Meta platforms technologies, llc (20240346770). SIMULATED CONTROL FOR 3- DIMENSIONAL HUMAN POSES IN VIRTUAL REALITY ENVIRONMENTS simplified abstract

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SIMULATED CONTROL FOR 3- DIMENSIONAL HUMAN POSES IN VIRTUAL REALITY ENVIRONMENTS

Organization Name

meta platforms technologies, llc

Inventor(s)

Jason Saragih of Pittsburgh PA (US)

Shih-En Wei of Pittsburgh PA (US)

Tomas Simon Kreuz of Pittsburgh PA (US)

Kris Makoto Kitani of Pittsburgh PA (US)

Ye Yuan of Pittsburgh PA (US)

SIMULATED CONTROL FOR 3- DIMENSIONAL HUMAN POSES IN VIRTUAL REALITY ENVIRONMENTS - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240346770 titled 'SIMULATED CONTROL FOR 3- DIMENSIONAL HUMAN POSES IN VIRTUAL REALITY ENVIRONMENTS

The method described in the abstract involves simulating a solid body animation of a subject by analyzing key points and joint points within the body image to create a dynamic model of the subject's movements in a video stream for an immersive reality application.

  • Retrieving a first frame with a body image of a subject
  • Selecting key points and joint points to define body parts and joints
  • Identifying geometry, speed, and mass of body parts for the dynamic model
  • Determining the pose of the subject in a second frame based on the dynamic model
  • Providing the video stream to an immersive reality application on a client device

Potential Applications: - Virtual reality gaming - Physical therapy and rehabilitation - Sports training and analysis - Animation and film production - Medical simulations

Problems Solved: - Accurately simulating realistic body movements - Enhancing user experience in immersive reality applications - Improving motion capture technology

Benefits: - Enhanced realism in virtual environments - Precise tracking of body movements - Immersive and interactive experiences for users

Commercial Applications: Title: "Enhancing Immersive Reality Experiences with Dynamic Body Animation Simulation" This technology can be used in the development of virtual reality games, training simulations, and medical applications, offering a more realistic and engaging user experience.

Questions about the technology: 1. How does this method improve upon existing motion capture techniques? - This method combines key points and joint points analysis to create a dynamic model for more accurate body animation. 2. What are the potential limitations of using this technology in real-time applications? - Real-time processing requirements and accuracy of motion tracking could be potential challenges that need to be addressed.


Original Abstract Submitted

a method for simulating a solid body animation of a subject includes retrieving a first frame that includes a body image of a subject. the method also includes selecting, from the first frame, multiple key points within the body image of the subject that define a hull of a body part and multiple joint points that define a joint between two body parts, identifying a geometry, a speed, and a mass of the body part to include in a dynamic model of the subject, based on the key points and the joint points, determining, based on the dynamic model of the subject, a pose of the subject in a second frame after the first frame in a video stream, and providing the video stream to an immersive reality application running on a client device.