Patent Publication Number: US-2022239886-A1

Title: Depth sculpturing of three-dimensional depth images utilizing two-dimensional input selection

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application is a continuation of U.S. patent application Ser. No. 17/004,965 filed on Aug. 27, 2020, which is a continuation of U.S. patent application Ser. No. 16/561,127 filed on Sep. 5, 2019, now U.S. Pat. No. 10,764,556, and claims priority to U.S. Provisional Application Ser. No. 62/736,658 filed on Sep. 26, 2018, the contents of which are incorporated fully herein by reference. 
    
    
     TECHNICAL FIELD 
     The present subject matter relates to wearable devices, e.g., eyewear devices, and mobile devices and techniques to allow a user to change three-dimensional space using a two-dimensional input. 
     BACKGROUND 
     Computing devices, such as wearable devices, including portable eyewear devices (e.g., smartglasses, headwear, and headgear); mobile devices (e.g., tablets, smartphones, and laptops); and personal computers available today integrate image displays and cameras. Viewing, manipulating, and interacting with the displayed three-dimensional (3D) image content (e.g., videos, pictures, etc.) on the computing device can be difficult utilizing two-dimensional (2D) input, such as utilizing a touch screen device, a stylus, or a computer mouse. For example, manipulating three-dimensional images in two-dimensional space is difficult to incorporate into computing devices. 
     A graphical user interface (GUI) is a type of user interface that allows users to navigate the computing device through graphical icons and visual indicators such as secondary notation, instead of a text-based user interface. Navigating the displayed three-dimensional GUI content on the image display is cumbersome utilizing the two-dimensional input. 
     Viewing three-dimensional space on a computing device requires many mouse clicks and selections with a computer mouse. Accordingly, a need exists to simplify user interactions with three-dimensional images utilizing two-dimensional user input. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       The drawing figures depict one or more implementations, by way of example only, not by way of limitations. In the figures, like reference numerals refer to the same or similar elements. 
         FIG. 1A  is a right side view of an example hardware configuration of an eyewear device utilized in a depth sculpturing system, in which a two-dimensional input selection from a user is applied to an initial depth image to generate a depth sculptured image. 
         FIG. 1B  is a top cross-sectional view of a right chunk of the eyewear device of  FIG. 1A  depicting a right visible light camera of a depth-capturing camera, and a circuit board. 
         FIG. 1C  is a left side view of an example hardware configuration of an eyewear device of  FIG. 1A , which shows a left visible light camera of the depth-capturing camera. 
         FIG. 1D  is a top cross-sectional view of a left chunk of the eyewear device of  FIG. 1C  depicting the left visible light camera of the depth-capturing camera, and the circuit board. 
         FIG. 2A  is a right side view of another example hardware configuration of an eyewear device utilized in the depth sculpturing system, which shows the right visible light camera and a depth sensor of the depth-capturing camera to generate an initial depth image. 
         FIGS. 2B and 2C  are rear views of example hardware configurations of the eyewear device, including two different types of image displays. 
         FIG. 3  shows a rear perspective sectional view of the eyewear device of  FIG. 2A  depicting an infrared camera of the depth sensor, a frame front, a frame back, and a circuit board. 
         FIG. 4  is a cross-sectional view taken through the infrared camera and the frame of the eyewear device of  FIG. 3 . 
         FIG. 5  shows a rear perspective view of the eyewear device of  FIG. 2A  depicting an infrared emitter of the depth sensor, the infrared camera of the depth sensor, the frame front, the frame back, and the circuit board. 
         FIG. 6  is a cross-sectional view taken through the infrared emitter and the frame of the eyewear device of  FIG. 5 . 
         FIG. 7  depicts an example of a pattern of infrared light emitted by the infrared emitter of the depth sensor and reflection variations of the emitted pattern of infrared light captured by the infrared camera of the depth sensor of the eyewear device to measure depth of pixels in a raw image to generate the initial depth image. 
         FIG. 8A  depicts an example of infrared light captured by the infrared camera of the depth sensor as an infrared image and visible light captured by a visible light camera as a raw image to generate the initial depth image of a three-dimensional scene. 
         FIG. 8B  depicts an example of visible light captured by the left visible light camera as left raw image and visible light captured by the right visible light camera as a right raw image to generate the initial depth image of a three-dimensional scene. 
         FIG. 9  is a high-level functional block diagram of an example depth sculpturing system including the eyewear device with a depth-capturing camera to generate the initial depth image and a user input device (e.g., touch sensor), a mobile device, and a server system connected via various networks. 
         FIG. 10  shows an example of a hardware configuration for the mobile device of the depth sculpturing system of  FIG. 9 , which includes a user input device (e.g., touch screen device) to receive the two-dimensional input selection to apply to the initial depth image to generate a depth sculptured image. 
         FIG. 11  is a flowchart of a method that can be implemented in the depth sculpturing system to apply the two-dimensional input selection from the user to the initial depth image to generate the depth sculptured image. 
         FIGS. 12-13  illustrate an example of a presented initial image of an indoor three-dimensional scene with various object features of a human object and a first two-dimensional input selection of the initial depth image. 
         FIGS. 14-15  illustrate an example of a first generated depth sculptured image that rotates the initial depth image of  FIGS. 12-13  of the human object based on the first two-dimensional selection to depth sculpture the right cheek object feature of the human object. 
         FIGS. 16-17  illustrate an example of a second generated depth sculptured image that rotates the first depth sculptured image of the human object based on a next (second) two-dimensional selection to depth sculpture the left cheek object feature of the human object. 
         FIG. 18  illustrates an example of a third generated depth sculptured image that rotates the second depth sculptured image of  FIGS. 16-17  of the human object based on another next (third) two-dimensional selection to depth sculpture the forehead object feature of the human object. 
         FIG. 19  illustrates a right rotation of the third generated depth sculptured image of  FIG. 18  to demonstrate the depth of the three-dimensional model of the depth images and the depth sculptured images. 
         FIG. 20  illustrates a left rotation of the third generated depth sculptured image of  FIG. 18  to demonstrate the depth of the three-dimensional model of the depth images and the depth sculptured images. 
     
    
    
     DETAILED DESCRIPTION 
     In the following detailed description, numerous specific details are set forth by way of examples in order to provide a thorough understanding of the relevant teachings. However, it should be apparent to those skilled in the art that the present teachings may be practiced without such details. In other instances, description of well-known methods, procedures, components, and circuitry are set forth at a relatively high-level, without detail, in order to avoid unnecessarily obscuring aspects of the present teachings. 
     The term “coupled” or “connected” as used herein refers to any logical, optical, physical or electrical connection, link or the like by which electrical or magnetic signals produced or supplied by one system element are imparted to another coupled or connected element. Unless described otherwise, coupled or connected elements or devices are not necessarily directly connected to one another and may be separated by intermediate components, elements or communication media that may modify, manipulate or carry the electrical signals. The term “on” means directly supported by an element or indirectly supported by the element through another element integrated into or supported by the element. 
     The orientations of the eyewear device, associated components and any complete devices incorporating a depth-capturing camera such as shown in any of the drawings, are given by way of example only, for illustration and discussion purposes. In operation for depth sculpturing, the eyewear device may be oriented in any other direction suitable to the particular application of the eyewear device, for example up, down, sideways, or any other orientation. Also, to the extent used herein, any directional term, such as front, rear, inwards, outwards, towards, left, right, lateral, longitudinal, up, down, upper, lower, top, bottom, side, horizontal, vertical, and diagonal are used by way of example only, and are not limiting as to direction or orientation of any depth-capturing camera or component of the depth-capturing camera constructed as otherwise described herein. 
     Additional objects, advantages and novel features of the examples will be set forth in part in the following description, and in part will become apparent to those skilled in the art upon examination of the following and the accompanying drawings or may be learned by production or operation of the examples. The objects and advantages of the present subject matter may be realized and attained by means of the methodologies, instrumentalities and combinations particularly pointed out in the appended claims. 
     Reference now is made in detail to the examples illustrated in the accompanying drawings and discussed below. 
       FIG. 1A  is a right side view of an example hardware configuration of an eyewear device  100  utilized in a depth sculpturing system, which shows a right visible light camera  114 B of a depth-capturing camera to generate an initial depth image. As further described below, in the depth sculpturing system, a two-dimensional input selection from a user is applied to an initial depth image to generate a depth sculptured image. 
     Eyewear device  100 , includes a right optical assembly  180 B with an image display to present images, such as depth images and depth sculptured images. As shown in  FIGS. 1A-B , the eyewear device  100  includes the right visible light camera  114 B. Eyewear device  100  can include multiple visible light cameras  114 A-B that form a passive type of depth-capturing camera, such as stereo camera, of which the right visible light camera  114 B is located on a right chunk  110 B. As shown in  FIGS. 1C-D , the eyewear device  100  can also include a left visible light camera  114 A. Alternatively, in the example of  FIG. 2A , the depth-capturing camera can be an active type of depth-capturing camera that includes a single visible light camera  114 B and a depth sensor (see element  213  of  FIG. 2A ). 
     Left and right visible light cameras  114 A-B are sensitive to the visible light range wavelength. Each of the visible light cameras  114 A-B have a different frontward facing field of view which are overlapping to allow three-dimensional depth images to be generated, for example, right visible light camera  114 B has the depicted right field of view  111 B. Generally, a “field of view” is the part of the scene that is visible through the camera at a particular position and orientation in space. Objects or object features outside the field of view  111 A-B when the image is captured by the visible light camera are not recorded in a raw image (e.g., photograph or picture). The field of view describes an angle range or extent which the image sensor of the visible light camera  114 A-B picks up electromagnetic radiation of a given scene in a captured image of the given scene. Field of view can be expressed as the angular size of the view cone, i.e., an angle of view. The angle of view can be measured horizontally, vertically, or diagonally. 
