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