Patent Description:
In some instances, a user may populate their computer-generated room by selecting virtual objects from a pre-existing library. However, this limits the customizability of the computer-generated room.

<CIT> discloses an augmented reality model placement apparatus including a location identifier to identify one or more candidate locations in a three-dimensional (3D) model for an augmented reality (AR) model based on the 3D model.

<NPL> discloses a sketch-based retrieval algorithm based on a 3D model feature named View Context and 2D relative shape context matching.

<NPL>, discloses the system Mobi3DSketch, which integrates multiple sources of inputs with tools, mainly different versions of 3D snapping and planar/curves surface proxies.

In accordance with common practice the various features illustrated in the drawings may not be drawn to scale. Accordingly, the dimensions of the various features may be arbitrarily expanded or reduced for clarity. In addition, some of the drawings may not depict all of the components of a given system, method, or device. Finally, like reference numerals may be used to denote like features throughout the specification and figures.

Various implementations disclosed herein include devices, systems, and methods for sketch-based placement of computer-generated graphical objects (sometimes also referred to as "virtual objects", "graphical objects", or "ER objects") into a computer-generated graphical setting (sometimes also referred to as a "virtual setting", a "graphical setting", or an "ER setting"). As these objects and settings are provided using electronic devices such as tablets, smartphones, computers, they are sometimes also referred to as computer-generated objects or computer-generated settings. According to some implementations, the method is performed at a device including one or more cameras and non-transitory memory coupled to one or more processors. The method includes obtaining an input directed to a content creation interface (e.g., a sketchpad), wherein the input corresponds to a sketch of a candidate object, and wherein the content creation interface facilitates creation of computer-generated graphical objects presentable using the device. The method also includes: obtaining a three-dimensional (3D) model using the input that corresponds to the sketch of the candidate object; generating a computer-generated graphical object using the obtained 3D model; and causing presentation of the computer-generated graphical object together with imagery obtained using the one or more cameras of the device.

In accordance with some implementations, a device includes one or more processors, a non-transitory memory, and one or more programs; the one or more programs are stored in the non-transitory memory and configured to be executed by the one or more processors and the one or more programs include instructions for performing or causing performance of any of the methods described herein. In accordance with some implementations, a non-transitory computer readable storage medium has stored therein instructions, which, when executed by one or more processors of a device, cause the device to perform or cause performance of any of the methods described herein. In accordance with some implementations, a device includes: one or more processors, a non-transitory memory, and means for performing or causing performance of any of the methods described herein.

Numerous details are described in order to provide a thorough understanding of the example implementations shown in the drawings. However, the drawings merely show some example aspects of the present disclosure and are therefore not to be considered limiting. Those of ordinary skill in the art will appreciate that other effective aspects and/or variants do not include all of the specific details described herein. Moreover, well-known systems, methods, components, devices, and circuits have not been described in exhaustive detail so as not to obscure more pertinent aspects of the example implementations described herein. Various examples of electronic systems and techniques for using such systems in relation to various enhanced reality technologies are described.

A physical setting refers to a world with which various persons can sense and/or interact without use of electronic systems. Physical settings, such as a physical park, include physical elements, such as, for example, physical wildlife, physical trees, and physical plants. Persons can directly sense and/or otherwise interact with the physical setting, for example, using one or more senses including sight, smell, touch, taste, and hearing.

An enhanced reality (ER) setting, in contrast to a physical setting, refers to an entirely (or partly) computer-produced setting that various persons, using an electronic system, can sense and/or otherwise interact with. In ER, a person's movements are in part monitored, and, responsive thereto, at least one attribute corresponding to at least one virtual object in the ER setting is changed in a manner that is consistent with one or more physical laws. For example, in response to an ER system detecting a person looking upward, the ER system may adjust various audio and graphics presented to the person in a manner consistent with how such sounds and appearances would change in a physical setting. Adjustments to attribute(s) of virtual object(s) in an ER setting also may be made, for example, in response to representations of movement (e.g., voice commands).

A person may sense and/or interact with an ER object using one or more senses, such as sight, smell, taste, touch, and sound. For example, a person may sense and/or interact with objects that create a multi-dimensional or spatial acoustic setting. Multi-dimensional or spatial acoustic settings provide a person with a perception of discrete acoustic sources in multi-dimensional space. Such objects may also enable acoustic transparency, which may selectively incorporate audio from a physical setting, either with or without computer-produced audio. In some ER settings, a person may sense and/or interact with only acoustic objects.

Virtual reality (VR) is one example of ER. A VR setting refers to an enhanced setting that is configured to only include computer-produced sensory inputs for one or more senses. A VR setting includes a plurality of virtual objects that a person may sense and/or interact with. A person may sense and/or interact with virtual objects in the VR setting through a simulation of at least some of the person's actions within the computer-produced setting, and/or through a simulation of the person or her presence within the computer-produced setting.

Mixed reality (MR) is another example of ER. An MR setting refers to an enhanced setting that is configured to integrate computer-produced sensory inputs (e.g., virtual objects) with sensory inputs from the physical setting, or a representation of sensory inputs from the physical setting. On a reality spectrum, an MR setting is between, but does not include, a completely physical setting at one end and a VR setting at the other end.

