雨果巴拉:行业北极星Vision Pro过度设计不适合市场

Apple Patent | Method and device for content placement

Patent: Method and device for content placement

Drawings: Click to check drawins

Publication Number: 20210192847

Publication Date: 20210624

Applicant: Apple

Abstract

In some implementations, a method includes: obtaining a representation an environment; determining a plurality of candidate content placement locations within the environment based on the representation of the environment; determining characterization parameters for the plurality of candidate content placement locations; obtaining extended reality (XR) content selected based on a match between content parameters associated with the XR content and characterization parameters for a respective candidate content placement location among the plurality of candidate content placement locations; and displaying, via the display device, the XR content at the respective candidate content placement location within the environment.

Claims

  1. A method comprising: at a computing system including non-transitory memory and one or more processors, wherein the computing system is communicatively coupled to a display device and one or more input devices: obtaining a representation an environment; determining a plurality of candidate content placement locations within the environment based on the representation of the environment; determining characterization parameters for the plurality of candidate content placement locations; obtaining extended reality (XR) content selected based on a match between content parameters associated with the XR content and characterization parameters for a respective candidate content placement location among the plurality of candidate content placement locations; and displaying, via the display device, the XR content at the respective candidate content placement location within the environment.

  2. The method of claim 1, wherein each of the plurality of candidate content placement locations satisfies a content placement criterion.

  3. The method of claim 2, wherein the content placement criterion is satisfied when a candidate content placement location satisfies dimensional parameters.

  4. The method of claim 2, wherein the content placement criterion is satisfied when a candidate content placement location corresponds to a planar surface.

  5. The method of claim 2, wherein the content placement criterion is not satisfied when a candidate content placement location is associated with rotational motion.

  6. The method of claim 2, wherein the content placement criterion is not satisfied when a candidate content placement location is associated with translational motion greater than a threshold velocity.

  7. The method of claim 1, wherein the characterization parameters associated with the respective candidate content placement location corresponds to at least one of a brightness value, an albedo value, texture information, material information, contrast information, dimensional values, and location type associated with the respective candidate content placement location.

  8. The method of claim 1, wherein the XR content is selected based on contextual information associated with the environment.

  9. The method of claim 8, wherein the contextual information includes at least one of: location information according to a determination that an opt-in input has been detected from a user of the electronic device, or historical usage information according to a determination that an opt-in input has been detected from a user of the electronic device.

  10. The method of claim 1, further comprising: detecting a change of pose across time relative to the environment; and in response to detecting the change of pose, maintaining the XR content at the respective candidate content placement location within the environment.

  11. The method of claim 1, wherein the XR content corresponds to static XR content.

  12. The method of claim 11, further comprising: in accordance with a determination that a user interest criterion is satisfied, updating the XR content from static XR content to dynamic XR content.

  13. The method of claim 1, further comprising: detecting a user input that corresponds to selecting the XR content; and in response to detecting the user input, displaying additional information associated with the XR content.

  14. A computing system comprising: one or more processors; a non-transitory memory; a communication interface for communicating with a display device and one or more input devices; and one or more programs stored in the non-transitory memory, which, when executed by the one or more processors, cause the computing system to: obtain a representation an environment; determine a plurality of candidate content placement locations within the environment based on the representation of the environment; determine characterization parameters for the plurality of candidate content placement locations; obtain extended reality (XR) content selected based on a match between content parameters associated with the XR content and characterization parameters for a respective candidate content placement location among the plurality of candidate content placement locations; and display, on the display device, the XR content at the respective candidate content placement location within the environment.

  15. The computing system of claim 14, wherein the characterization parameters associated with the respective candidate content placement location corresponds to at least one of a brightness value, an albedo value, texture information, material information, contrast information, dimensional values, and location type associated with the respective candidate content placement location.

  16. The computing system of claim 14, wherein the XR content is selected based on contextual information associated with the environment.

  17. The computing system of claim 16, wherein the contextual information includes at least one of: location information according to a determination that an opt-in input has been detected from a user of the electronic device, or historical usage information according to a determination that an opt-in input has been detected from a user of the electronic device.

