Method for predefining activity zones in an extended reality (XR) environment

    公开(公告)号:US11612817B1

    公开(公告)日:2023-03-28

    申请号:US17488248

    申请日:2021-09-28

    IPC分类号: A63F13/45 A63F13/525

    摘要: A method predefines activity zones in an extended reality (XR) space by: accessing a previously generated spatial mapping mesh (SMM); compiling a record of all exposed surfaces of the physical elements in the XR space, with positions, dimensions, and categories; for each recorded surface, performing a collision analysis at representative positions around its perimeter to determine an available adjacent open space; filter determined open spaces according to one or more predetermined criteria to determine one or more activity zones at corresponding locations; and assigning each activity zone to an activity category based in part on the categorization of the available adjacent surface or surfaces. The method is carried out in advance of user interaction with any virtual element in the XR space.

    METHOD FOR PREDEFINING A VIRTUAL ENTRYWAY AT A VIRTUAL BOUNDARY OF AN XR SPACE

    公开(公告)号:US20230102270A1

    公开(公告)日:2023-03-30

    申请号:US17488247

    申请日:2021-09-28

    摘要: A method for predefining an entryway at a virtual boundary of an XR space contained within a real environment includes: accessing a spatial mapping mesh (SMM) for the real environment, and a sealed space mesh (SSM) for the XR space; analyzing polygons in the SMM and SSM to identify first subsets representing vertical surfaces and virtual wall boundaries respectively; filtering the first subsets according to first criteria to yield second subsets; colliding polygons across the second subsets to yield a third subset of SSM polygons; defining groups of connected SSM polygons within the third subset; and selecting one group as defining the entryway. The defining of the entryway is carried out in advance of user interaction with any virtual elements in the XR environment.

    Method to regulate jumps and falls by playable characters in XR spaces

    公开(公告)号:US11944905B2

    公开(公告)日:2024-04-02

    申请号:US17488251

    申请日:2021-09-28

    IPC分类号: A63F13/577 A63F13/58

    摘要: A method for regulating falls of a user-controlled character through gaps between surfaces in an extended reality (XR) space in which the user is playing a game includes compiling a record from a previously generated spatial mapping mesh (SMM) of the XR space of surfaces of real elements present in that space, with corresponding positions and dimensions; and, after the game begins, determining whether, if the character approaches a substantially vertical gap between an edge of a first surface at a first level and a second surface, at a second level lower than the first level, continuing motion of the character to fall through the vertical gap will be permitted or prevented. A similar method for regulating jumps rather than falls of a user-controlled character through gaps between surfaces in an extended reality (XR) space in which the user is playing a game is also described.

    METHODS FOR PREDEFINING VIRTUAL STAIRCASES CONNECTING PLATFORMS IN EXTENDED REALITY (XR) ENVIRONMENTS

    公开(公告)号:US20230103166A1

    公开(公告)日:2023-03-30

    申请号:US17488253

    申请日:2021-09-28

    IPC分类号: A63F13/525

    摘要: A method predefines a virtual staircase connecting real platforms in an XR space by: accessing a previously generated spatial mapping mesh (SMM); compiling a record from the SMM of available surfaces; identifying available platforms provided by the physical elements and available open spaces therebetween; selecting a first platform at a first level and a second platform at a significantly lower level; selecting a staircase start location at a first edge of the first platform, partly based on predetermined criteria; stacking virtual blocks linearly to form a virtual staircase, with a first virtual block contacting and extending outwards from the first platform, and a last virtual block contacting the second platform at a staircase end location; and performing a collision analysis. If the staircase end location satisfies the predetermined criteria, and if no collisions are detected, the current virtual staircase is displayed in subsequent user interactions with the XR space.

    METHOD FOR QUASI-RANDOM PLACEMENT OF VIRTUAL ITEMS IN AN EXTENDED REALITY (XR) SPACE

    公开(公告)号:US20230097571A1

    公开(公告)日:2023-03-30

    申请号:US17488250

    申请日:2021-09-28

    摘要: A method for quasi-random placement of a virtual item in an XR space includes: accessing a previously generated spatial mapping mesh (SMM) of the XR space; compiling a record from the SMM of open spaces between surfaces of physical elements in the XR space, with corresponding positions and dimensions; selecting from the open spaces: a spawn position for a virtual character, and a random set of other positions, filtering the random set to form a subset. The method then performs a collision analysis to assign a score to each position in the subset partly based on accessibility to that position for the virtual character beginning from the spawn position; and places the virtual item at a position in the subset having a score as high or higher than all other positions in the subset. The method is carried out before user interaction with any virtual element in the XR space.

    Method to use recognition of nearby physical surfaces to generate NPC reactions to events

    公开(公告)号:US11596866B1

    公开(公告)日:2023-03-07

    申请号:US17488249

    申请日:2021-09-28

    摘要: A method to generate an appropriate reaction, by an NPC in an XR game, to a significant event in the game includes: compiling a record from a previously generated SMM of surfaces in the XR space, categorizing the surfaces; after the game begins, tracking in real time physical surroundings of the NPC, allowing 3D positions of the NPC relative to nearby physical surfaces to be continuously determined; and events occurring in the game, allowing detection of any event deemed to be significant. For each detected event deemed significant, occurring at a corresponding event time, an appropriate action is determined for the NPC to carry out in response, partly based on whether the NPC is positioned close to a physical surface at the event time, and the NPC is directed to carry out the appropriate action.