     In an example, visible light cameras  114 A-B have a field of view with an angle of view between 15° to 30°, for example 24°, and have a resolution of 480×480 pixels. The “angle of coverage” describes the angle range that a lens of visible light cameras  114 A-B or infrared camera  220  (see  FIG. 2A ) can effectively image. Typically, the image circle produced by a camera lens is large enough to cover the film or sensor completely, possibly including some vignetting toward the edge. If the angle of coverage of the camera lens does not fill the sensor, the image circle will be visible, typically with strong vignetting toward the edge, and the effective angle of view will be limited to the angle of coverage. 
     Examples of such visible lights camera  114 A-B include a high-resolution complementary metal-oxide-semiconductor (CMOS) image sensor and a video graphic array (VGA) camera, such as 640p (e.g., 640×480 pixels for a total of 0.3 m 3egapixels), 720p, or 1080p. As used herein, the term “overlapping” when referring to field of view means the matrix of pixels in the generated raw image(s) or infrared image of a scene overlap by 30% or more. As used herein, the term “substantially overlapping” when referring to field of view means the matrix of pixels in the generated raw image(s) or infrared image of a scene overlap by 50% or more. 
     Image sensor data from the visible light cameras  114 A-B are captured along with geolocation data, digitized by an image processor, and stored in a memory. The captured left and right raw images captured by respective visible light cameras  114 A-B are in the two-dimensional space domain and comprise a matrix of pixels on a two-dimensional coordinate system that includes an X axis for horizontal position and a Y axis for vertical position. Each pixel includes a color attribute (e.g., a red pixel light value, a green pixel light value, and/or a blue pixel light value); and a position attribute (e.g., an X location coordinate and a Y location coordinate). 
     To provide stereoscopic vision, visible light cameras  114 A-B may be coupled to an image processor (element  912  of  FIG. 9 ) for digital processing along with a timestamp in which the image of the scene is captured. Image processor  912  includes circuitry to receive signals from the visible light cameras  114 A-B and process those signals from the visible light camera  114  into a format suitable for storage in the memory. The timestamp can be added by the image processor or other processor, which controls operation of the visible light cameras  114 A-B. Visible light cameras  114 A-B allow the depth-capturing camera to simulate human binocular vision. Depth-capturing camera provides the ability to reproduce three-dimensional images based on two captured images from the visible light cameras  114 A-B having the same timestamp. Such three-dimensional images allow for an immersive life-like experience, e.g., for virtual reality or video gaming. 
     For stereoscopic vision, a pair of raw red, green, and blue (RGB) images are captured of a scene at a given moment in time—one image for each of the left and right visible light cameras  114 A-B. When the pair of captured raw images from the frontward facing left and right field of views  111 A-B of the left and right visible light cameras  114 A-B are processed (e.g., by the image processor), depth images are generated, and the generated depth images can be perceived by a user on the optical assembly  180 A-B or other image display(s) (e.g., of a mobile device). The generated depth images are in the three-dimensional space domain and can comprise a matrix of vertices on a three-dimensional location coordinate system that includes an X axis for horizontal position (e.g., length), a Y axis for vertical position (e.g., height), and a Z axis for depth (e.g., distance). Each vertex includes a position attribute (e.g., a red pixel light value, a green pixel light value, and/or a blue pixel light value); a position attribute (e.g., an X location coordinate, a Y location coordinate, and a Z location coordinate); a texture attribute, and/or a reflectance attribute. The texture attribute quantifies the perceived texture of the depth image, such as the spatial arrangement of color or intensities in a region of vertices of the depth image. 
     Generally, perception of depth arises from the disparity of a given 3D point in the left and right raw images captured by visible light cameras  114 A-B. Disparity is the difference in image location of the same 3D point when projected under perspective of the visible light cameras  114 A-B (d=x left −x right ). For visible light cameras  114 A-B with parallel optical axes, focal length f, baseline b, and corresponding image points (x left , y left ) and (x right , y right ), the location of a 3D point (Z axis location coordinate) can be derived utilizing triangulation which determines depth from disparity. Typically, depth of the 3D point is inversely proportional to disparity. A variety of other techniques can also be used. Generation of three-dimensional depth images and depth sculpturing images is explained in more detail later. 
     In an example, a depth sculpturing system includes the eyewear device  100 . The eyewear device  100  includes a frame  105  and a left temple  110 A extending from a left lateral side  170 A of the frame  105  and a right temple  110 B extending from a right lateral side  170 B of the frame  105 . Eyewear device  100  further includes a depth-capturing camera. The depth-capturing camera includes: (i) at least two visible light cameras with overlapping fields of view; or (ii) a least one visible light camera  114 A-B and a depth sensor (element  213  of  FIG. 2A ). In one example, the depth-capturing camera includes a left visible light camera  114 A with a left field of view  111 A connected to the frame  105  or the left temple  110 A to capture a left image of the scene. Eyewear device  100  further includes a right visible light camera  114 B connected to the frame  105  or the right temple  110 B with a right field of view  111 B to capture (e.g., simultaneously with the left visible light camera  114 A) a right image of the scene which partially overlaps the left image. 
     Depth sculpturing system further includes a computing device, such as a host computer (e.g., mobile device  990  of  FIGS. 9-10 ) coupled to eyewear device  100  over a network. The depth sculpturing system, further includes an image display (optical assembly  180 A-B of eyewear device; image display  1080  of mobile device  990  of  FIG. 10 ) for presenting (e.g., displaying) a sequence of images. The sequence of images includes the initial images, which can be raw images or processed raw images in two-dimensional space (e.g., after rectification) and the depth sculptured image. Depth sculpturing system further includes an image display driver (element  942  of eyewear device  100  of  FIG. 9 ; element  1090  of mobile device  990  of  FIG. 10 ) coupled to the image display (optical assembly  180 A-B of eyewear device; image display  1080  of mobile device  990  of  FIG. 10 ) to control the image display to present the sequence of images, including the initial images and depth sculptured images. 
     Depth sculpturing system further includes a user input device to receive a two-dimensional input selection from a user. Examples of user input devices include a touch sensor (element  991  of  FIG. 9  for the eyewear device  100 ), a touch screen display (element  1091  of  FIG. 10  for the mobile device  1090 ), and a computer mouse for a personal computer or a laptop computer. Depth sculpturing system further includes a processor (element  932  of eyewear device  100  of  FIG. 9 ; element  1030  of mobile device  990  of  FIG. 10 ) coupled to the eyewear device  100  and the depth-capturing camera. Depth sculpturing system further includes a memory (element  934  of eyewear device  100  of  FIG. 9 ; elements  1040 A-B of mobile device  990  of  FIG. 10 ) accessible to the processor, and depth sculpturing programming in the memory (element  945  of eyewear device  100  of  FIG. 9 ; element  945  of mobile device  990  of  FIG. 10 ), for example in the eyewear device  100  itself, mobile device (element  990  of  FIG. 9 ), or another part of the depth sculpturing system (e.g., server system  998  of  FIG. 9 ). Execution of the programming (element  945  of  FIG. 9 ) by the processor (element  932  of  FIG. 9 ) configures the eyewear device  100  to generate, via the depth-capturing camera, the initial depth image corresponding to the initial image. The initial depth image is formed of a matrix of vertices. Each vertex represents a pixel in a three-dimensional scene. Each vertex has a position attribute. The position attribute of each vertex is based on a three-dimensional location coordinate system and includes an X location coordinate on an X axis for horizontal position, a Y location coordinate on a Y axis for vertical position, and a Z location coordinate on a Z axis for depth. 
     Execution of the depth sculpturing programming (element  945  of  FIG. 10 ) by the processor (element  1030  of  FIG. 10 ) configures the mobile device (element  990  of  FIG. 10 ) of the depth sculpturing system to perform the following functions. Mobile device (element  990  of  FIG. 10 ) presents, via the image display (element  1080  of  FIG. 10 ), the initial image. Mobile device (element  990  of  FIG. 10 ) receives, via the user input device (element  1091  of  FIG. 10 ), the two-dimensional input selection of the presented initial image from the user. Mobile device (element  990  of  FIG. 10 ) tracks, via the user input device (element  1091  of  FIG. 10 ), motion of the two-dimensional input selection from an initial touch point to a final touch point of the presented initial image. Mobile device (element  990  of  FIG. 10 ) computes an initial ray that is a projection from an origin vertex of the three-dimensional location coordinate system to an initial vertex corresponding to the initial touch point of the presented initial image. The origin vertex corresponds to the depth-capturing camera. Mobile device (element  990  of  FIG. 10 ) computes a final ray that is the projection from the initial touch point to a final vertex corresponding to the final touch point of the presented initial image. Mobile device (element  990  of  FIG. 10 ) determines a rotation matrix between the initial ray and the final ray that describes rotation from the initial ray to the final ray to derive a depth sculpturing region. Mobile device (element  990  of  FIG. 10 ) generates a depth sculptured image by applying the rotation matrix to the position attribute of the vertices of the initial depth image in the depth sculpturing region. Mobile device (element  990  of  FIG. 10 ) presents, via the image display (image display  1080  of  FIG. 10 ), the depth sculptured image. Various depth sculpturing programming (element  945  of  FIGS. 9-10 ) functions described herein may be implemented within other parts of the depth sculpturing system, such as the eyewear device  100  or another host computer besides mobile device (element  990  of  FIG. 10 ), such as a server system (element  998  of  FIG. 9 ). 
     In some examples, the two-dimensional input selection generates a depth sculpturing photo filter effect, which is applied as the rotation matrix to the initial depth image in response to finger swiping across a touch screen display (e.g., combined image display  1080  and user input device  1091 ). To obtain the depth sculpturing effect, an initial touch point (e.g., first touch point) and a final touch point (e.g., last touch point), which represent drag, are derived. A three-dimensional ray is determined for each touch point. In the depth image model, each selected two-dimensional space touch point corresponds to an X, Y, Z coordinate, so each touch point can be mapped to a real three-dimensional vertex in the initial depth image. A ray can be a three-dimensional normalized vector that has a unit length and a direction. Each of the two rays (initial ray and final ray) from the respective initial touch point and the final touch point have a length which is known since the depth of the vertices (Z coordinate is known). The initial ray shoots a ray from the origin of the depth-capturing camera in the initial depth image to the initial touch point and the final rays shoots a ray from the initial touch point to the final touch point. The rotation between the initial ray and the final ray is then computed and a rotation matrix is obtained. This rotation matrix is then applied to the three-dimensional pixels (i.e., vertices), which are depth sculptured by being moved in three-dimensional space, which appears as a warping effect, based on the transformation. The depth sculptured image with the depth sculpturing photo filter effect may then be shared with friends via a chat application executing on the mobile device (element  990  of  FIG. 10 ) by transmission over a network. 