  18. A non-transitory memory storing one or more programs, which, when executed by one or more processors of a computing system with a communication interface for communicating with a display device and one or more input devices, cause the device to: obtain a representation an environment; determine a plurality of candidate content placement locations within the environment based on the representation of the environment; determine characterization parameters for the plurality of candidate content placement locations; obtain extended reality (XR) content selected based on a match between content parameters associated with the XR content and characterization parameters for a respective candidate content placement location among the plurality of candidate content placement locations; and display, on the display device, the XR content at the respective candidate content placement location within the environment.

  19. The non-transitory memory of claim 18, wherein the characterization parameters associated with the respective candidate content placement location corresponds to at least one of a brightness value, an albedo value, texture information, material information, contrast information, dimensional values, and location type associated with the respective candidate content placement location.

  20. The non-transitory memory of claim 18, wherein the XR content is selected based on contextual information associated with the environment.

  21. The non-transitory memory of claim 20, wherein the contextual information includes at least one of: location information according to a determination that an opt-in input has been detected from a user of the electronic device, or historical usage information according to a determination that an opt-in input has been detected from a user of the electronic device.

Description

CROSS-REFERENCE TO RELATED APPLICATIONS

[0001] This application claims the benefit of U.S. Provisional Patent App. No. 62/949,944, filed on Dec. 18, 2019, which is incorporated by reference in its entirety.

TECHNICAL FIELD

[0002] The present disclosure generally relates to content placement, and in particular, to systems, methods, and devices for content placement in a virtual or extended reality (XR) environment.

BACKGROUND

[0003] In some instances, typical content placement in video games or other media is both static and manually placed by the media creator. By contrast, according to some implementations, a virtual environment or an XR environment is parsed for candidate content placement locations. Furthermore, characterization parameters (e.g., contextual metadata) for those candidate content placement locations are determined in order to make a more informed decision when placing XR content thereon.

BRIEF DESCRIPTION OF THE DRAWINGS

[0004] So that the present disclosure can be understood by those of ordinary skill in the art, a more detailed description may be had by reference to aspects of some illustrative implementations, some of which are shown in the accompanying drawings.

[0005] FIG. 1 is a block diagram of an example operating architecture in accordance with some implementations.

[0006] FIG. 2 is a block diagram of an example controller in accordance with some implementations.

[0007] FIG. 3 is a block diagram of an example electronic device in accordance with some implementations.

[0008] FIG. 4 is a block diagram of an example data processing architecture in accordance with some implementations.

[0009] FIGS. 5A-5C illustrate a sequence of instances of an extended reality (XR) presentation scenario in accordance with some implementations.

[0010] FIGS. 6A-6C illustrate a sequence of instances of an XR presentation scenario in accordance with some implementations.

[0011] FIG. 7 illustrates block diagrams of example data structures in accordance with some implementations.

[0012] FIG. 8 is a flowchart representation of a method of content placement in accordance with some implementations.

[0013] In accordance with common practice the various features illustrated in the drawings may not be drawn to scale. Accordingly, the dimensions of the various features may be arbitrarily expanded or reduced for clarity. In addition, some of the drawings may not depict all of the components of a given system, method, or device. Finally, like reference numerals may be used to denote like features throughout the specification and figures.

SUMMARY

[0014] Various implementations disclosed herein include devices, systems, and methods for “smart” content placement. According to some implementations, the method is performed at a computing system including non-transitory memory and one or more processors, wherein the computing system is communicatively coupled to a display device and one or more input devices. The method includes: obtaining a representation an environment (sometimes also referred to as a “XR environment” or a “graphical environment”); determining a plurality of candidate content placement locations within the environment based on the representation of the environment; determining characterization parameters for the plurality of candidate content placement locations; obtaining extended reality (XR) content selected based on a match between content parameters associated with the XR content and characterization parameters for a respective candidate content placement location among the plurality of candidate content placement locations; and displaying, via the display device, the XR content at the respective candidate content placement location within the environment.