In some MR settings, computer-produced sensory inputs may be adjusted based on changes to sensory inputs from the physical setting. Moreover, some electronic systems for presenting MR settings may detect location and/or orientation with respect to the physical setting to enable interaction between real objects (i.e., physical elements from the physical setting or representations thereof) and virtual objects. For example, a system may detect movements and adjust computer-produced sensory inputs accordingly, so that, for example, a virtual tree appears fixed with respect to a physical structure.

Augmented reality (AR) is an example of MR. An AR setting refers to an enhanced setting where one or more virtual objects are superimposed over a physical setting (or representation thereof). As an example, an electronic system may include an opaque display and one or more imaging sensors for capturing video and/or images of a physical setting. Such video and/or images may be representations of the physical setting, for example. The video and/or images are combined with virtual objects, wherein the combination is then displayed on the opaque display. The physical setting may be viewed by a person, indirectly, via the images and/or video of the physical setting. The person may thus observe the virtual objects superimposed over the physical setting. When a system captures images of a physical setting, and displays an AR setting on an opaque display using the captured images, the displayed images are called a video pass-through. Alternatively, a transparent or semi-transparent display may be included in an electronic system for displaying an AR setting, such that an individual may view the physical setting directly through the transparent or semi-transparent displays. Virtual objects may be displayed on the semi-transparent or transparent display, such that an individual observes virtual objects superimposed over a physical setting. In yet another example, a projection system may be utilized in order to project virtual objects onto a physical setting. For example, virtual objects may be projected on a physical surface, or as a holograph, such that an individual observes the virtual objects superimposed over the physical setting.

An AR setting also may refer to an enhanced setting in which a representation of a physical setting is modified by computer-produced sensory data. As an example, at least a portion of a representation of a physical setting may be graphically modified (e.g., enlarged), so that the modified portion is still representative of (although not a fully reproduced version of) the originally captured image(s). Alternatively, in providing video pass-through, one or more sensor images may be modified in order to impose a specific viewpoint different than a viewpoint captured by the image sensor(s). As another example, portions of a representation of a physical setting may be altered by graphically obscuring or excluding the portions.

Augmented virtuality (AV) is another example of MR. An AV setting refers to an enhanced setting in which a virtual or computer-produced setting integrates one or more sensory inputs from a physical setting. Such sensory input(s) may include representations of one or more characteristics of a physical setting. A virtual object may, for example, incorporate a color associated with a physical element captured by imaging sensor(s). Alternatively, a virtual object may adopt characteristics consistent with, for example, current weather conditions corresponding to a physical setting, such as weather conditions identified via imaging, online weather information, and/or weather-related sensors. As another example, an AR park may include virtual structures, plants, and trees, although animals within the AR park setting may include features accurately reproduced from images of physical animals.

Various systems allow persons to sense and/or interact with ER settings. For example, a near-eye system may include one or more speakers and an opaque display. As another example, an external display (e.g., a smartphone) may be incorporated within a near-eye system. The near-eye system may include microphones for capturing audio of a physical setting, and/or image sensors for capturing images/video of the physical setting. A transparent or semi-transparent display may also be included in the near-eye system. The semi-transparent or transparent display may, for example, include a substrate through which light (representative of images) is directed to a person's eyes. The display may also incorporate LEDs, OLEDs, liquid crystal on silicon, a laser scanning light source, a digital light projector, or any combination thereof. The substrate through which light is transmitted may be an optical reflector, holographic substrate, light waveguide, optical combiner, or any combination thereof. The transparent or semi-transparent display may, for example, transition selectively between a transparent/semi-transparent state and an opaque state. As another example, the electronic system may be a projection-based system. In a projection-based system, retinal projection may be used to project images onto a person's retina. Alternatively, a projection-based system also may project virtual objects into a physical setting, for example, such as projecting virtual objects as a holograph or onto a physical surface. Other examples of ER systems include windows configured to display graphics, headphones, earphones, speaker arrangements, lenses configured to display graphics, heads up displays, automotive windshields configured to display graphics, input mechanisms (e.g., controllers with or without haptic functionality), desktop or laptop computers, tablets, or smartphones.

<FIG> is a block diagram of an example operating architecture <NUM> in accordance with some implementations. While pertinent features are shown, those of ordinary skill in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity and so as not to obscure more pertinent aspects of the example implementations disclosed herein. To that end, as a non-limiting example, the operating architecture <NUM> includes an optional controller <NUM> and an electronic device <NUM> (e.g., a tablet, mobile phone, laptop, wearable computing device, or the like).

In some implementations, the controller <NUM> is configured to manage and coordinate a computer-generated graphical experience <NUM> for a user <NUM> (sometimes also referred to herein as an "ER setting", a "virtual setting", a "graphical setting", or a "computer-generated graphical setting") and zero or more other users. In some implementations, the controller <NUM> includes a suitable combination of software, firmware, and/or hardware. The controller <NUM> is described in greater detail below with respect to <FIG>. In some implementations, the controller <NUM> is a computing device that is local or remote relative to the physical setting <NUM>. For example, the controller <NUM> is a local server located within the physical setting <NUM>. In another example, the controller <NUM> is a remote server located outside of the physical setting <NUM> (e.g., a cloud server, central server, etc.). In some implementations, the controller <NUM> is communicatively coupled with the electronic device <NUM> via one or more wired or wireless communication channels <NUM> (e.g., BLUETOOTH, IEEE <NUM>. 11x, IEEE <NUM>. 16x, IEEE <NUM>. In some implementations, the functions of the controller <NUM> are provided by the electronic device <NUM>. As such, in some implementations, the components of the controller <NUM> are integrated into the electronic device <NUM>.