       FIG. 1B  is a top cross-sectional view of a right chunk  110 B of the eyewear device  100  of  FIG. 1A  depicting the right visible light camera  114 B of the depth-capturing camera, and a circuit board.  FIG. 1C  is a left side view of an example hardware configuration of an eyewear device  100  of  FIG. 1A , which shows a left visible light camera  114 A of the depth-capturing camera.  FIG. 1D  is a top cross-sectional view of a left chunk  110 A of the eyewear device of  FIG. 1C  depicting the left visible light camera  114 A of the depth-capturing camera, and a circuit board. Construction and placement of the left visible light camera  114 A is substantially similar to the right visible light camera  114 B, except the connections and coupling are on the left lateral side  170 A. As shown in the example of  FIG. 1B , the eyewear device  100  includes the right visible light camera  114 B and a circuit board, which may be a flexible printed circuit board (PCB)  140 B. The right hinge  226 B connects the right chunk  110 B to a right temple  125 B of the eyewear device  100 . In some examples, components of the right visible light camera  114 B, the flexible PCB  140 B, or other electrical connectors or contacts may be located on the right temple  125 B or the right hinge  226 B. 
     The right chunk  110 B includes chunk body  211  and a chunk cap, with the chunk cap omitted in the cross-section of  FIG. 1B . Disposed inside the right chunk  110 B are various interconnected circuit boards, such as PCBs or flexible PCBs, that include controller circuits for right visible light camera  114 B, microphone(s), low-power wireless circuitry (e.g., for wireless short range network communication via Bluetooth™), high-speed wireless circuitry (e.g., for wireless local area network communication via WiFi). 
     The right visible light camera  114 B is coupled to or disposed on the flexible PCB  240  and covered by a visible light camera cover lens, which is aimed through opening(s) formed in the frame  105 . For example, the right rim  107 B of the frame  105  is connected to the right chunk  110 B and includes the opening(s) for the visible light camera cover lens. The frame  105  includes a front-facing side configured to face outwards away from the eye of the user. The opening for the visible light camera cover lens is formed on and through the front-facing side. In the example, the right visible light camera  114 B has an outwards facing field of view  111 B with a line of sight or perspective of the right eye of the user of the eyewear device  100 . The visible light camera cover lens can also be adhered to an outwards facing surface of the right chunk  110 B in which an opening is formed with an outwards facing angle of coverage, but in a different outwards direction. The coupling can also be indirect via intervening components. 
     Left (first) visible light camera  114 A is connected to a left image display of left optical assembly  180 A to capture a left eye viewed scene observed by a wearer of the eyewear device  100  in a left raw image. Right (second) visible light camera  114 B is connected to a right image display of right optical assembly  180 B to capture a right eye viewed scene observed by the wearer of the eyewear device  100  in a right raw image. The left raw image and the right raw image partially overlap to present a three-dimensional observable space of a generated depth image. 
     Flexible PCB  140 B is disposed inside the right chunk  110 B and is coupled to one or more other components housed in the right chunk  110 B. Although shown as being formed on the circuit boards of the right chunk  110 B, the right visible light camera  114 B can be formed on the circuit boards of the left chunk  110 A, the temples  125 A-B, or frame  105 . 
       FIG. 2A  is a right side view of another example hardware configuration of an eyewear device  100  utilized in the depth sculpturing system. As shown, the depth-capturing camera includes a left visible light camera  114 A and a depth sensor  213  on a frame  105  to generate an initial depth image. Instead of utilizing at least two visible light cameras  114 A-B to generate the initial depth image, here a single visible light camera  114 A and the depth sensor  213  are utilized to generate depth images, such as the initial depth image. As in the example of  FIGS. 1A-D , two-dimensional input from a user is applied to an initial depth image to generate a depth sculptured image. The infrared camera  220  of the depth sensor  213  has an outwards facing field of view that substantially overlaps with the left visible light camera  114 A for a line of sight of the eye of the user. As shown, the infrared emitter  215  and the infrared camera  220  are co-located on the upper portion of the left rim  107 A with the left visible light camera  114 A. 
     In the example of  FIG. 2A , the depth sensor  213  of the eyewear device  100  includes an infrared emitter  215  and an infrared camera  220  which captures an infrared image. Visible light cameras  114 A-B typically include a blue light filter to block infrared light detection, in an example, the infrared camera  220  is a visible light camera, such as a low resolution video graphic array (VGA) camera (e.g., 640×480 pixels for a total of 0.3 megapixels), with the blue filter removed. The infrared emitter  215  and the infrared camera  220  are co-located on the frame  105 , for example, both are shown as connected to the upper portion of the left rim  107 A. As described in further detail below, the frame  105  or one or more of the left and right chunks  110 A-B include a circuit board that includes the infrared emitter  215  and the infrared camera  220 . The infrared emitter  215  and the infrared camera  220  can be connected to the circuit board by soldering, for example. 
     Other arrangements of the infrared emitter  215  and infrared camera  220  can be implemented, including arrangements in which the infrared emitter  215  and infrared camera  220  are both on the right rim  107 A, or in different locations on the frame  105 , for example, the infrared emitter  215  is on the left rim  107 B and the infrared camera  220  is on the right rim  107 B. However, the at least one visible light camera  114 A and the depth sensor  213  typically have substantially overlapping fields of view to generate three-dimensional depth images. In another example, the infrared emitter  215  is on the frame  105  and the infrared camera  220  is on one of the chunks  110 A-B, or vice versa. The infrared emitter  215  can be connected essentially anywhere on the frame  105 , left chunk  110 A, or right chunk  110 B to emit a pattern of infrared in the light of sight of the eye of the user. Similarly, the infrared camera  220  can be connected essentially anywhere on the frame  105 , left chunk  110 A, or right chunk  110 B to capture at least one reflection variation in the emitted pattern of infrared light of a three-dimensional scene in the light of sight of the eye of the user. 
     The infrared emitter  215  and infrared camera  220  are arranged to face outwards to pick up an infrared image of a scene with objects or object features that the user wearing the eyewear device  100  observes. For example, the infrared emitter  215  and infrared camera  220  are positioned directly in front of the eye, in the upper part of the frame  105  or in the chunks  110 A-B at either ends of the frame  105  with a forward facing field of view to capture images of the scene which the user is gazing at, for measurement of depth of objects and object features. 
     In one example, the infrared emitter  215  of the depth sensor  213  emits infrared light illumination in the forward facing field of view of the scene, which can be near-infrared light or other short-wavelength beam of low-energy radiation. Alternatively, or additionally, the depth sensor  213  may include an emitter that emits other wavelengths of light besides infrared and the depth sensor  213  further includes a camera sensitive to that wavelength that receives and captures images with that wavelength. As noted above, the eyewear device  100  is coupled to a processor and a memory, for example in the eyewear device  100  itself or another part of the depth sculpturing system. Eyewear device  100  or the depth sculpturing system can subsequently process the captured infrared image during generation of three-dimensional depth images, such as the initial depth image. 
       FIGS. 2B-C  are rear views of example hardware configurations of the eyewear device  100 , including two different types of image displays. Eyewear device  100  is in a form configured for wearing by a user, which are eyeglasses in the example. The eyewear device  100  can take other forms and may incorporate other types of frameworks, for example, a headgear, a headset, or a helmet. 
     In the eyeglasses example, eyewear device  100  includes a frame  105  including a left rim  107 A connected to a right rim  107 B via a bridge  106  adapted for a nose of the user. The left and right rims  107 A-B include respective apertures  175 A-B which hold a respective optical element  180 A-B, such as a lens and a display device. As used herein, the term lens is meant to cover transparent or translucent pieces of glass or plastic having curved and/or flat surfaces that cause light to converge/diverge or that cause little or no convergence or divergence. 
     Although shown as having two optical elements  180 A-B, the eyewear device  100  can include other arrangements, such as a single optical element or may not include any optical element  180 A-B depending on the application or intended user of the eyewear device  100 . As further shown, eyewear device  100  includes a left chunk  110 A adjacent the left lateral side  170 A of the frame  105  and a right chunk  110 B adjacent the right lateral side  170 B of the frame  105 . The chunks  110 A-B may be integrated into the frame  105  on the respective sides  170 A-B (as illustrated) or implemented as separate components attached to the frame  105  on the respective sides  170 A-B. Alternatively, the chunks  110 A-B may be integrated into temples (not shown) attached to the frame  105 . 
     In one example, the image display of optical assembly  180 A-B includes an integrated image display. As shown in  FIG. 2B , the optical assembly  180 A-B includes a suitable display matrix  170  of any suitable type, such as a liquid crystal display (LCD), an organic light-emitting diode (OLED) display, or any other such display. The optical assembly  180 A-B also includes an optical layer or layers  176 , which can include lenses, optical coatings, prisms, mirrors, waveguides, optical strips, and other optical components in any combination. The optical layers  176 A-N can include a prism having a suitable size and configuration and including a first surface for receiving light from display matrix and a second surface for emitting light to the eye of the user. The prism of the optical layers  176 A-N extends over all or at least a portion of the respective apertures  175 A-B formed in the left and right rims  107 A-B to permit the user to see the second surface of the prism when the eye of the user is viewing through the corresponding left and right rims  107 A-B. The first surface of the prism of the optical layers  176 A-N faces upwardly from the frame  105  and the display matrix overlies the prism so that photons and light emitted by the display matrix impinge the first surface. The prism is sized and shaped so that the light is refracted within the prism and is directed towards the eye of the user by the second surface of the prism of the optical layers  176 A-N. In this regard, the second surface of the prism of the optical layers  176 A-N can be convex to direct the light towards the center of the eye. The prism can optionally be sized and shaped to magnify the image projected by the display matrix  170 , and the light travels through the prism so that the image viewed from the second surface is larger in one or more dimensions than the image emitted from the display matrix  170 . 