[0015] In accordance with some implementations, a device includes one or more processors, a non-transitory memory, and one or more programs; the one or more programs are stored in the non-transitory memory and configured to be executed by the one or more processors and the one or more programs include instructions for performing or causing performance of any of the methods described herein. In accordance with some implementations, a non-transitory computer readable storage medium has stored therein instructions, which, when executed by one or more processors of a device, cause the device to perform or cause performance of any of the methods described herein. In accordance with some implementations, a device includes: one or more processors, a non-transitory memory, and means for performing or causing performance of any of the methods described herein.

[0016] In accordance with some implementations, a computing system includes one or more processors, non-transitory memory, an interface for communicating with a display device and one or more input devices, and one or more programs; the one or more programs are stored in the non-transitory memory and configured to be executed by the one or more processors and the one or more programs include instructions for performing or causing performance of the operations of any of the methods described herein. In accordance with some implementations, a non-transitory computer readable storage medium has stored therein instructions which when executed by one or more processors of a computing system with an interface for communicating with a display device and one or more input devices, cause the computing system to perform or cause performance of the operations of any of the methods described herein. In accordance with some implementations, a computing system includes one or more processors, non-transitory memory, an interface for communicating with a display device and one or more input devices, and means for performing or causing performance of the operations of any of the methods described herein.

DESCRIPTION

[0017] Numerous details are described in order to provide a thorough understanding of the example implementations shown in the drawings. However, the drawings merely show some example aspects of the present disclosure and are therefore not to be considered limiting. Those of ordinary skill in the art will appreciate that other effective aspects and/or variants do not include all of the specific details described herein. Moreover, well-known systems, methods, components, devices, and circuits have not been described in exhaustive detail so as not to obscure more pertinent aspects of the example implementations described herein.

[0018] A physical environment refers to a physical world that people can sense and/or interact with without aid of electronic systems. Physical environments, such as a physical park, include physical articles, such as physical trees, physical buildings, and physical people. People can directly sense and/or interact with the physical environment, such as through sight, touch, hearing, taste, and smell.

[0019] In contrast, an extended reality (XR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic system. In XR, a subset of a person’s physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more XR objects simulated in the XR environment are adjusted in a manner that comports with at least one law of physics. For example, an XR system may detect a person’s head turning and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. In some situations (e.g., for accessibility reasons), adjustments to characteristic(s) of XR object(s) in an XR environment may be made in response to representations of physical motions (e.g., vocal commands).

[0020] A person may sense and/or interact with an XR object using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may sense and/or interact with audio objects that create 3D or spatial audio environment that provides the perception of point audio sources in 3D space. In another example, audio objects may enable audio transparency, which selectively incorporates ambient sounds from the physical environment with or without computer-generated audio. In some XR environments, a person may sense and/or interact only with audio objects.

[0021] A virtual reality (VR) environment refers to a simulated environment that is designed to be based entirely on computer-generated sensory inputs for one or more senses. A VR environment comprises a plurality of virtual objects with which a person may sense and/or interact. For example, computer-generated imagery of trees, buildings, and avatars representing people are examples of virtual objects. A person may sense and/or interact with virtual objects in the VR environment through a simulation of the person’s presence within the computer-generated environment, and/or through a simulation of a subset of the person’s physical movements within the computer-generated environment.

[0022] In contrast to a VR environment, which is designed to be based entirely on computer-generated sensory inputs, a mixed reality (MR) environment refers to a simulated environment that is designed to incorporate sensory inputs from the physical environment, or a representation thereof, in addition to including computer-generated sensory inputs (e.g., virtual objects). On a virtuality continuum, a mixed reality environment is anywhere between, but not including a wholly physical environment at one end and virtual reality environment at the other end.

[0023] In some MR environments, computer-generated sensory inputs may respond to changes in sensory inputs from the physical environment. Also, some electronic systems for presenting an MR environment may track location and/or orientation with respect to the physical environment to enable virtual objects to interact with real-world objects (that is, physical articles from the physical environment or representations thereof). For example, a system may account for movements so that a virtual tree appears stationery with respect to the physical ground.