In some implementations, the electronic device <NUM> is configured to present audio and/or video content to the user <NUM>. In some implementations, the electronic device <NUM> is configured to present the computer-generated graphical experience <NUM> to the user <NUM>. In some implementations, the electronic device <NUM> includes a suitable combination of software, firmware, and/or hardware. The electronic device <NUM> is described in greater detail below with respect to <FIG>.

According to some implementations, the electronic device <NUM> presents the computer-generated graphical experience <NUM> to the user <NUM> while the user <NUM> is physically present within a physical setting <NUM> that includes a table <NUM> within the field-of-view <NUM> of the electronic device <NUM>. As such, in some implementations, the user <NUM> holds the electronic device <NUM> in his/her hand(s). In some implementations, while presenting the computer-generated graphical experience <NUM>, the electronic device <NUM> is configured to present computer-generated graphical content (e.g., a computer-generated graphical cylinder <NUM>) and to enable video pass-through of the physical setting <NUM> (e.g., including the table <NUM>) on a display <NUM>. For example, the electronic device <NUM> corresponds to a mobile phone, tablet, laptop, wearable computing device, or the like.

In some implementations, the display <NUM> corresponds to an additive display that enables optical see-through of the physical setting <NUM> including the table <NUM>. For example, the display <NUM> correspond to a transparent lens, and the electronic device <NUM> corresponds to a pair of glasses worn by the user <NUM>. As such, in some implementations, the electronic device <NUM> presents a user interface by projecting the computer-generated graphical content (e.g., the computer-generated graphical cylinder <NUM>) onto the additive display, which is, in turn, overlaid on the physical setting <NUM> from the perspective of the user <NUM>. In some implementations, the electronic device <NUM> presents the user interface by displaying the computer-generated graphical content (e.g., the computer-generated graphical cylinder <NUM>) on the additive display, which is, in turn, overlaid on the physical setting <NUM> from the perspective of the user <NUM>.

In some implementations, the user <NUM> wears the electronic device <NUM> such as a near-eye system. As such, the electronic device <NUM> includes one or more displays provided to display the computer-generated graphical content (e.g., a single display or one for each eye). For example, the electronic device <NUM> encloses the field-of-view of the user <NUM>. In such implementations, the electronic device <NUM> presents the computer-generated graphical experience <NUM> by displaying data corresponding to the computer-generated graphical experience <NUM> on the one or more displays or by projecting data corresponding to the computer-generated graphical experience <NUM> onto the retinas of the user <NUM>.

In some implementations, the electronic device <NUM> includes an integrated display (e.g., a built-in display) that displays the computer-generated graphical experience <NUM>. In some implementations, the electronic device <NUM> includes a head-mountable enclosure. In various implementations, the head-mountable enclosure includes an attachment region to which another device with a display can be attached. For example, in some implementations, the electronic device <NUM> can be attached to the head-mountable enclosure. In various implementations, the head-mountable enclosure is shaped to form a receptacle for receiving another device that includes a display (e.g., the electronic device <NUM>). For example, in some implementations, the electronic device <NUM> slides/snaps into or otherwise attaches to the head-mountable enclosure. In some implementations, the display of the device attached to the head-mountable enclosure presents (e.g., displays) the computer-generated graphical experience <NUM>. In some implementations, the electronic device <NUM> is replaced with an ER chamber, enclosure, or room configured to present computer-generated graphical content in which the user <NUM> does not wear the electronic device <NUM>.

In some implementations, the controller <NUM> and/or the electronic device <NUM> cause a computer-generated graphical representation of the user <NUM> to move within the computer-generated graphical experience <NUM> based on movement information (e.g., body pose data, eye tracking data, hand tracking data, etc.) from the electronic device <NUM> and/or optional remote input devices within the physical setting <NUM>. In some implementations, the optional remote input devices correspond to fixed or movable sensory equipment within the physical setting <NUM> (e.g., image sensors, depth sensors, infrared (IR) sensors, event cameras, microphones, etc.). In some implementations, each of the remote input devices is configured to collect/capture input data and provide the input data to the controller <NUM> and/or the electronic device <NUM> while the user <NUM> is physically within the physical setting <NUM>. In some implementations, the remote input devices include microphones, and the input data includes audio data associated with the user <NUM> (e.g., speech samples). In some implementations, the remote input devices include image sensors (e.g., cameras), and the input data includes images of the user <NUM>. In some implementations, the input data characterizes body poses of the user <NUM> at different times. In some implementations, the input data characterizes head poses of the user <NUM> at different times. In some implementations, the input data characterizes hand tracking information associated with the hands of the user <NUM> at different times. In some implementations, the input data characterizes the velocity and/or acceleration of body parts of the user <NUM> such as his/her hands. In some implementations, the input data indicates joint positions and/or joint orientations of the user <NUM>. In some implementations, the remote input devices include feedback devices such as speakers, lights, or the like.