     In another example, the image display device of optical assembly  180 A-B includes a projection image display as shown in  FIG. 2C . The optical assembly  180 A-B includes a laser projector  150 , which is a three-color laser projector using a scanning mirror or galvanometer. During operation, an optical source such as a laser projector  150  is disposed in or on one of the temples  125 A-B of the eyewear device  100 . Optical assembly  180 A-B includes one or more optical strips  155 A-N spaced apart across the width of the lens of the optical assembly  180 A-B or across a depth of the lens between the front surface and the rear surface of the lens. 
     As the photons projected by the laser projector  150  travel across the lens of the optical assembly  180 A-B, the photons encounter the optical strips  155 A-N. When a particular photon encounters a particular optical strip, the photon is either redirected towards the user&#39;s eye, or it passes to the next optical strip. A combination of modulation of laser projector  150 , and modulation of optical strips, may control specific photons or beams of light. In an example, a processor controls optical strips  155 A-N by initiating mechanical, acoustic, or electromagnetic signals. Although shown as having two optical assemblies  180 A-B, the eyewear device  100  can include other arrangements, such as a single or three optical assemblies, or the optical assembly  180 A-B may have arranged different arrangement depending on the application or intended user of the eyewear device  100 . 
     As further shown in  FIGS. 2B-C , eyewear device  100  includes a left chunk  110 A adjacent the left lateral side  170 A of the frame  105  and a right chunk  110 B adjacent the right lateral side  170 B of the frame  105 . The chunks  110 A-B may be integrated into the frame  105  on the respective lateral sides  170 A-B (as illustrated) or implemented as separate components attached to the frame  105  on the respective sides  170 A-B. Alternatively, the chunks  110 A-B may be integrated into temples  125 A-B attached to the frame  105 . 
     In one example, the image display includes a first (left) image display and a second (right) image display. Eyewear device  100  includes first and second apertures  175 A-B which hold a respective first and second optical assembly  180 A-B. The first optical assembly  180 A includes the first image display (e.g., a display matrix  170 A of  FIG. 2B ; or optical strips  155 A-N′ and a projector  150 A of  FIG. 2C ). The second optical assembly  180 B includes the second image display e.g., a display matrix  170 B of  FIG. 2B ; or optical strips  155 A-N″ and a projector  150 B of  FIG. 2C ). 
       FIG. 3  shows a rear perspective sectional view of the eyewear device of  FIG. 2A  depicting an infrared camera  220 , a frame front  330 , a frame back  335 , and a circuit board. It can be seen that the upper portion of the left rim  107 A of the frame  105  of the eyewear device  100  includes a frame front  330  and a frame back  335 . The frame front  330  includes a front-facing side configured to face outwards away from the eye of the user. The frame back  335  includes a rear-facing side configured to face inwards towards the eye of the user. An opening for the infrared camera  220  is formed on the frame front  330 . 
     As shown in the encircled cross-section  4 - 4  of the upper middle portion of the left rim  107 A of the frame  105 , a circuit board, which is a flexible printed circuit board (PCB)  340 , is sandwiched between the frame front  330  and the frame back  335 . Also shown in further detail is the attachment of the left chunk  110 A to the left temple  325 A via a left hinge  326 A. In some examples, components of the depth sensor  213 , including the infrared camera  220 , the flexible PCB  340 , or other electrical connectors or contacts may be located on the left temple  325 A or the left hinge  326 A. 
     In an example, the left chunk  110 A includes a chunk body  311 , a chunk cap  312 , an inwards facing surface  391  and an outwards facing surface  392  (labeled, but not visible). Disposed inside the left chunk  110 A are various interconnected circuit boards, such as PCBs or flexible PCBs, which include controller circuits for charging a battery, inwards facing light emitting diodes (LEDs), and outwards (forward) facing LEDs. Although shown as being formed on the circuit boards of the left rim  107 A, the depth sensor  213 , including the infrared emitter  215  and the infrared camera  220 , can be formed on the circuit boards of the right rim  107 B to captured infrared images utilized in the generation of three-dimensional depth images, for example, in combination with right visible light camera  114 B. 
       FIG. 4  is a cross-sectional view through the infrared camera  220  and the frame corresponding to the encircled cross-section  4 - 4  of the eyewear device of  FIG. 3 . Various layers of the eyewear device  100  are visible in the cross-section of  FIG. 4 . As shown, the flexible PCB  340  is disposed on the frame back  335  and connected to the frame front  330 . The infrared camera  220  is disposed on the flexible PCB  340  and covered by an infrared camera cover lens  445 . For example, the infrared camera  220  is reflowed to the back of the flexible PCB  340 . Reflowing attaches the infrared camera  220  to electrical contact pad(s) formed on the back of the flexible PCB  340  by subjecting the flexible PCB  340  to controlled heat which melts a solder paste to connect the two components. In one example, reflowing is used to surface mount the infrared camera  220  on the flexible PCB  340  and electrically connect the two components. However, it should be understood that through-holes can be used to connect leads from the infrared camera  220  to the flexible PCB  340  via interconnects, for example. 
     The frame front  330  includes an infrared camera opening  450  for the infrared camera cover lens  445 . The infrared camera opening  450  is formed on a front-facing side of the frame front  330  that is configured to face outwards away from the eye of the user and towards a scene being observed by the user. In the example, the flexible PCB  340  can be connected to the frame back  335  via a flexible PCB adhesive  460 . The infrared camera cover lens  445  can be connected to the frame front  330  via infrared camera cover lens adhesive  455 . The connection can be indirect via intervening components. 
       FIG. 5  shows a rear perspective view of the eyewear device of  FIG. 2A . The eyewear device  100  includes an infrared emitter  215 , infrared camera  220 , a frame front  330 , a frame back  335 , and a circuit board  340 . As in  FIG. 3 , it can be seen in  FIG. 5  that the upper portion of the left rim of the frame of the eyewear device  100  includes the frame front  330  and the frame back  335 . An opening for the infrared emitter  215  is formed on the frame front  330 . 
     As shown in the encircled cross-section  6 - 6  in the upper middle portion of the left rim of the frame, a circuit board, which is a flexible PCB  340 , is sandwiched between the frame front  330  and the frame back  335 . Also shown in further detail is the attachment of the left chunk  110 A to the left temple  325 A via the left hinge  326 A. In some examples, components of the depth sensor  213 , including the infrared emitter  215 , the flexible PCB  340 , or other electrical connectors or contacts may be located on the left temple  325 A or the left hinge  326 A. 
       FIG. 6  is a cross-sectional view through the infrared emitter  215  and the frame corresponding to the encircled cross-section  6 - 6  of the eyewear device of  FIG. 5 . Multiple layers of the eyewear device  100  are illustrated in the cross-section of  FIG. 6 , as shown the frame  105  includes the frame front  330  and the frame back  335 . The flexible PCB  340  is disposed on the frame back  335  and connected to the frame front  330 . The infrared emitter  215  is disposed on the flexible PCB  340  and covered by an infrared emitter cover lens  645 . For example, the infrared emitter  215  is reflowed to the back of the flexible PCB  340 . Reflowing attaches the infrared emitter  215  to contact pad(s) formed on the back of the flexible PCB  340  by subjecting the flexible PCB  340  to controlled heat which melts a solder paste to connect the two components. In one example, reflowing is used to surface mount the infrared emitter  215  on the flexible PCB  340  and electrically connect the two components. However, it should be understood that through-holes can be used to connect leads from the infrared emitter  215  to the flexible PCB  340  via interconnects, for example. 
     The frame front  330  includes an infrared emitter opening  650  for the infrared emitter cover lens  645 . The infrared emitter opening  650  is formed on a front-facing side of the frame front  330  that is configured to face outwards away from the eye of the user and towards a scene being observed by the user. In the example, the flexible PCB  340  can be connected to the frame back  335  via the flexible PCB adhesive  460 . The infrared emitter cover lens  645  can be connected to the frame front  330  via infrared emitter cover lens adhesive  655 . The coupling can also be indirect via intervening components. 
       FIG. 7  depicts an example of an emitted pattern of infrared light  781  emitted by an infrared emitter  215  of the depth sensor  213 . As shown, reflection variations of the emitted pattern of infrared light  782  are captured by the infrared camera  220  of the depth sensor  213  of the eyewear device  100  as an infrared image. The reflection variations of the emitted pattern of infrared light  782  is utilized to measure depth of pixels in a raw image (e.g., left raw image) to generate a three-dimensional depth image, such as the initial depth image. 
     Depth sensor  213  in the example includes the infrared emitter  215  to project a pattern of infrared light and the infrared camera  220  to capture infrared images of distortions of the projected infrared light by objects or object features in a space, shown as scene  715  being observed by the wearer of the eyewear device  100 . The infrared emitter  215 , for example, may blast infrared light  781  which falls on objects or object features within the scene  715  like a sea of dots. In some examples, the infrared light is emitted as a line pattern, a spiral, or a pattern of concentric rings or the like. Infrared light is typically not visible to the human eye. The infrared camera  220  is similar to a standard red, green, and blue (RGB) camera but receives and captures images of light in the infrared wavelength range. For depth sensing, the infrared camera  220  is coupled to an image processor (element  912  of  FIG. 9 ) and the depth sculpturing programming (element  945 ) that judge time of flight based on the captured infrared image of the infrared light. For example, the distorted dot pattern  782  in the captured infrared image can then be processed by an image processor to determine depth from the displacement of dots. Typically, nearby objects or object features have a pattern with dots spread further apart and far away objects have a denser dot pattern. It should be understood that the foregoing functionality can be embodied in programming instructions of depth sculpturing programming or application (element  945 ) found in one or more components of the system. 
       FIG. 8A  depicts an example of infrared light captured by the infrared camera  220  of the depth sensor  213  with a left infrared camera field of view  812 . Infrared camera  220  captures reflection variations in the emitted pattern of infrared light  782  in the three-dimensional scene  715  as an infrared image  859 . As further shown, visible light is captured by the left visible light camera  114 A with a left visible light camera field of view  111 A as a left raw image  858 A. Based on the infrared image  859  and left raw image  858 A, the three-dimensional initial depth image of the three-dimensional scene  715  is generated. 