[0024] An augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed over a physical environment, or a representation thereof. For example, an electronic system for presenting an AR environment may have a transparent or translucent display through which a person may directly view the physical environment. The system may be configured to present virtual objects on the transparent or translucent display, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. Alternatively, a system may have an opaque display and one or more imaging sensors that capture images or video of the physical environment, which are representations of the physical environment. The system composites the images or video with virtual objects and presents the composition on the opaque display. A person, using the system, indirectly views the physical environment by way of the images or video of the physical environment, and perceives the virtual objects superimposed over the physical environment. As used herein, a video of the physical environment shown on an opaque display is called “pass-through video,” meaning a system uses one or more image sensor(s) to capture images of the physical environment and uses those images in presenting the AR environment on the opaque display. Further alternatively, a system may have a projection system that projects virtual objects into the physical environment, for example, as a hologram or on a physical surface, so that a person, using the system, perceives the virtual objects superimposed over the physical environment.

[0025] An augmented reality environment also refers to a simulated environment in which a representation of a physical environment is transformed by computer-generated sensory information. For example, in providing pass-through video, a system may transform one or more sensor images to impose a select perspective (e.g., viewpoint) different than the perspective captured by the imaging sensors. As another example, a representation of a physical environment may be transformed by graphically modifying (e.g., enlarging) portions thereof, such that the modified portion may be representative but not photorealistic versions of the originally captured images. As a further example, a representation of a physical environment may be transformed by graphically eliminating or obfuscating portions thereof.

[0026] An augmented virtuality (AV) environment refers to a simulated environment in which a virtual or computer-generated environment incorporates one or more sensory inputs from the physical environment. The sensory inputs may be representations of one or more characteristics of the physical environment. For example, an AV park may have virtual trees and virtual buildings, but people with faces photorealistically reproduced from images taken of physical people. As another example, a virtual object may adopt a shape or color of a physical article imaged by one or more imaging sensors. As a further example, a virtual object may adopt shadows consistent with the position of the Sun or another light source in the physical environment.

[0027] There are many different types of electronic systems that enable a person to sense and/or interact with various XR environments. Examples include near-eye systems, projection-based systems, heads-up displays (HUDs), vehicle windshields having integrated display capability, windows having integrated display capability, displays formed as lenses designed to be placed on a person’s eyes (e.g., similar to contact lenses), headphones/earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop/laptop computers. A near-eye system may have one or more speaker(s) and an integrated opaque display. Alternatively, a near-eye system may be configured to accept an external opaque display (e.g., a smartphone). The near-eye system may incorporate one or more imaging sensors to capture images or video of the physical environment, and/or one or more microphones to capture audio of the physical environment. Rather than an opaque display, a near-eye system may have a transparent or translucent display. The display may utilize digital light projection, micro-electromechanical systems (MEMS), digital micromirror devices (DMDs), organic light-emitting diodes (OLEDs), light-emitting diodes (LEDs), micro-light-emitting diodes (.mu.LEDs), liquid crystal on silicon (LCoS), laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In one implementation, the transparent or translucent display may be configured to become opaque selectively. Projection-based systems may employ retinal projection technology that projects graphical images onto a person’s retina. Projection systems also may be configured to project virtual objects into the physical environment, for example, as a hologram or on a physical surface.

[0028] FIG. 1 is a block diagram of an example operating architecture 100 in accordance with some implementations. While pertinent features are shown, those of ordinary skill in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity and so as not to obscure more pertinent aspects of the example implementations disclosed herein. To that end, as a non-limiting example, the operating architecture 100 includes an optional controller 110 and an electronic device 120 (e.g., a tablet, mobile phone, laptop, near-eye system, wearable computing device, or the like).