<FIG> is a block diagram of an example of the controller <NUM> in accordance with some implementations. While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the implementations disclosed herein. To that end, as a non-limiting example, in some implementations, the controller <NUM> includes one or more processing units <NUM> (e.g., microprocessors, application-specific integrated-circuits (ASICs), field-programmable gate arrays (FPGAs), graphics processing units (GPUs), central processing units (CPUs), processing cores, and/or the like), one or more input/output (I/O) devices <NUM>, one or more communication interfaces <NUM> (e.g., universal serial bus (USB), IEEE <NUM>. 3x, IEEE <NUM>. 11x, IEEE <NUM>. 16x, global system for mobile communications (GSM), code division multiple access (CDMA), time division multiple access (TDMA), global positioning system (GPS), infrared (IR), BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces <NUM>, a memory <NUM>, and one or more communication buses <NUM> for interconnecting these and various other components.

In some implementations, the one or more communication buses <NUM> include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices <NUM> include at least one of a keyboard, a mouse, a touchpad, a joystick, one or more microphones, one or more speakers, one or more image sensors, one or more displays, and/or the like.

The memory <NUM> includes high-speed random-access memory, such as dynamic random-access memory (DRAM), static random-access memory (SRAM), double-data-rate random-access memory (DDR RAM), or other random-access solid-state memory devices. In some implementations, the memory <NUM> includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory <NUM> optionally includes one or more storage devices remotely located from the one or more processing units <NUM>. The memory <NUM> comprises a non-transitory computer readable storage medium. In some implementations, the memory <NUM> or the non-transitory computer readable storage medium of the memory <NUM> stores the following programs, modules and data structures, or a subset thereof including an optional operating system <NUM> and an experience engine <NUM>.

The operating system <NUM> includes procedures for handling various basic system services and for performing hardware dependent tasks.

In some implementations, the experience engine <NUM> is configured to manage and coordinate one or more computer-generated graphical experiences (sometimes also referred to herein as an "ER settings", a "virtual settings", a "graphical settings", or a "computer-generated graphical settings") for one or more users (e.g., a single computer-generated graphical experience for one or more users, or multiple computer-generated graphical experiences for respective groups of one or more users). To that end, in various implementations, the experience engine <NUM> includes a data obtainer <NUM>, a mapper and locator engine <NUM>, a content manager <NUM>, an interaction and manipulation engine <NUM>, a content creation engine <NUM>, and a data transmitter <NUM>.

In some implementations, the data obtainer <NUM> is configured to obtain data (e.g., presentation data, input data, user interaction data, user inputs, sensor data, location data, etc.) from at least one of the I/O devices <NUM> of the controller <NUM>, the electronic device <NUM>, and the optional remote input devices 170A and 170B. To that end, in various implementations, the data obtainer <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the mapper and locator engine <NUM> is configured to map the physical setting <NUM> and to track the position/location of at least the electronic device <NUM> with respect to the physical setting <NUM>. To that end, in various implementations, the mapper and locator engine <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the content manager <NUM> is configured to generate (i.e., render), manage, and modify a computer-generated graphical setting (sometimes also referred to as a "virtual setting", a "graphical setting", or a "computer-generated graphical experience") presented to a user. To that end, in various implementations, the content manager <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the interaction and manipulation engine <NUM> is configured to interpret user interactions and/or modification inputs directed to the computer-generated graphical setting. To that end, in various implementations, the interaction and manipulation engine <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the content creation engine <NUM> is configured to obtain computer-generated graphical objects (sometimes also referred to as "virtual objects", "graphical objects", or "ER objects") for placement into the computer-generated graphical setting based on a user input, wherein the user input corresponds to a sketch of a candidate object. To that end, in various implementations, the content creation engine <NUM> includes an input interpreter <NUM>, an optional depth inference engine <NUM>, a model obtainer <NUM>, and an optional 3D model library <NUM>.

In some implementations, the input interpreter <NUM> is configured to obtain and interpret user input(s) (e.g., content creation input(s)) directed to a content creation interface. According to some implementations, the content creation interface corresponds to a planar, 2D interface. According to some implementations, the content creation interface corresponds to a volumetric, 3D interface. According to some implementations, the user input(s) correspond to one or more stylus inputs, touch inputs, eye tracking inputs, finger/hand tracking inputs, etc. within the content creation interface. To that end, in various implementations, the input interpreter <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the optional depth inference engine <NUM> is configured to infer depth information (e.g., a depth map or mesh) for the candidate object corresponding to the sketch based on photogrammetry techniques or the like. To that end, in various implementations, the depth inference engine <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the model obtainer <NUM> is configured to obtain a 3D model based on the user input(s) that corresponds to the sketch of the candidate object. According to some implementations, obtaining the 3D model includes matching the sketch of the candidate object to a pre-existing 3D model in a 3D model library <NUM>. According to some implementations, the 3D model library <NUM> is stored locally or remotely with respect to the controller <NUM>. According to some implementations, the 3D model library <NUM> stores a plurality of 3D models. According to some implementations, obtaining the 3D model includes generating the 3D model based on the sketch of the candidate object and the depth information from the depth inference engine <NUM>. In some implementations, the model obtainer <NUM> is also configured to generate a computer-generated graphical object using the obtained 3D model. For example, the model obtainer <NUM> generates the computer-generated graphical object by applying a texture or UV map to a mesh (e.g., the obtained 3D model). To that end, in various implementations, the model obtainer <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the data transmitter <NUM> is configured to transmit data (e.g., presentation data such as rendered image frames associated with the computer-generated graphical setting, location data, etc.) to at least the electronic device <NUM>. To that end, in various implementations, the data transmitter <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

Although the data obtainer <NUM>, the mapper and locator engine <NUM>, the content manager <NUM>, the interaction and manipulation engine <NUM>, the content creation engine <NUM>, and the data transmitter <NUM> are shown as residing on a single device (e.g., the controller <NUM>), it should be understood that in other implementations, any combination of the data obtainer <NUM>, the mapper and locator engine <NUM>, the content manager <NUM>, the interaction and manipulation engine <NUM>, the content creation engine <NUM>, and the data transmitter <NUM> may be located in separate computing devices.