       FIG. 8B  depicts an example of visible light captured by the left visible light camera  114 A and visible light captured with a right visible light camera  114 B. Visible light is captured by the left visible light camera  114 A with a left visible light camera field of view  111 A as a left raw image  858 A. Visible light is captured by the right visible light camera  114 B with a right visible light camera field of view  111 B as a right raw image  858 B. Based on the left raw image  858 A and the right raw image  858 B, the three-dimensional initial depth image of the three-dimensional scene  715  is generated. 
       FIG. 9  is a high-level functional block diagram of an example depth sculpturing system  900 , which includes a wearable device (e.g., the eyewear device  100 ), a mobile device  990 , and a server system  998  connected via various networks. Eyewear device  100  includes a depth-capturing camera, such as at least one of the visible light cameras  114 A-B; and the depth sensor  213 , shown as infrared emitter  215  and infrared camera  220 . The depth-capturing camera can alternatively include at least two visible light cameras  114 A-B (one associated with the left lateral side  170 A and one associated with the right lateral side  170 B). Depth-capturing camera generates an initial depth image  961 A of depth images  961 A-N, which are rendered three-dimensional (3D) models that are texture mapped images of a red, green, and blue (RGB) imaged scene (e.g., derived from the initial images  957 A-N). 
     Mobile device  990  may be a smartphone, tablet, laptop computer, access point, or any other such device capable of connecting with eyewear device  100  using both a low-power wireless connection  925  and a high-speed wireless connection  937 . Mobile device  990  is connected to server system  998  and network  995 . The network  995  may include any combination of wired and wireless connections. 
     Eyewear device  100  further includes two image displays of the optical assembly  180 A-B (one associated with the left lateral side  170 A and one associated with the right lateral side  170 B). Eyewear device  100  also includes image display driver  942 , image processor  912 , low-power circuitry  920 , and high-speed circuitry  930 . Image display of optical assembly  180 A-B are for presenting images, such as initial images  957 A-N and depth sculptured images  967 A-N. Image display driver  942  is coupled to the image display of optical assembly  180 A-B to control the image display of optical assembly  180 A-B to present the images, such as initial images  957 A-N and depth sculptured images  967 A-N. Eyewear device  100  further includes a user input device  991  (e.g., touch sensor) to receive a two-dimensional input selection from a user. 
     The components shown in  FIG. 9  for the eyewear device  100  are located on one or more circuit boards, for example a PCB or flexible PCB, in the rims or temples. Alternatively or additionally, the depicted components can be located in the chunks, frames, hinges, or bridge of the eyewear device  100 . Left and right visible light cameras  114 A-B can include digital camera elements such as a complementary metal-oxide-semiconductor (CMOS) image sensor, charge coupled device, a lens, or any other respective visible or light capturing elements that may be used to capture data, including images of scenes with unknown objects. 
     Eyewear device includes  100  includes a memory  934  which includes depth sculpturing programming  945  to perform a subset or all of the functions described herein for depth sculpturing, in which a two-dimensional input selection from a user is applied to an initial depth image to generate a depth sculptured image. As shown, memory  934  further includes a left raw image  858 A captured by left visible light camera  114 A, a right raw image  858 B captured by right visible light camera  114 B, and an infrared image  859  captured by infrared camera  220  of the depth sensor  213 . 
     Memory  934  further includes multiple depth images  961 A-N, including initial depth image  961 A, which are generated, via the depth-capturing camera. A flowchart outlining functions which can be implemented in the depth sculpturing programming  945  is shown in  FIG. 11 . Memory  934  further includes a two-dimensional input selection  962  (e.g., an initial touch point and a final touch point) received by the user input device  991 . Memory  934  further includes an initial ray  963 , a final ray  964 , a rotation matrix  965 , a depth sculpturing region  966 , an affinity matrix  968 , left and right rectified images  969 A-B (e.g., to remove vignetting towards the end of the lens), and an image disparity  970 , all of which are generated during image processing of the depth images  961 A-N (e.g., initial depth image  961 A) to generate respective depth sculptured images  967 A-N (e.g., depth sculptured image  967 A). 
     During transformation, vertices of the initial depth image  961 A are obtained based on the initial touch point and final touch point of the two-dimensional input selection  962 . When a vertex is selected and dragged as the initial touch point, the vertex is being dragged in three-dimensional (3D) space. Because the user input received via the user input device  991 ,  1091  is in two-dimensional (2D) space, that vertex is then dragged in 3D space with the 2D input by rotation. If a ray is shot through the pixels, there are radial rays with respect to the depth-capturing camera using a radial camera model that shoots into the 3D space of the initial depth image  961 A. For example, assume a pixel X1 corresponds to the initial touch point and has an initial ray  963 . Now assume a different pixel X2 corresponds to the final touch point and has a final ray  964 . A rotation can be described between the pixel X1 (first touch point) and pixel X2 (final touch point). The rotation matrix  965  between the initial ray  963  and final ray  964  can be computed that describes the rotation between the initial touch point (first touch point) and the final touch point (last touch point). Rotation matrix  965  is applied to the 3D space Z location coordinate for depth by multiplying the vector by the rotation matrix  965 , to obtain new Z location coordinate in 3D space. But the 2D location coordinates (X and Y) in the depth sculptured image  967 A still correspond to X2 (last touch point). This transformation creates an arc along which the vertex X1 is moved, and a new updated mesh (depth sculptured image  967 A) is obtained, with an updated location for vertices. The updated mesh can be displayed from either the original camera viewpoint or a different view as the depth sculptured image  967 A. 
     As shown in  FIG. 9 , high-speed circuitry  930  includes high-speed processor  932 , memory  934 , and high-speed wireless circuitry  936 . In the example, the image display driver  942  is coupled to the high-speed circuitry  930  and operated by the high-speed processor  932  in order to drive the left and right image displays of the optical assembly  180 A-B. High-speed processor  932  may be any processor capable of managing high-speed communications and operation of any general computing system needed for eyewear device  100 . High-speed processor  932  includes processing resources needed for managing high-speed data transfers on high-speed wireless connection  937  to a wireless local area network (WLAN) using high-speed wireless circuitry  936 . In certain embodiments, the high-speed processor  932  executes an operating system such as a LINUX operating system or other such operating system of the eyewear device  100  and the operating system is stored in memory  934  for execution. In addition to any other responsibilities, the high-speed processor  932  executing a software architecture for the eyewear device  100  is used to manage data transfers with high-speed wireless circuitry  936 . In certain embodiments, high-speed wireless circuitry  936  is configured to implement Institute of Electrical and Electronic Engineers (IEEE) 802.11 communication standards, also referred to herein as Wi-Fi. In other embodiments, other high-speed communications standards may be implemented by high-speed wireless circuitry  936 . 
     Low-power wireless circuitry  924  and the high-speed wireless circuitry  936  of the eyewear device  100  can include short range transceivers (Bluetooth™) and wireless wide, local, or wide area network transceivers (e.g., cellular or WiFi). Mobile device  990 , including the transceivers communicating via the low-power wireless connection  925  and high-speed wireless connection  937 , may be implemented using details of the architecture of the eyewear device  100 , as can other elements of network  995 . 
     Memory  934  includes any storage device capable of storing various data and applications, including, among other things, camera data generated by the left and right visible light cameras  114 A-B, infrared camera  220 , and the image processor  912 , as well as images generated for display by the image display driver  942  on the image displays of the optical assembly  180 A-B. While memory  934  is shown as integrated with high-speed circuitry  930 , in other embodiments, memory  934  may be an independent standalone element of the eyewear device  100 . In certain such embodiments, electrical routing lines may provide a connection through a chip that includes the high-speed processor  932  from the image processor  912  or low-power processor  922  to the memory  934 . In other embodiments, the high-speed processor  932  may manage addressing of memory  934  such that the low-power processor  922  will boot the high-speed processor  932  any time that a read or write operation involving memory  934  is needed. 
     As shown in  FIG. 9 , the processor  932  of the eyewear device  100  can be coupled to the depth-capturing camera (visible light cameras  114 A-B; or visible light camera  114 A, infrared emitter  215 , and infrared camera  220 ), the image display driver  942 , the user input device  991 , and the memory  934 . As shown in  FIG. 10 , the processor  1030  of the mobile device  990  can be coupled to the depth-capturing camera  1070 , the image display driver  1090 , the user input device  1091 , and the memory  1040 A. Eyewear device  100  can perform all or a subset of any of the following functions described below as a result of the execution of the depth sculpturing programming  945  in the memory  934  by the processor  932  of the eyewear device  100 . Mobile device  990  can perform all or a subset of any of the following functions described below as a result of the execution of the depth sculpturing programming  945  in the memory  1040 A by the processor  1030  of the mobile device  990 . Functions can be divided in the depth sculpturing system  900 , such that the eyewear device  100  generates the depth images  961 A-N, but the mobile device  990  performs the remainder of the image processing on the depth images  961 A-N to generate the sculptured depth images  967 A-N. 
     Execution of the depth sculpturing programming  945  by the processor  932 ,  1030  configures the depth sculpturing system  900  to perform functions, including functions to generate, via the depth-capturing camera, an initial depth image  961 A corresponding to the initial image  957 A. The initial depth image  961 A is formed of a matrix of vertices. Each vertex represents a pixel in a three-dimensional scene  715 . Each vertex has a position attribute. The position attribute of each vertex is based on a three-dimensional location coordinate system and includes an X location coordinate on an X axis for horizontal position, a Y location coordinate on a Y axis for vertical position, and a Z location coordinate on a Z axis for depth. Each vertex further includes one or more of a color attribute, a texture attribute, or a reflectance attribute. 
