은 밀봉 바이저의 가상 라인(phantom line) 정면도를 도시한다.
도 18은 밀봉 바이저의 배면도를 도시한다.
도 19는 예시적인 컴퓨팅 시스템을 도시한다.
도면에서, 동일한 도면 부호는 동일한 엘리먼트를 가리킨다. 엘리먼트는 다른 식으로 나타내어지지 않는 한, 일정 축척으로 묘사되지는 않는다.
Claims (17)
- 가상 현실 환경의 렌더링을 지원하는 헤드 마운트형 디스플레이(head mounted display; HMD) 디바이스에 의해 수행되는 방법에 있어서,
상기 HMD 디바이스의 유저와 인접한 물리적 공간을 기술하는 센서 데이터를 획득하는 단계와,
상기 센서 데이터를 사용하여, 상기 물리적 공간에 위치하는 실세계 오브젝트의 지오메트리(geometry)를 재구성하는 단계와,
사이즈 또는 형상의 동적 변화에 종속되는 볼륨 형상(volumetric shape)으로 상기 유저를 표현하는 단계와,
상기 HMD 디바이스에 의한 동작을 트리거할 상기 유저와 상기 실세계 오브젝트 사이의 미리 결정된 임계 거리를 설정하는 단계로서, 상기 미리 결정된 임계 거리는 상기 볼륨 형상의 외부 경계로부터 각각의 실세계 오브젝트의 표면까지 연장되는 것으로 정의되는 것인, 상기 미리 결정된 임계 거리를 설정하는 단계와,
상기 볼륨 형상의 사이즈 또는 형상의 하나 이상의 변화에 응답하여 상기 미리 결정된 임계 거리를 동적으로 조정하는 단계와,
상기 재구성된 지오메트리 및 상기 볼륨 형상을 사용하여 상기 유저와 상기 실세계 오브젝트 사이의 현재 거리를 결정하는 단계와,
상기 결정된 현재 거리가 상기 미리 결정된 임계 거리 이하인 경우, 상기 가상 현실 환경으로부터의 방해(obstruction) 없이 상기 유저가 상기 실세계 오브젝트를 볼 수 있게 동작하도록 상기 HMD 디바이스를 트리거하는 단계
를 포함하는, 방법. - 제1항에 있어서,
상기 센서 데이터는 깊이 데이터를 포함하고, 상기 방법은,
깊이 센서를 사용하여 상기 센서 데이터를 생성하는 단계와,
상기 실세계 오브젝트 지오메트리를 재구성하기 위해 표면 재구성 기술을 적용하는 단계를 더 포함하는 것인, 방법. - 제1항에 있어서,
하나 이상의 입체 이미징으로부터의 깊이 분석(one or more depth-from-stereo imaging analysis)을 사용하여 깊이 데이터를 생성하는 단계를 더 포함하는, 방법. - 제1항에 있어서,
트리거된 동작 동안 상기 HMD 디바이스에 내장된 씨쓰루 디스플레이(see-through display)의 적어도 일부를 디밍(dimming)하는 단계를 더 포함하는, 방법. - 제1항에 있어서,
상기 HMD 디바이스에 내장된 씨쓰루 디스플레이의 적어도 일부를 투명하게 하는 단계를 더 포함하는, 방법. - 제1항에 있어서,
상기 물리적 공간의 지면 위의 상기 유저의 머리의 높이에 따라 상기 볼륨 형상의 사이즈를 정하는 단계를 더 포함하는, 방법. - 제6항에 있어서,
상기 유저가 서 있을 때와 비교하여, 상기 유저가 앉아 있을 때 상대적으로 더 작아지도록 상기 미리 결정된 임계 거리를 구성하는 단계를 더 포함하는, 방법. - 제6항에 있어서,
상기 유저의 현재 높이를 결정하기 위해 상기 센서 데이터를 사용하는 단계를 더 포함하는, 방법. - 물리적 환경에서 유저에 의해 조작가능한 헤드 마운트형 디스플레이(HMD) 디바이스에 있어서,
하나 이상의 프로세서와,
실세계 디스플레이 엘리먼트와 가상 세계 디스플레이 엘리먼트 사이에서 가법 블렌딩(additive blending)을 활용하는 씨쓰루 디스플레이와,
컴퓨터 판독가능 명령어를 저장한 하나 이상의 메모리 디바이스
를 포함하고,
상기 컴퓨터 판독가능 명령어는 상기 하나 이상의 프로세서에 의해 실행되 때에,
변화에 종속되는 볼륨 형상으로 상기 유저를 표현하는 단계,
깊이 센서 또는 카메라 시스템을 사용하여 실세계 오브젝트에 대한 표면 재구성 데이터를 생성하는 단계,
상기 HMD 디바이스에 의한 동작을 트리거할 상기 유저와 상기 실세계 오브젝트 사이의 미리 결정된 임계 거리를 설정하는 단계로서, 상기 미리 결정된 임계 거리는 상기 볼륨 형상의 외부 경계로부터 각각의 실세계 오브젝트의 표면까지 연장되는 것으로 정의되는 것인, 상기 미리 결정된 임계 거리를 설정하는 단계,
