US20240394983
2024-11-28
Physics
G06T19/003
The patent application describes systems and methods for creating a walkable 360-degree video or virtual reality (VR) environment. This involves capturing 360-degree video data from a real-world setting by following a specific path. The captured video is processed to create an immersive experience for users, who can explore it using an omnidirectional treadmill. The treadmill's sensors provide locomotion data, which is used to control the playback of the video, allowing users to navigate the virtual space interactively.
This disclosure focuses on immersive video technology, particularly systems and methods that enable a walkable or ambulatory video experience. It aims to enhance virtual reality (VR) environments by addressing the challenges of locomotion within these digital spaces, offering users more freedom to explore virtual worlds realistically and fluidly.
Virtual reality systems are gaining popularity due to their immersive nature, often featuring a 360-degree field of view. Traditional VR environments require extensive 3D modeling, which is costly and time-consuming. Techniques like photogrammetry attempt to simplify this by using real-world scans, but they often result in inaccuracies and are computationally demanding. This patent seeks to overcome these limitations by providing a cost-effective and less complex method for creating photorealistic and interactive VR environments.
The invention presents systems for capturing and delivering walkable 360-degree video experiences that can be integrated with various VR/AR platforms. Unlike traditional 3D modeling, this approach uses existing 360-degree video footage to create VR environments, allowing users to personalize their experiences with content from their own lives. This method reduces barriers to entry for both content creators and consumers by minimizing the need for specialized skills and equipment.
To generate a walkable VR environment, the system processes raw 360-degree video captured along specific paths in real-world environments. Users can then explore these environments using VR devices, moving freely along paths similar to those traversed during the video capture. This interactive experience is facilitated by user movements detected by VR hardware, providing an active control mechanism that enhances immersion and realism.