     Depth sculpturing system  900  presents, via the image display  180 A-B,  1080  the initial image  957 A. Eyewear device  100  receives, via the user input device  991 ,  1091 , the two-dimensional input selection  962  of the presented initial image  957 A from the user. Depth sculpturing system  900  tracks, via the user input device  991 ,  1091 , motion of the two-dimensional input selection  962  from an initial touch point to a final touch point of the presented initial image  957 A. 
     Depth sculpturing system  900  computes an initial ray  963  that is a projection from an origin vertex of the three-dimensional location coordinate system to an initial vertex corresponding to the initial touch point of the presented initial image  957 A. The origin vertex corresponds to the depth-capturing camera. Depth sculpturing system  900  computes a final ray  964  that is the projection from the origin vertex to a final vertex corresponding to the final touch point of the presented initial image  957 A. Depth sculpturing system  900  determines a rotation matrix  965  between the initial ray  963  and the final ray  964  that describes rotation from the initial ray to the final ray to derive a depth sculpturing region  966 . Depth sculpturing system  900  generates a depth sculptured image  967 A by applying the rotation matrix  965  to the position attribute of the vertices of the initial depth image  961 A in the depth sculpturing region  966 . Depth sculpturing system  900  presents, via the image display  180 A-B,  1080 , the depth sculptured image  967 A. 
     Transformation means applying a rotation matrix to real world three-dimensional coordinates of the initial depth image  961 A, where the origin vertex is a three-dimensional position of the depth-capturing camera, e.g., X, Y, Z=(0, 0, 0). The two-dimensional movement of the two-dimensional input selection  962  on the user input device  991 ,  1091 , essentially describes a rotation around this center of rotation. Such depth sculpturing provides an intuitive way of interacting with and editing three-dimensional depth images  961 A-N utilizing the two-dimensional input selection  962  (e.g., two-dimensional space). 
     In one example of the depth sculpturing system  900 , the processor comprises a first processor  932  and a second processor  1030 . The memory comprises a first memory  934  and a second memory  1040 A. The eyewear device  100  includes a first network communication  924  or  936  interface for communication over a network  925  or  937  (e.g., a wireless short-range network or a wireless local area network), the first processor  932  coupled to the first network communication interface  924  or  936 , and the first memory  934  accessible to the first processor  932 . Eyewear device  100  further includes depth sculpturing programming  945  in the first memory  934 . Execution of the depth sculpturing programming  945  by the first processor  932  configures the eyewear device  100  to perform the function to generate, via the depth-capturing camera, the initial depth image  961 A corresponding to the initial image  957 A. 
     The depth sculpturing system  900  further comprises a host computer, such as the mobile device  990 , coupled to the eyewear device  100  over the network  925  or  937 . The host computer includes a second network communication interface  1010  or  1020  for communication over the network  925  or  937 , the second processor  1030  coupled to the second network communication interface  1010  or  1020 , and the second memory  1040 A accessible to the second processor  1030 . Host computer further includes depth sculpturing programming  945  in the second memory  1040 A. 
     Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to perform the functions to receive, via the second network communication interface  1010  or  1020 , the initial depth image  961 A over the network from the eyewear device  100 . Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to present, via the image display  1080 , the initial image  957 A. Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to receive, via the user input device  1091  (e.g., touch screen or a computer mouse), the two-dimensional input selection  962  from the user. Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to track, via the user input device  1091 , motion of the two-dimensional input selection  962  from the initial touch point to the final touch point. Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to compute the initial ray  963 . Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to compute the final ray  964 . Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to determine the rotation matrix  965  between the initial ray  963  and the final ray  964  that describes rotation between the initial ray and the final ray. Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to generate the depth sculptured image  967 A by applying the rotation matrix  965  to the position attribute of the vertices of the initial depth image  961 A. Execution of the depth sculpturing programming  945  by the second processor  1030  configures the host computer to present, via the image display  1080 , the depth sculptured image  967 A. 
     In the example, depth sculpturing system  900  computes an affinity matrix  968  for the vertices of the initial depth image  961 A around the initial vertex and the final vertex that determines an influence weight of the rotation matrix  965  on each of the vertices. Generating the depth sculptured image  967 A by applying the rotation matrix  965  to the position attribute of the vertices of the initial depth image  961 A in the depth sculpturing region  966  is based on the computed affinity matrix  968 . If the rotation matrix  965  is applied to a single vertex, a spike or pinch will occur. In order to generate a smooth (curvy) depth sculptured image  967 A, the affinity matrix  968  is computed as a region of influence around the touch point. For the initial touch point, a circle can be set with a specific radius. Then the amount or affinity of each vertex to the center of the circle (like a segmentation) is computed (e.g., utilizing edge detection), so each vertex has a weight between zero and one as to how the vertex is influenced by rotation matrix  965 . Essentially each vertex moves according to this weight. If the weight is one, the vertex is transformed according to the rotation matrix  965 . If the weight is zero, the vertex does not move. If the weight is one-half, the vertex will come halfway between the original position and the transformed position. 
     In one example, the depth-capturing camera of the eyewear device  100  includes the at least two visible light cameras comprised of a left visible light camera  114 A with a left field of view  111 A and a right visible light camera  114 B with a right field of view  111 B. The left field of view  111 A and the right field of view  111 B have an overlapping field of view  813  (see  FIG. 8B ). The depth-capturing camera  1070  of the mobile device  990  can be similarly structured. 
     Generating, via the depth-capturing camera, the initial depth image  961 A can include all or a subset of the following functions. First, capturing, via the left visible light camera  114 A, a left raw image  858 A that includes a left matrix of pixels. Second, capturing, via the right visible light camera  114 B, a right raw image  858 B that includes a right matrix of pixels. Third, creating a left rectified image  969 A from the left raw image  858 A and a right rectified image  969 B from the right raw image  858 B that align the left and right raw images  858 A-B and remove distortion from a respective lens (e.g., at the edges of the lens from vignetting) of each of the left and right visible light cameras  114 A-B. Fourth, extracting an image disparity  970  by correlating pixels in the left rectified image  969 A with the right rectified image  969 B to calculate a disparity for each of the correlated pixels. Fifth, calculating the Z location coordinate of vertices of the initial depth image  961 A based on at least the extracted image disparity  970  for each of the correlated pixels. Correlation of the left and right pixels can be achieved with Semi-Global Block Matching (SGBM), for example. 
     In an example, the depth-capturing camera of the eyewear device  100  includes the at least one visible light camera  114 A and the depth sensor  213  (e.g., infrared emitter  215  and infrared camera  220 ). The at least one visible light camera  114 A and the depth sensor  213  have a substantially overlapping field of view  812  (see  FIG. 8A ). The depth sensor  213  includes an infrared emitter  215  and an infrared camera  220 . The infrared emitter  215  is connected to the frame  105  or the temple  125 A-B to emit a pattern of infrared light. The infrared camera  220  is connected to the frame  105  or the temple  125 A-B to capture reflection variations in the emitted pattern of infrared light. The depth-capturing camera  1070  of the mobile device  990  can be similarly structured. 
     Generating, via the depth-capturing camera, the initial depth image  961 A can include all or a subset of the following functions. First, capturing, via the at least one visible light camera  114 A, a raw image  858 A. Second, emitting, via the infrared emitter  215 , a pattern of infrared light  781  on a plurality of objects or object features located in a scene  715  that are reached by the emitted infrared light  781 . Third, capturing, via the infrared camera  220 , an infrared image  859  of reflection variations of the emitted pattern of infrared light  782  on the plurality of objects or object features. Fourth, computing a respective depth from the depth-capturing camera to the plurality of objects or object features, based on the infrared image  859  of reflection variations. Fifth, correlating objects or object features in the infrared image  859  of reflection variations with the raw image  858 A. Sixth, calculating the Z location coordinate of vertices of the initial depth image  961 A based on, at least, the computed respective depth. 
     In an example, generating the depth sculptured image  967 A by applying the rotation matrix  965  to the position attribute of the vertices of the initial depth image  961 A includes multiplying each vertex of the initial depth image  961 A by the rotation matrix  965  to obtain a new X location coordinate, a new Y location coordinate, and a new Z location coordinate on the three-dimensional location coordinate system. 
     The depth sculptured image  967 A is one of a sequence of depth sculptured images  967 A-N which are iteratively generated in succession. In some examples, depth sculpturing system  900  iteratively performs all or a subset of the functions to generate each of the sequence of depth sculptured images  967 A-N. First, in response to presenting, via the image display  180 A-B,  1080 , the depth sculptured image  967 A, depth sculpturing system  900  receives, via the user input device  991 ,  1091 , a next two-dimensional input selection  962 B of the depth sculptured image  967 A from the user. Second, depth sculpturing system  900  tracks, via the user input device  991 ,  1091 , motion of the next two-dimensional input selection  962 B from a next initial touch point to a next final touch point of the presented depth sculptured image  967 A. Third, depth sculpturing system  900  computes a next initial ray  963 B that is the projection from the origin vertex of the three-dimensional location coordinate system to a next initial vertex corresponding to the next initial touch point on the depth sculptured image  967 A. Fourth, depth sculpturing system  900  computes a next final ray  964 B that is the projection from the origin vertex to a next final vertex corresponding to the next final touch point of the presented depth sculptured image  967 A. Fifth, depth sculpturing system  900  determines a next rotation matrix  965 B between the next initial ray  963 B and the next final ray  964 B that describes rotation from the next initial ray  963 B to the next final ray  964 B of the presented depth sculptured image  967 A to derive a next depth sculpturing region  966 B. Sixth, depth sculpturing system  900  generates a next depth sculptured image  967 B by applying the next rotation matrix  965 B to the position attribute of the vertices of the depth sculptured image  967 A in the next depth sculpturing region  966 B. Seventh, depth sculpturing system  900  presents, via the image display  180 A-B,  1080 , the next depth sculptured image  967 B. 
     In one example, the user input device  991 ,  1091  includes a touch sensor including an input surface and a sensor array that is coupled to the input surface to receive at least one finger contact inputted from a user. User input device  991 ,  1091  further includes a sensing circuit integrated into or connected to the touch sensor and connected to the processor  932 ,  1030 . The sensing circuit is configured to measure voltage to track the at least one finger contact on the input surface. The function of receiving, via the user input device  991 ,  1091 , the two-dimensional input selection  962  from the user includes receiving, on the input surface of the touch sensor, the at least one finger contact inputted from the user. The function of tracking, via the user input device  991 ,  1091 , motion of the two-dimensional input selection  962  from the initial touch point to the final touch point includes tracking, via the sensing circuit, drag from the at least one finger contact on the input surface from the initial touch point to the final touch point on the input surface of the touch sensor. 