상기 볼륨 형상의 사이즈 또는 형상의 하나 이상의 변화에 응답하여 상기 미리 결정된 임계 거리를 동적으로 조정하는 단계로서, 상기 동적으로 조정되는 미리 결정된 임계 거리는 상기 볼륨 형상의 사이즈 및 형상과는 독립되나 이들에 영향을 받는 것인, 상기 미리 결정된 임계 거리를 동적으로 조정하는 단계,
상기 볼륨 형상으로부터 상기 물리적 환경 내의 실세계 오브젝트까지의 현재 거리를 결정하는 단계, 및
상기 현재 거리가 상기 미리 결정된 임계 거리 이하인 경우, 상기 씨쓰루 디스플레이의 적어도 일부가 상기 유저에게 보여지게 동작하도록 상기 HMD 디바이스를 트리거하는 단계
를 포함하는 방법을 수행하는, HMD 디바이스. - 제9항에 있어서,
트리거된 동작은, 상기 가상 세계의 적어도 일부가 상기 실세계 오브젝트의 디스플레이를 가리지 않도록 상기 가상 세계의 디스플레이에 대해 다크 픽셀(dark pixel)을 렌더링함으로써 상기 씨쓰루 디스플레이를 동작시키는 것을 더 포함하는, HMD 디바이스. - 제9항에 있어서,
상기 깊이 센서는 상기 표면 재구성 데이터를 수집하도록 구성되는 것인, HMD 디바이스. - 제9항에 있어서,
상기 유저가 서 있는지 또는 앉아 있는지에 관한 결정에 따라 상기 미리 결정된 임계 거리를 변경하는 것을 더 포함하는, HMD 디바이스. - 제9항에 있어서,
통합되는 다수의 중첩 표면을 생성하는 체적법(volumetric method)을 구현하는 표면 재구성 데이터 파이프라인을 사용하여 상기 물리적 환경을 모델링하는 것을 더 포함하는, HMD 디바이스. - 제9항에 있어서,
상기 씨쓰루 디스플레이를 둘러싸는 밀봉된 보호 바이저(sealed protective visor)를 더 포함하는, HMD 디바이스. - 물리적 환경에서 헤드 마운트형 디스플레이(HMD) 디바이스의 유저에 대해 렌더링되는 몰입형 가상 환경에 대한 안티 트립 피쳐(anti-trip feature)를 제공하기 위한 방법을 구현하기 위한 컴퓨터 실행가능 명령어를 저장한 컴퓨터 판독가능 메모리에 있어서, 상기 방법은 상기 HMD 디바이스에 의해 수행되는 것으로서,
상기 가상 환경의 렌더링을 디밍하는 것에 의해 선택적 투명 동작을 위해 상기 HMD 디바이스에 내장된 디스플레이 광학장치를 구성하는 단계와,
표면 재구성을 사용하여 상기 물리적 환경 및 내부에 포함되는 실세계 오브젝트를 동적으로 모델링하는 단계와,
표면 재구성 모델을 사용하여 상기 물리적 환경에서 적어도 유저의 높이를 결정하는 단계와,
볼륨 형상으로 상기 유저를 표현하는 단계로서, 상기 볼륨 형상의 사이즈 또는 형상은 적어도 상기 결정된 유저의 높이에 기초하는 것인, 상기 유저를 표현하는 단계와,
상기 볼륨 형상으로부터 상기 표면 재구성 모델 내의 실세계 오브젝트까지의 거리를 결정하는 단계와,
상기 거리가 미리 결정된 임계치 이하인 경우 유저가 상기 디스플레이 광학장치를 통해 상기 실세계 오브젝트를 보는 것을 가능하게 하도록 투명 동작을 위해 상기 디스플레이 광학장치를 디밍하는 단계
를 포함하고, 상기 미리 결정된 임계치는 상기 볼륨 형상의 사이즈, 형상, 또는 다른 특성에 따라 변하며, 상기 미리 결정된 임계치는 상기 볼륨 형상의 외부 경계로부터 상기 실세계 오브젝트의 표면까지 연장되는 것으로서 정의되는 것인, 컴퓨터 판독가능 메모리. - 제15항에 있어서,
상기 방법은, 상기 물리적 환경을 동적으로 모델링하는 단계와 상기 볼륨 형상으로부터 상기 실세계 오브젝트까지의 거리를 결정하는 단계를 반복적으로 수행하는 것을 더 포함하는, 컴퓨터 판독가능 메모리. - 제16항에 있어서, 상기 방법은, 상기 거리가 상기 미리 결정된 임계치를 초과하는 경우, 상기 가상 환경의 렌더링을 재개하기 위해 상기 디스플레이 광학장치를 언디밍(undimming)하는 것을 더 포함하는, 컴퓨터 판독가능 메모리.
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