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System for authorizing rendering of objects in three-dimensional spaces

專利號(hào)
US10867061B2
公開日期
2020-12-15
申請(qǐng)人
Todd R. Collart
發(fā)明人
Todd R. Collart
IPC分類
G06F21/62; G06T19/20; G06Q50/18; G06F21/60; G06F3/01
技術(shù)領(lǐng)域
xr,rules,registry,may,or,rights,said,in,property,be
地域: CA CA Los Altos

摘要

Systems and methods for authorizing rendering of objects in three-dimensional spaces are described. The system may include a first system defining a virtual three-dimensional space including the placement of a plurality of objects in the three-dimensional space, and a second system including a plurality of rules associated with portions of the three-dimensional space and a device coupled to the first system and the second system. The device may receive a request to render a volume of three-dimensional space, retrieve objects for the volume of three-dimensional, retrieve rules associated with the three-dimensional, and apply the rules for the three-dimensional space to the objects.

說明書

Other capabilities that might be enabled by view tracking include ad rotation if a person looking at same spot, auto focus to show additional detail, the ability to identify focus and determine what someone looks at from a single vantage point. View tracking may also enable attention-based rewards and tokens. Also, experiences such as advertisements may be static until someone looks at them, and then become interactive. As another example, if a person. looks at a billboard long enough, it may be entered into a “cookie list” (as is common with a typical web browser).

Thus, knowing the location where a rendering experience occurs may not be sufficient to deliver a complete experience. In addition to being based on the direction a user is looking, a truly seamless xR experience may also be based on how long they look at a specific object, their movements, and other tracking mechanisms. Together these tracking mechanisms may be known as consumer input mechanisms.

That is, consumer input mechanisms are the ways in which the consumer can directly impact the xR experience. Typically, the rendering device or other aspects of the xR ecosystem can automatically ‘track’ or ‘follow’ the consumer to capture such consumer input mechanisms (although there may be other ways to capture such information).

In some examples, consumer input in the xR experience may be based on a three-step process: look at something, point at it to select it, then click to input the selection. When eyes become the selection tool, the first two steps become one. There is also significant power in non-verbal cues in multi-user xR. For example, with eye-tracking, an xR representation of a person (a.k.a. their “avatar”) can flick a sideways glance, blink, or exhibit other eye based social actions, which may form an important part of a natural social dynamic.

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