In some implementations, the functions and/or components of the controller <NUM> are combined with or provided by the electronic device <NUM> shown below in <FIG>. Moreover, <FIG> is intended more as a functional description of the various features which be present in a particular implementation as opposed to a structural schematic of the implementations described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. For example, some functional modules shown separately in <FIG> could be implemented in a single module and the various functions of single functional blocks could be implemented by one or more functional blocks in various implementations. The actual number of modules and the division of particular functions and how features are allocated among them will vary from one implementation to another and, in some implementations, depends in part on the particular combination of hardware, software, and/or firmware chosen for a particular implementation.

<FIG> is a block diagram of an example of the electronic device <NUM> (e.g., a mobile phone, tablet, laptop, wearable computing device, or the like) in accordance with some implementations. While certain specific features are illustrated, those skilled in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity, and so as not to obscure more pertinent aspects of the implementations disclosed herein. To that end, as a non-limiting example, in some implementations, the electronic device <NUM> includes one or more processing units <NUM> (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, and/or the like), one or more input/output (I/O) devices and sensors <NUM>, one or more communication interfaces <NUM> (e.g., USB, IEEE <NUM>. 3x, IEEE <NUM>. 11x, IEEE <NUM>. 16x, GSM, CDMA, TDMA, GPS, IR, BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces <NUM>, one or more displays <NUM>, one or more optional interior- and/or exterior-facing image sensors <NUM>, a memory <NUM>, and one or more communication buses <NUM> for interconnecting these and various other components.

In some implementations, the one or more communication buses <NUM> include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices and sensors <NUM> include at least one of an inertial measurement unit (IMU), an accelerometer, a gyroscope, a magnetometer, a thermometer, one or more physiological sensors (e.g., blood pressure monitor, heart rate monitor, blood oxygen sensor, blood glucose sensor, etc.), one or more microphones, one or more speakers, a haptics engine, a heating and/or cooling unit, a skin shear engine, one or more depth sensors (e.g., structured light, time-of-flight, or the like), an eye tracking engine, and/or the like.

In some implementations, the one or more displays <NUM> are configured to present the computer-generated graphical setting to the user. In some implementations, the one or more displays <NUM> are also configured to present flat video content to the user (e.g., a <NUM>-dimensional or "flat" AVI, FLV, WMV, MOV, MP4, or the like file associated with a TV episode or a movie, or live video pass-through of the physical setting <NUM>). In some implementations, the one or more displays <NUM> correspond to touchscreen displays. In some implementations, the one or more displays <NUM> correspond to holographic, digital light processing (DLP), liquid-crystal display (LCD), liquid-crystal on silicon (LCoS), organic light-emitting field-effect transitory (OLET), organic light-emitting diode (OLED), surface-conduction electron-emitter display (SED), field-emission display (FED), quantum-dot light-emitting diode (QD-LED), micro-electro-mechanical system (MEMS), and/or the like display types. In some implementations, the one or more displays <NUM> correspond to diffractive, reflective, polarized, holographic, etc. waveguide displays. For example, the electronic device <NUM> includes a single display. In another example, the electronic device <NUM> includes a display for each eye of the user. In some implementations, the one or more displays <NUM> are capable of presenting AR and VR content. In some implementations, the one or more displays <NUM> are capable of presenting AR or VR content.

In some implementations, the one or more optional interior- and/or exterior-facing image sensors <NUM> correspond to one or more RGB cameras (e.g., with a complementary metal-oxide-semiconductor (CMOS) image sensor or a charge-coupled device (CCD) image sensor), IR image sensors, event-based cameras, and/or the like.

The memory <NUM> includes high-speed random-access memory, such as DRAM, SRAM, DDR RAM, or other random-access solid-state memory devices. In some implementations, the memory <NUM> includes non-volatile memory, such as one or more magnetic disk storage devices, optical disk storage devices, flash memory devices, or other non-volatile solid-state storage devices. The memory <NUM> optionally includes one or more storage devices remotely located from the one or more processing units <NUM>. The memory <NUM> comprises a non-transitory computer readable storage medium. In some implementations, the memory <NUM> or the non-transitory computer readable storage medium of the memory <NUM> stores the following programs, modules and data structures, or a subset thereof including an optional operating system <NUM> and a presentation engine <NUM>.

The operating system <NUM> includes procedures for handling various basic system services and for performing hardware dependent tasks. In some implementations, the presentation engine <NUM> is configured to present computer-generated graphical content to the user via the one or more displays <NUM>. To that end, in various implementations, the presentation engine <NUM> includes a data obtainer <NUM>, a presenter <NUM>, an interaction handler <NUM>, and a data transmitter <NUM>.