[0029] In some implementations, the controller 110 is configured to manage and coordinate an XR experience (sometimes also referred to herein as a “XR environment” or a “virtual environment” or a “graphical environment”) for a user 150 and zero or more other users. In some implementations, the controller 110 includes a suitable combination of software, firmware, and/or hardware. The controller 110 is described in greater detail below with respect to FIG. 2. In some implementations, the controller 110 is a computing device that is local or remote relative to the physical environment 105. For example, the controller 110 is a local server located within the physical environment 105. In another example, the controller 110 is a remote server located outside of the physical environment 105 (e.g., a cloud server, central server, etc.). In some implementations, the controller 110 is communicatively coupled with the electronic device 120 via one or more wired or wireless communication channels 144 (e.g., BLUETOOTH, IEEE 802.11x, IEEE 802.16x, IEEE 802.3x, etc.). In some implementations, the functions of the controller 110 are provided by the electronic device 120. As such, in some implementations, the components of the controller 110 are integrated into the electronic device 120.

[0030] In some implementations, the electronic device 120 is configured to present audio and/or video (A/V) content to the user 150. In some implementations, the electronic device 120 is configured to present a user interface (UI) and/or an XR environment 128 to the user 150. In some implementations, the electronic device 120 includes a suitable combination of software, firmware, and/or hardware. The electronic device 120 is described in greater detail below with respect to FIG. 3.

[0031] According to some implementations, the electronic device 120 presents an XR experience to the user 150 while the user 150 is physically present within a physical environment 105 that includes a table 107 within the field-of-view (FOV) 111 of the electronic device 120. As such, in some implementations, the user 150 holds the electronic device 120 in his/her hand(s). In some implementations, while presenting the XR experience, the electronic device 120 is configured to present XR content (sometimes also referred to herein as “graphical content” or “virtual content”), including an XR cylinder 109, and to enable video pass-through of the physical environment 105 (e.g., including the table 107) on a display 122. For example, the electronic device 120 corresponds to a near-eye system, mobile phone, tablet, laptop, wearable computing device, or the like.

[0032] In some implementations, the display 122 corresponds to an additive display that enables optical see-through of the physical environment 105 including the table 107. For example, the display 122 correspond to a transparent lens, and the electronic device 120 corresponds to a pair of glasses worn by the user 150. As such, in some implementations, the electronic device 120 presents a user interface by projecting the XR content (e.g., the XR cylinder 109) onto the additive display, which is, in turn, overlaid on the physical environment 105 from the perspective of the user 150. In some implementations, the electronic device 120 presents the user interface by displaying the XR content (e.g., the XR cylinder 109) on the additive display, which is, in turn, overlaid on the physical environment 105 from the perspective of the user 150.

[0033] In some implementations, the user 150 wears the electronic device 120 such as a near-eye system. As such, the electronic device 120 includes one or more displays provided to display the XR content (e.g., a single display or one for each eye). For example, the electronic device 120 encloses the FOV of the user 150. In such implementations, the electronic device 120 presents the XR environment 128 by displaying data corresponding to the XR environment 128 on the one or more displays or by projecting data corresponding to the XR environment 128 onto the retinas of the user 150.

[0034] In some implementations, the electronic device 120 includes an integrated display (e.g., a built-in display) that displays the XR environment 128. In some implementations, the electronic device 120 includes a head-mountable enclosure. In various implementations, the head-mountable enclosure includes an attachment region to which another device with a display can be attached. For example, in some implementations, the electronic device 120 can be attached to the head-mountable enclosure. In various implementations, the head-mountable enclosure is shaped to form a receptacle for receiving another device that includes a display (e.g., the electronic device 120). For example, in some implementations, the electronic device 120 slides/snaps into or otherwise attaches to the head-mountable enclosure. In some implementations, the display of the device attached to the head-mountable enclosure presents (e.g., displays) the XR environment 128. In some implementations, the electronic device 120 is replaced with an XR chamber, enclosure, or room configured to present XR content in which the user 150 does not wear the electronic device 120.