     A touch based user input device  991  can be integrated into the eyewear device  100 . As noted above, eyewear device  100  includes a chunk  110 A-B integrated into or connected to the frame  105  on the lateral side  170 A-B of the eyewear device  100 . The frame  105 , the temple  125 A-B, or the chunk  110 A-B includes a circuit board that includes the touch sensor. The circuit board includes a flexible printed circuit board. The touch sensor is disposed on the flexible printed circuit board. The sensor array is a capacitive array or a resistive array. The capacitive array or the resistive array includes a grid that forms a two-dimensional rectangular coordinate system to track X and Y axes location coordinates. 
     Server system  998  may be one or more computing devices as part of a service or network computing system, for example, that include a processor, a memory, and network communication interface to communicate over the network  995  with the mobile device  990  and eyewear device  100 . Eyewear device  100  is connected with a host computer. For example, the eyewear device  100  is paired with the mobile device  990  via the high-speed wireless connection  937  or connected to the server system  998  via the network  995 . 
     Output components of the eyewear device  100  include visual components, such as the left and right image displays of optical assembly  180 A-B as described in  FIGS. 2B-C  (e.g., a display such as a liquid crystal display (LCD), a plasma display panel (PDP), a light emitting diode (LED) display, a projector, or a waveguide). The image displays of the optical assembly  180 A-B are driven by the image display driver  942 . The output components of the eyewear device  100  further include acoustic components (e.g., speakers), haptic components (e.g., a vibratory motor), other signal generators, and so forth. The input components of the eyewear device  100 , the mobile device  990 , and server system  998 , may include alphanumeric input components (e.g., a keyboard, a touch screen configured to receive alphanumeric input, a photo-optical keyboard, or other alphanumeric input components), point-based input components (e.g., a mouse, a touchpad, a trackball, a joystick, a motion sensor, or other pointing instruments), tactile input components (e.g., a physical button, a touch screen that provides location and force of touches or touch gestures, or other tactile input components), audio input components (e.g., a microphone), and the like. 
     Eyewear device  100  may optionally include additional peripheral device elements. Such peripheral device elements may include biometric sensors, additional sensors, or display elements integrated with eyewear device  100 . For example, peripheral device elements may include any I/O components including output components, motion components, position components, or any other such elements described herein. 
     For example, the biometric components include components to detect expressions (e.g., hand expressions, facial expressions, vocal expressions, body gestures, or eye tracking), measure biosignals (e.g., blood pressure, heart rate, body temperature, perspiration, or brain waves), identify a person (e.g., voice identification, retinal identification, facial identification, fingerprint identification, or electroencephalogram based identification), and the like. The motion components include acceleration sensor components (e.g., accelerometer), gravitation sensor components, rotation sensor components (e.g., gyroscope), and so forth. The position components include location sensor components to generate location coordinates (e.g., a Global Positioning System (GPS) receiver component), WiFi or Bluetooth™ transceivers to generate positioning system coordinates, altitude sensor components (e.g., altimeters or barometers that detect air pressure from which altitude may be derived), orientation sensor components (e.g., magnetometers), and the like. Such positioning system coordinates can also be received over wireless connections  925  and  937  from the mobile device  990  via the low-power wireless circuitry  924  or high-speed wireless circuitry  936 . 
       FIG. 10  is a high-level functional block diagram of an example of a mobile device  990  that communicates via the depth sculpturing system  900  of  FIG. 9 . Mobile device  990  includes a user input device  1091  to receive a two-dimensional input selection to apply to an initial depth image  961 A to generate a depth sculptured image  967 A. 
     Mobile device  990  includes a flash memory  1040 A which includes depth sculpturing programming  945  to perform all or a subset of the functions described herein for depth sculpturing, in which a two-dimensional input selection from a user is applied to an initial depth image  961 A to generate a depth sculptured image  967 A. As shown, memory  1040 A further includes a left raw image  858 A captured by left visible light camera  114 A, a right raw image  858 B captured by right visible light camera  114 B, and an infrared image  859  captured by infrared camera  220  of the depth sensor  213 . Mobile device  1090  can include a depth-capturing camera  1070  that comprises at least two visible light cameras (first and second visible light cameras with overlapping fields of view) or at least on visible light camera and a depth sensor with substantially overlapping fields of view like the eyewear device  100 . When the mobile device  990  includes components like the eyewear device  100 , such as the depth-capturing camera, the left raw image  858 A, the right raw image  858 B, and the infrared image  859  can be captured via the depth-capturing camera  1070  of the mobile device  990 . 
     Memory  1040 A further includes multiple depth images  961 A-N, including initial depth image  961 A, which are generated, via the depth-capturing camera of the eyewear device  100  or via the depth-capturing camera  1070  of the mobile device  990  itself. A flowchart outlining functions which can be implemented in the depth sculpturing programming  945  is shown in  FIG. 11 . Memory  1040 A further includes a two-dimensional input selection  962 , such as an initial touch point and a final touch point received by the user input device  1091 . Memory  1040 A further includes an initial ray  963 , a final ray  964 , a rotation matrix  965 , a depth sculpturing region  966 , an affinity matrix  968 , left and right rectified images  969 A-B (e.g., to remove vignetting towards the end of the lens), and image disparity  970 , all of which are generated during image processing of the initial image  957 A-N, depth images  961 A-N (e.g., initial depth image  961 A) to generate respective depth sculptured images  967 A-N (e.g., depth sculptured image  967 A). 
     As shown, the mobile device  990  includes an image display  1080 , an image display driver  1090  to control the image display, and a user input device  1091  similar to the eyewear device  100 . In the example of  FIG. 10 , the image display  1080  and user input device  1091  are integrated together into a touch screen display. 
     Examples of touch screen type mobile devices that may be used include (but are not limited to) a smart phone, a personal digital assistant (PDA), a tablet computer, a laptop computer, or other portable device. However, the structure and operation of the touch screen type devices is provided by way of example; and the subject technology as described herein is not intended to be limited thereto. For purposes of this discussion,  FIG. 10  therefore provides block diagram illustrations of the example mobile device  990  having a touch screen display for displaying content and receiving user input as (or as part of) the user interface. 
     The activities that are the focus of discussions here typically involve data communications related to applying a two-dimensional input selection received via the user input device  1091  from a user to the displayed initial depth image  961 A to generate a depth sculptured image  967 A in the portable eyewear device  100  or the mobile device  990 . As shown in  FIG. 10 , the mobile device  990  includes at least one digital transceiver (XCVR)  1010 , shown as WWAN XCVRs, for digital wireless communications via a wide area wireless mobile communication network. The mobile device  990  also includes additional digital or analog transceivers, such as short range XCVRs  1020  for short-range network communication, such as via NFC, VLC, DECT, ZigBee, Bluetooth™, or WiFi. For example, short range XCVRs  1020  may take the form of any available two-way wireless local area network (WLAN) transceiver of a type that is compatible with one or more standard protocols of communication implemented in wireless local area networks, such as one of the Wi-Fi standards under IEEE 802.11 and WiMAX. 
     To generate location coordinates for positioning of the mobile device  990 , the mobile device  990  can include a global positioning system (GPS) receiver. Alternatively, or additionally the mobile device  990  can utilize either or both the short range XCVRs  1020  and WWAN XCVRs  1010  for generating location coordinates for positioning. For example, cellular network, WiFi, or Bluetooth™ based positioning systems can generate very accurate location coordinates, particularly when used in combination. Such location coordinates can be transmitted to the eyewear device over one or more network connections via XCVRs  1010 ,  1020 . 
     The transceivers  1010 ,  1020  (network communication interface) conforms to one or more of the various digital wireless communication standards utilized by modern mobile networks. Examples of WWAN transceivers  1010  include (but are not limited to) transceivers configured to operate in accordance with Code Division Multiple Access (CDMA) and 3rd Generation Partnership Project (3GPP) network technologies including, for example and without limitation, 3GPP type 2 (or 3GPP2) and LTE, at times referred to as “4G.” For example, the transceivers  1010 ,  1020  provide two-way wireless communication of information including digitized audio signals, still image and video signals, web page information for display as well as web related inputs, and various types of mobile message communications to/from the mobile device  990  for depth sculpturing. 
     Several of these types of communications through the transceivers  1010 ,  1020  and a network, as discussed previously, relate to protocols and procedures in support of communications with the eyewear device  100  or the server system  998  for depth sculpturing, such as transmitting left raw image  858 A, right raw image  858 B, infrared image  859 , depth images  961 A-N, and depth sculptured images  967 A-N. Such communications, for example, may transport packet data via the short range XCVRs  1020  over the wireless connections  925  and  937  to and from the eyewear device  100  as shown in  FIG. 9 . Such communications, for example, may also transport data utilizing IP packet data transport via the WWAN XCVRs  1010  over the network (e.g., Internet)  995  shown in  FIG. 9 . Both WWAN XCVRs  1010  and short range XCVRs  1020  connect through radio frequency (RF) send-and-receive amplifiers (not shown) to an associated antenna (not shown). 
     The mobile device  990  further includes a microprocessor, shown as CPU  1030 , sometimes referred to herein as the host controller. A processor is a circuit having elements structured and arranged to perform one or more processing functions, typically various data processing functions. Although discrete logic components could be used, the examples utilize components forming a programmable CPU. A microprocessor for example includes one or more integrated circuit (IC) chips incorporating the electronic elements to perform the functions of the CPU. The processor  1030 , for example, may be based on any known or available microprocessor architecture, such as a Reduced Instruction Set Computing (RISC) using an ARM architecture, as commonly used today in mobile devices and other portable electronic devices. Of course, other processor circuitry may be used to form the CPU  1030  or processor hardware in smartphone, laptop computer, and tablet. 