In some implementations, the data obtainer <NUM> is configured to obtain data (e.g., presentation data such as rendered image frames associated with the computer-generated graphical setting, input data, user interaction data, user inputs, sensor data, location data, etc.) from at least one of the I/O devices and sensors <NUM> of the electronic device <NUM>, the controller <NUM>, and the remote input devices 170A and 170B. To that end, in various implementations, the data obtainer <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the presenter <NUM> is configured to present and update computer-generated graphical content (e.g., the rendered image frames associated with the computer-generated graphical setting) via the one or more displays <NUM>. To that end, in various implementations, the presenter <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the interaction handler <NUM> is configured to detect user interactions with the presented computer-generated graphical content. In some implementations, the interaction handler <NUM> is configured to detect user inputs (e.g., content creation inputs) directed to a content creation interface. According to some implementations, the content creation interface corresponds to a planar, 2D interface. According to some implementations, the content creation interface corresponds to a volumetric, 3D interface. According to some implementations, the user input corresponds to one or more stylus inputs, touch inputs, eye tracking inputs, finger/hand tracking inputs, etc. within the content creation interface. To that end, in various implementations, the interaction handler <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

In some implementations, the data transmitter <NUM> is configured to transmit data (e.g., presentation data, location data, user interaction data, user inputs, etc.) to at least the controller <NUM>. To that end, in various implementations, the data transmitter <NUM> includes instructions and/or logic therefor, and heuristics and metadata therefor.

Although the data obtainer <NUM>, the presenter <NUM>, the interaction handler <NUM>, and the data transmitter <NUM> are shown as residing on a single device (e.g., the electronic device <NUM>), it should be understood that in other implementations, any combination of the data obtainer <NUM>, the presenter <NUM>, the interaction handler <NUM>, and the data transmitter <NUM> may be located in separate computing devices.

Moreover, <FIG> is intended more as a functional description of the various features which be present in a particular implementation as opposed to a structural schematic of the implementations described herein. As recognized by those of ordinary skill in the art, items shown separately could be combined and some items could be separated. For example, some functional modules shown separately in <FIG> could be implemented in a single module and the various functions of single functional blocks could be implemented by one or more functional blocks in various implementations. The actual number of modules and the division of particular functions and how features are allocated among them will vary from one implementation to another and, in some implementations, depends in part on the particular combination of hardware, software, and/or firmware chosen for a particular implementation.

<FIG> and <FIG> illustrate a first computer-generated graphical presentation scenario in accordance with some implementations. While pertinent features are shown, those of ordinary skill in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity and so as not to obscure more pertinent aspects of the example implementations disclosed herein. <FIG> and <FIG> show a sequence of instances <NUM> and <NUM>, respectively, of the first computer-generated graphical presentation scenario.

As shown in <FIG>, the instance <NUM> of the first computer-generated graphical presentation scenario associated with time T<NUM> includes a physical setting <NUM> and a computer-generated graphical setting <NUM> displayed on the display <NUM> of the electronic device <NUM>. The electronic device <NUM> presents the computer-generated graphical setting <NUM> to the user <NUM> while the user <NUM> is physically present within the physical setting <NUM> that includes the table <NUM> within the field-of-view <NUM> of an exterior-facing image sensor of the electronic device <NUM>. As such, in some implementations, the user <NUM> holds the electronic device <NUM> in his/her hand(s) similar to the operating environment <NUM> in <FIG>.

In other words, in some implementations, the electronic device <NUM> is configured to present computer-generated graphical content and to enable optical see-through or video pass-through of at least a portion of the physical setting <NUM> (e.g., including the table <NUM>) on the display <NUM>. For example, the electronic device <NUM> corresponds to a mobile phone, tablet, laptop, wearable computing device, or the like.

As shown in <FIG>, the electronic device <NUM> also displays a content creation interface <NUM> and a tools panel <NUM> on the display <NUM>. According to some implementations, the content creation interface <NUM> is configured to detect/receive user inputs such as sketches or strokes with the stylus <NUM> held by the user <NUM> or touch/finger inputs from the user <NUM>. According to some implementations, the tools panel <NUM> includes selectable tools configured to change one or more characteristics of the user inputs retrospectively and/or prospectively such as line thickness, line color, line type, fill color, texture filler, and/or the like.

In some implementations, in response to detecting a user input within the content creation interface <NUM> that corresponds to a sketch of a candidate object, the electronic device <NUM> is configured to obtain a 3D model based on the sketch of the candidate object and present a computer-generated graphical object within the computer-generated graphical setting <NUM> based on the 3D model. As such, computer-generated graphical objects are placed within the computer-generated graphical setting <NUM> based on user sketches directed to the content creation interface <NUM>. In some implementations, the process for obtaining 3D models is described in more detail below with reference to the method <NUM> in <FIG> and <FIG>. As shown in <FIG>, the instance <NUM> of the first computer-generated graphical presentation scenario associated with time T<NUM> shows a computer-generated graphical object <NUM> (e.g., a 3D palm tree) displayed within the computer-generated graphical setting <NUM> in response to detecting a user input <NUM> (e.g., a sketch of a palm tree) within the content creation interface <NUM>.

<FIG> and <FIG> illustrate a second computer-generated graphical presentation scenario in accordance with some implementations. While pertinent features are shown, those of ordinary skill in the art will appreciate from the present disclosure that various other features have not been illustrated for the sake of brevity and so as not to obscure more pertinent aspects of the example implementations disclosed herein. <FIG> and <FIG> are similar to and adapted from <FIG> and <FIG>. Thus, similar reference numbers are used herein and only the differences will be discussed for the sake of brevity. <FIG> and <FIG> show a sequence of instances <NUM> and <NUM>, respectively, of the second computer-generated graphical presentation scenario.