[0035] In some implementations, the controller 110 and/or the electronic device 120 cause an XR representation of the user 150 to move within the XR environment 128 based on movement information (e.g., body pose data, eye tracking data, hand/limb/finger/extremity tracking data, etc.) from the electronic device 120 and/or optional remote input devices within the physical environment 105. In some implementations, the optional remote input devices correspond to fixed or movable sensory equipment within the physical environment 105 (e.g., image sensors, depth sensors, infrared (IR) sensors, event cameras, microphones, etc.). In some implementations, each of the remote input devices is configured to collect/capture input data and provide the input data to the controller 110 and/or the electronic device 120 while the user 150 is physically within the physical environment 105. In some implementations, the remote input devices include microphones, and the input data includes audio data associated with the user 150 (e.g., speech samples). In some implementations, the remote input devices include image sensors (e.g., cameras), and the input data includes images of the user 150. In some implementations, the input data characterizes body poses of the user 150 at different times. In some implementations, the input data characterizes head poses of the user 150 at different times. In some implementations, the input data characterizes hand tracking information associated with the hands of the user 150 at different times. In some implementations, the input data characterizes the velocity and/or acceleration of body parts of the user 150 such as his/her hands. In some implementations, the input data indicates joint positions and/or joint orientations of the user 150. In some implementations, the remote input devices include feedback devices such as speakers, lights, or the like.

[0036] FIG. 2 is a block diagram of an example of the controller 110 in accordance with some implementations. While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the implementations disclosed herein. To that end, as a non-limiting example, in some implementations, the controller 110 includes one or more processing units 202 (e.g., microprocessors, application-specific integrated-circuits (ASICs), field-programmable gate arrays (FPGAs), graphics processing units (GPUs), central processing units (CPUs), processing cores, and/or the like), one or more input/output (I/O) devices 206, one or more communication interfaces 208 (e.g., universal serial bus (USB), IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, global system for mobile communications (GSM), code division multiple access (CDMA), time division multiple access (TDMA), global positioning system (GPS), infrared (IR), BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces 210, a memory 220, and one or more communication buses 204 for interconnecting these and various other components.

[0037] In some implementations, the one or more communication buses 204 include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices 206 include at least one of a keyboard, a mouse, a touchpad, a joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, and/or the like.

[0038] The memory 220 includes high-speed random-access memory, such as dynamic random-access memory (DRAM), static random-access memory (SRAM), double-data-rate random-access memory (DDR RAM), or other random-access solid-state memory devices. In some implementations, the memory 220 includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory 220 optionally includes one or more storage devices remotely located from the one or more processing units 202. The memory 220 comprises a non-transitory computer readable storage medium. In some implementations, the memory 220 or the non-transitory computer readable storage medium of the memory 220 stores the following programs, modules and data structures, or a subset thereof including an optional operating system 230 and a content management engine 240.

[0039] The operating system 230 includes procedures for handling various basic system services and for performing hardware dependent tasks.

[0040] In some implementations, the content management engine 240 is configured to manage and coordinate one or more XR experiences (sometimes also referred to herein as “XR environments”) for one or more users (e.g., a single XR experience for one or more users, or multiple XR experiences for respective groups of one or more users). To that end, in various implementations, the content management engine 240 includes a data obtainer 242, a mapper and locator engine 244, a privacy subsystem 410, a scene analyzer 420, a content placer 430, a presentation engine 450, and a data transmitter 262.