     The microprocessor  1030  serves as a programmable host controller for the mobile device  990  by configuring the mobile device  990  to perform various operations, for example, in accordance with instructions or programming executable by processor  1030 . For example, such operations may include various general operations of the mobile device, as well as operations related to the depth sculpturing programming  945  and communications with the eyewear device  100  and server system  998 . Although a processor may be configured by use of hardwired logic, typical processors in mobile devices are general processing circuits configured by execution of programming. 
     The mobile device  990  includes a memory or storage device system, for storing data and programming. In the example, the memory system may include a flash memory  1040 A and a random access memory (RAM)  1040 B. The RAM  1040 B serves as short term storage for instructions and data being handled by the processor  1030 , e.g., as a working data processing memory. The flash memory  1040 A typically provides longer term storage. 
     Hence, in the example of mobile device  990 , the flash memory  1040 A is used to store programming or instructions for execution by the processor  1030 . Depending on the type of device, the mobile device  990  stores and runs a mobile operating system through which specific applications, including depth sculpturing programming  945 , are executed. Applications, such as the depth sculpturing programming  945 , may be a native application, a hybrid application, or a web application (e.g., a dynamic web page executed by a web browser) that runs on mobile device  990  to generate depth sculptured images  967 A-N from depth images  961 A-N based on the received two-dimensional input selection  962 . Examples of mobile operating systems include Google Android, Apple iOS (I-Phone or iPad devices), Windows Mobile, Amazon Fire OS, RIM BlackBerry operating system, or the like. 
     It will be understood that the mobile device  990  is just one type of host computer in the depth sculpturing system  900  and that other arrangements may be utilized. For example, a server system  998 , such as that shown in  FIG. 9 , may depth sculpture the initial depth image  961 A after generation of the initial depth image  961 A, via the depth-capturing camera of the eyewear device  100 . 
       FIG. 11  is a flowchart of a method with steps that can be implemented in the depth sculpturing system  900  to apply a two-dimensional input selection  962  from a user to an initial depth image  961 A to generate a depth sculptured image  967 B. Because the blocks of  FIG. 11  were already explained in detail previously, repetition is avoided here. 
       FIGS. 12-13  illustrate an example of a presented initial image  957 A of an indoor three-dimensional scene  715  with various object features (e.g., human head, cheeks, forehead, nose, hair, teeth, mouth, etc.) of a human object  1205  and a first two-dimensional input selection  962 A of the initial depth image  961 A. In  FIG. 12 , the initial touch point of the first two-dimensional input selection  962 A is a mouse cursor selection on the right cheek object feature of the human object  1205 . In  FIG. 13 , the final touch point of the first two-dimensional input selection  962 A is a mouse cursor selection on free space in the room away from the right check. 
       FIGS. 14-15  illustrate an example of a first generated depth sculptured image  967 A that rotates the initial depth image  961 A of  FIGS. 12-13  of the human object  1205  based on the first two-dimensional selection  962 A to depth sculpture the right cheek object feature of the human object  1205 . As shown in  FIG. 14 , the right cheek object feature is within the depth sculpturing region  966 A and the right cheek object feature is extended outwards to bulge out within the depth sculpturing region  966 A, which is bounded by the final touch point and the initial touch point of the first two-dimensional input selection  962 A. In  FIG. 14 , the next initial touch point  962 B of a next (second) two-dimensional input selection  962 B is a mouse cursor selection on the left cheek object feature of the human object  1205 . In  FIG. 15 , the final touch point of the next (second) two-dimensional input selection  962 B is a mouse cursor selection on free space in the room away from the left cheek. 
       FIGS. 16-17  illustrate an example of a second generated depth sculptured image  967 B that rotates the first depth sculptured image  967 A of  FIGS. 14-15  of the human object  1205  based on the next (second) two-dimensional selection  962 B to depth sculpture the left cheek object feature of the human object  1205 . As shown in  FIG. 16 , the left cheek object feature is within the depth sculpturing region  966 B and the left cheek object feature is extended outwards to bulge out within the depth sculpturing region  966 B, which is bounded by the final touch point and the initial touch point of the next (second) two-dimensional input selection  962 B. In  FIG. 16 , the next initial touch point  962 C of another (third) next two-dimensional input selection  962 C is a mouse cursor selection on the left forehead object feature of the human object  1205 . In  FIG. 17 , the final touch point of the other next (third) two-dimensional input selection  962 C is a mouse cursor selection on a hair object feature of the human object  1205 . 
       FIG. 18  illustrates an example of a third generated depth sculptured image  967 C that rotates the second depth sculptured image  967 B of  FIGS. 16-17  of the human object  1205  based on the other next (third) two-dimensional selection  962 C to depth sculpture the forehead object feature of the human object  1205 . As shown in  FIG. 18 , the forehead object feature is within the depth sculpturing region  966 C and the forehead object feature is extended outwards to bulge out within the depth sculpturing region  966 C, which is bounded by the final touch point and the initial touch point of the next (second) two-dimensional input selection  962 B.  FIG. 19  illustrates a right rotation of the third generated depth sculptured image  967 C of  FIG. 18  to demonstrate the depth (Z axis) of the three-dimensional model of the depth images  961 A-N and the depth sculptured images  967 A-N.  FIG. 20  illustrates a left rotation of the third generated depth sculptured image  967 C of  FIG. 18  to further demonstrate the depth (Z axis) of the three-dimensional model of the depth images  961 A-N and the depth sculptured images  967 A-N. 
     Any of the depth sculpturing functionality described herein for the eyewear device  100 , mobile device  990 , and server system  998  can be embodied in one more applications as described previously. According to some embodiments, “function,” “functions,” “application,” “applications,” “instruction,” “instructions,” or “programming” are program(s) that execute functions defined in the programs. Various programming languages can be employed to create one or more of the applications, structured in a variety of manners, such as object-oriented programming languages (e.g., Objective-C, Java, or C++) or procedural programming languages (e.g., C or assembly language). In a specific example, a third party application (e.g., an application developed using the ANDROID™ or IOS™ software development kit (SDK) by an entity other than the vendor of the particular platform) may be mobile software running on a mobile operating system such as IOS™, ANDROID™ WINDOWS® Phone, or another mobile operating systems. In this example, the third party application can invoke API calls provided by the operating system to facilitate functionality described herein. 
     Hence, a machine-readable medium may take many forms of tangible storage medium. Non-volatile storage media include, for example, optical or magnetic disks, such as any of the storage devices in any computer(s) or the like, such as may be used to implement the client device, media gateway, transcoder, etc. shown in the drawings. Volatile storage media include dynamic memory, such as main memory of such a computer platform. Tangible transmission media include coaxial cables; copper wire and fiber optics, including the wires that comprise a bus within a computer system. Carrier-wave transmission media may take the form of electric or electromagnetic signals, or acoustic or light waves such as those generated during radio frequency (RF) and infrared (IR) data communications. Common forms of computer-readable media therefore include for example: a floppy disk, a flexible disk, hard disk, magnetic tape, any other magnetic medium, a CD-ROM, DVD or DVD-ROM, any other optical medium, punch cards paper tape, any other physical storage medium with patterns of holes, a RAM, a PROM and EPROM, a FLASH-EPROM, any other memory chip or cartridge, a carrier wave transporting data or instructions, cables or links transporting such a carrier wave, or any other medium from which a computer may read programming code and/or data. Many of these forms of computer readable media may be involved in carrying one or more sequences of one or more instructions to a processor for execution. 
     The scope of protection is limited solely by the claims that now follow. That scope is intended and should be interpreted to be as broad as is consistent with the ordinary meaning of the language that is used in the claims when interpreted in light of this specification and the prosecution history that follows and to encompass all structural and functional equivalents. Notwithstanding, none of the claims are intended to embrace subject matter that fails to satisfy the requirement of Sections  101 ,  102 , or  103  of the Patent Act, nor should they be interpreted in such a way. Any unintended embracement of such subject matter is hereby disclaimed. 
     Except as stated immediately above, nothing that has been stated or illustrated is intended or should be interpreted to cause a dedication of any component, step, feature, object, benefit, advantage, or equivalent to the public, regardless of whether it is or is not recited in the claims. 
     It will be understood that the terms and expressions used herein have the ordinary meaning as is accorded to such terms and expressions with respect to their corresponding respective areas of inquiry and study except where specific meanings have otherwise been set forth herein. Relational terms such as first and second and the like may be used solely to distinguish one entity or action from another without necessarily requiring or implying any actual such relationship or order between such entities or actions. The terms “comprises,” “comprising,” “includes,” “including,” or any other variation thereof, are intended to cover a non-exclusive inclusion, such that a process, method, article, or apparatus that comprises or includes a list of elements or steps does not include only those elements or steps but may include other elements or steps not expressly listed or inherent to such process, method, article, or apparatus. An element preceded by “a” or “an” does not, without further constraints, preclude the existence of additional identical elements in the process, method, article, or apparatus that comprises the element. 
     Unless otherwise stated, any and all measurements, values, ratings, positions, magnitudes, sizes, and other specifications that are set forth in this specification, including in the claims that follow, are approximate, not exact. Such amounts are intended to have a reasonable range that is consistent with the functions to which they relate and with what is customary in the art to which they pertain. For example, unless expressly stated otherwise, a parameter value or the like may vary by as much as ±10% from the stated amount. 
     In addition, in the foregoing Detailed Description, it can be seen that various features are grouped together in various examples for the purpose of streamlining the disclosure. This method of disclosure is not to be interpreted as reflecting an intention that the claimed examples require more features than are expressly recited in each claim. Rather, as the following claims reflect, the subject matter to be protected lies in less than all features of any single disclosed example. Thus, the following claims are hereby incorporated into the Detailed Description, with each claim standing on its own as a separately claimed subject matter. 
     While the foregoing has described what are considered to be the best mode and other examples, it is understood that various modifications may be made therein and that the subject matter disclosed herein may be implemented in various forms and examples, and that they may be applied in numerous applications, only some of which have been described herein. It is intended by the following claims to claim any and all modifications and variations that fall within the true scope of the present concepts.