As shown in <FIG>, the instance <NUM> of the second computer-generated graphical presentation scenario associated with time T<NUM> includes a physical setting <NUM>, a computer-generated graphical setting <NUM> displayed on the display <NUM> of the electronic device <NUM>, and a secondary electronic device <NUM>. In some implementations, the electronic device <NUM> is configured to present computer-generated graphical content and to enable optical see-through or video pass-through of at least a portion of the physical setting <NUM> (e.g., including the table <NUM>) on the display <NUM>. As such, in some implementations, the user <NUM> holds the electronic device <NUM> in his/her hand(s) similar to the operating environment <NUM> in <FIG>. For example, the electronic device <NUM> corresponds to a mobile phone, tablet, laptop, wearable computing device, or the like.

As shown in <FIG>, the secondary electronic device <NUM> displays a content creation interface <NUM>. According to some implementations, the content creation interface <NUM> is configured to detect/receive inputs such as sketches or strokes with the stylus <NUM> held by the user <NUM> or touch inputs from the user <NUM>. For example, the secondary electronic device <NUM> corresponds to a mobile phone, tablet, laptop, wearable computing device, or the like. According to some implementations, the secondary electronic device <NUM> is communicatively coupled with the electronic device <NUM> and/or the controller <NUM> via one or more wired or wireless communication channels (e.g., BLUETOOTH, IEEE <NUM>. 11x, IEEE <NUM>. 16x, IEEE <NUM>.

In some implementations, in response to detecting a user input within the content creation interface <NUM> that corresponds to a sketch of a candidate object, the electronic device <NUM> is configured to obtain a 3D model based on the sketch of the candidate object and present a computer-generated graphical object within the computer-generated graphical setting <NUM> based on the 3D model. As such, computer-generated graphical objects are placed within the computer-generated graphical setting <NUM> (presented by the electronic device <NUM>) based on user sketches directed to the content creation interface <NUM> associated with the secondary electronic device <NUM>. In some implementations, the process for obtaining 3D models is described in more detail below with reference to the method <NUM> in <FIG> and <FIG>. As shown in <FIG>, the instance <NUM> of the second computer-generated graphical presentation scenario associated with time T<NUM> shows a computer-generated graphical object <NUM> (e.g., a 3D palm tree) displayed within the computer-generated graphical setting <NUM> presented by the electronic device <NUM> in response to detecting a user input <NUM> (e.g., a sketch of a palm tree) within the content creation interface <NUM> associated with the secondary electronic device <NUM>.

<FIG> and <FIG> illustrate a flowchart representation of a method <NUM> of sketch-based placement of computer-generated graphical objects in accordance with some implementations. In various implementations, the method <NUM> is performed by a device with one or more cameras and non-transitory memory coupled to one or more processors (e.g., the controller <NUM> in <FIG> and <FIG>; the electronic device <NUM> in <FIG> and <FIG>; or a suitable combination thereof), or a component thereof. In some implementations, the method <NUM> is performed by processing logic, including hardware, firmware, software, or a combination thereof. In some implementations, the method <NUM> is performed by a processor executing code stored in a non-transitory computer-readable medium (e.g., a memory). In various implementations, some operations in method <NUM> are, optionally, combined and/or the order of some operations is, optionally, changed.

As described above, in some instances, a user may populate their computer-generated room by selecting virtual objects from a pre-existing library. However, this limits the customizability of the computer-generated room. As such, according to some implementations, in order to allow the user further customizability, a 3D model is obtained (e.g., matched against a library of computer-generated graphical objects or generated in real time) based on a sketch of a candidate object on a content creation interface (e.g., a sketchpad) and a computer-generated graphical object that corresponds to the 3D model is placed into a computer-generated graphical setting. In some implementations, the location of the sketch relative to the content creation interface defines the placement location of the computer-generated graphical object within the computer-generated graphical setting. In some implementations, the angle of the content creation interface defines the angle at which the computer-generated graphical object is placed within the computer-generated graphical setting.

As represented by block <NUM>-<NUM>, the method <NUM> includes obtaining an input directed to a content creation interface (e.g., a sketchpad), wherein the input corresponds to a sketch of a candidate object, and wherein the content creation interface facilitates creation of computer-generated graphical objects presentable using the device. In some implementations, the device or a component thereof (e.g., the input interpreter <NUM> in <FIG>) obtains and interprets the input directed to the content creation interface.

According to some implementations, the content creation interface corresponds to a planar, two-dimensional (2D) content creation interface. According to some implementations, the input (e.g., a content creation input) corresponds to one or more stylus inputs, touch inputs, eye tracking inputs, finger/hand tracking inputs, etc. within the content creation interface. For example, the sequence shown in <FIG> and <FIG> illustrates inputs detected by the electronic device <NUM> from a stylus <NUM>. In some implementations, the content creation interface corresponds to a three-dimensional (3D) content creation interface.

In some implementations, the method <NUM> includes generating haptic feedback while obtaining the input corresponding to the sketch of the candidate object in accordance with a determination that the input is within a threshold distance to a boundary of the content creation interface. For example, with reference to <FIG>, the electronic device <NUM> generates haptic feedback when the input nears an edge of the content creation interface <NUM>.