[0041] In some implementations, the data obtainer 242 is configured to obtain data (e.g., presentation data, input data, image frames, user interaction data, head tracking information, camera pose tracking information, eye tracking information, hand/limb tracking information, depth information, sensor data, location data, etc.) from at least one of the I/O devices 206 of the controller 110, the electronic device 120, and the optional remote input devices 170A and 170B. To that end, in various implementations, the data obtainer 242 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0042] In some implementations, the mapper and locator engine 244 is configured to map the physical environment 105 and to track the position/location of at least the electronic device 120 with respect to the physical environment 105. To that end, in various implementations, the mapper and locator engine 244 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0043] In some implementations, the privacy subsystem 410 is configured to remove, obscure, anonymize, or otherwise protect user information and/or identifying information (e.g., at least some portion of the representation of the environment in FIG. 4) based on one or more privacy filters. The privacy subsystem 410 is described in more detail below with reference to FIG. 4. To that end, in various implementations, the privacy subsystem 410 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0044] In some implementations, the scene analyzer 420 is configured to process the representation of the environment (e.g., one or more image frames of the physical environment 105 captured by an exterior-facing image sensor, or a 3D mesh of the XR environment). In some implementations, the scene analyzer 420 determines a plurality of candidate content placement locations within the physical environment that satisfy a content placement criterion. In some implementations, the scene analyzer 420 also determines a characterization vector for each of the plurality of candidate content placement locations includes a plurality of characterization parameters. The scene analyzer 420 is described in more detail below with reference to FIG. 4. Furthermore, the characterization vector is described in more detail below with reference to FIG. 7. To that end, in various implementations, the scene analyzer 420 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0045] In some implementations, the content placer 430 configured to select XR content for a respective candidate content placement location among the plurality of candidate content placement locations. The content placer 430 is described in more detail below with reference to FIG. 4. To that end, in various implementations, the content placer 430 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0046] In some implementations, the presentation engine 450 is configured to generate (i.e., render), manage, and modify content and/or an XR environment presented to a user. To that end, in various implementations, the presentation engine 450 includes instructions and/or logic therefor, and heuristics and metadata therefor. To that end, in some implementations, the presentation engine 450 includes a viewing vector manager 247 and an interaction and manipulation engine 248.

[0047] In some implementations, the viewing vector manager 247 is configured to obtain (e.g., receive, retrieve, or generate) and update a viewing vector based on body pose tracking information, head tracking information, camera pose tracking information, eye tracking information, hand/limb tracking information, intrinsic camera parameters, and/or the like from the electronic device 120 and/or associated with a user 150 of the electronic device 120. The viewing vector is described in more detail below with reference to FIG. 7. To that end, in various implementations, the viewing vector manager 247 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0048] In some implementations, the interaction and manipulation engine 248 is configured to interpret user interactions and/or modification inputs directed to the content and/or the XR environment. In some implementations, the interaction and manipulation engine 248 also is configured to update the XR environment when the viewing vector changes (e.g., due to translational and/or rotational movement of the electronic device 120). To that end, in various implementations, the interaction and manipulation engine 248 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0049] In some implementations, the data transmitter 262 is configured to transmit data (e.g., presentation data such as rendered image frames associated with the XR environment, location data, etc.) to at least the electronic device 120. To that end, in various implementations, the data transmitter 262 includes instructions and/or logic therefor, and heuristics and metadata therefor.

[0050] Although the data obtainer 242, the mapper and locator engine 244, the privacy subsystem 410, the scene analyzer 420, the content placer 430, a presentation engine 450, and the data transmitter 262 are shown as residing on a single device (e.g., the controller 110), it should be understood that in other implementations, any combination of the data obtainer 242, the mapper and locator engine 244, the privacy subsystem 410, the scene analyzer 420, the content placer 430, a presentation engine 450, and the data transmitter 262 may be located in separate computing devices.

[0051] In some implementations, the functions and/or components of the controller 110 are combined with or provided by the electronic device 120 shown below in FIG. 3. Moreover, FIG. 2 is intended more as a functional description of the various features which be present in a particular implementation as opposed to a structural schematic of the implementations described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. For example, some functional modules shown separately in FIG. 2 could be implemented in a single module and the various functions of single functional blocks could be implemented by one or more functional blocks in various implementations. The actual number of modules and the division of particular functions and how features are allocated among them will vary from one implementation to another and, in some implementations, depends in part on the particular combination of hardware, software, and/or firmware chosen for a particular implementation.

[0052] FIG. 3 is a block diagram of an example of the electronic device 120 (e.g., a mobile phone, tablet, laptop, wearable computing device, or the like) in accordance with some implementations. While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the implementations disclosed herein. To that end, as a non-limiting example, in some implementations, the electronic device 120 includes one or more processing units 302 (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, and/or the like), one or more input/output (I/O) devices and sensors 306, one or more communication interfaces 308 (e.g., USB, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces 310, one or more displays 312, one or more optional interior- and/or exterior-facing image sensors 314, a memory 320, and one or more communication buses 304 for interconnecting these and various other components.

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