In some implementations, the method <NUM> includes causing display of the content creation interface in response to detecting an invocation command, wherein the input is directed to the content creation interface. For example, with reference to <FIG>, the electronic device <NUM> causes the content creation interface <NUM> to be displayed concurrently with the computer-generated graphical setting <NUM> in response to an invocation command such as a hand gesture, voice command, or the like.

In some implementations, as represented by block <NUM>-1a, the method <NUM> includes displaying the content creation interface together with imagery obtained using the one or more cameras of the device. As such, the device composites the computer-generated graphical content (including the content creation interface and any computer-generated graphical objects) with the imagery obtained using the one or more cameras (e.g., exterior-facing cameras) of the device (e.g., video pass-through) to generate a computer-generated graphical setting for presentation by the device. For example, the content creation interface is overlaid on the imagery obtained using the one or more cameras of the device and/or on the computer-generated graphical setting.

In some implementations, as represented by block <NUM>-1b, the method <NUM> includes causing display of the content creation interface on a second device. For example, the sequence shown in <FIG> and <FIG> illustrates the content creation interface <NUM> displayed on the secondary electronic device <NUM> while the computer-generated graphical setting <NUM> is presented by the electronic device <NUM>.

In some implementations, as represented by block <NUM>-1c, the content creation interface is displayed adjacent to a computer-generated graphical setting. For example, the sequence shown in <FIG> and <FIG> illustrates the content creation interface <NUM> concurrently displayed adjacent to the computer-generated graphical setting <NUM>.

As represented by block <NUM>-<NUM>, the method <NUM> includes obtaining a three-dimensional (3D) model using the input that corresponds to the sketch of the candidate object. In some implementations, the device or a component thereof (e.g., the model obtainer <NUM> in <FIG>) obtains a 3D model based on the input that corresponds to the sketch of the candidate object.

In some implementations, as represented by block <NUM>-2a, obtaining the 3D model includes matching the sketch of the candidate object to a pre-existing 3D model in a 3D model library. In some implementations, the device or a component thereof (e.g., the model obtainer <NUM> in <FIG>) obtains the 3D model by matching the sketch of the candidate object to a pre-existing 3D model in the 3D model library <NUM>. For example, the model obtainer <NUM> obtains a 3D model from the 3D model library <NUM> that matches the sketch of the candidate object within a predefined confidence threshold.

In some implementations, as represented by block <NUM>-2b, obtaining the 3D model includes generating the 3D model based on the sketch of the candidate object. In some implementations, the device or a component thereof (e.g., the model obtainer <NUM> in <FIG>) obtains the 3D model by generating the 3D model in real time based on the sketch of the candidate object and (optionally) depth information. According to some implementations, generating the 3D model includes inferring depth information associated with the sketch of the candidate object based on photogrammetry techniques and/or the like. In some implementations, the device or a component thereof (e.g., the depth inference engine <NUM> in <FIG>) infers depth information (e.g., a depth map or mesh) for the candidate object corresponding to the sketch based on photogrammetry techniques or the like.

As represented by block <NUM>-<NUM>, the method <NUM> includes generating a computer-generated graphical object using the obtained 3D model. In some implementations, the controller <NUM> or a component thereof (e.g., the model obtainer <NUM> in <FIG>) generates the computer-generated graphical object using the obtained 3D model. In some implementations, the method <NUM> includes generating the computer-generated graphical object includes obtaining a mesh having a texture.

As represented by block <NUM>-<NUM>, the method <NUM> includes causing presentation of the computer-generated graphical object together with imagery obtained using the one or more cameras of the device. For example, with reference to <FIG>, the electronic device <NUM> displays the computer-generated graphical object <NUM> (e.g., a 3D palm tree) within the computer-generated graphical setting <NUM> in response to detecting the user input <NUM> (e.g., a sketch of a palm tree) within the content creation interface <NUM>.

As one example, assuming the functionalities of the controller <NUM> and the electronic device <NUM> are separate, the controller <NUM> or a component thereof (e.g., the content manager <NUM> in <FIG>) renders an image frame associated with the computer-generated graphical setting that includes the computer-generated graphical object. Continuing with this example, the controller <NUM> or a component thereof (e.g., the data transmitter <NUM> in <FIG>) transmits the rendered image frame to the electronic device <NUM>. Finally, continuing with this example the electronic device <NUM> or a component thereof (e.g., the data obtainer <NUM> in <FIG>) receives the rendered image frame, and the electronic device <NUM> or a component thereof (e.g., the presenter <NUM> in <FIG>) displays the rendered image frame via the one or more displays <NUM>.

As another example, assuming the functionalities of the controller <NUM> and the electronic device <NUM> are combined, the device or a component thereof (e.g., the content manager <NUM> in <FIG>) renders an image frame associated with the computer-generated graphical setting that includes the computer-generated graphical object, and the device or a component thereof (e.g., the presenter <NUM> in <FIG>) displays the rendered image frame via the one or more displays <NUM>.

In some implementations, as represented by block <NUM>-4a, the method <NUM> includes determining a display location for the computer-generated graphical object using a location of the obtained input corresponding to the sketch of the candidate object, and wherein causing presentation of the computer-generated graphical object comprises causing presentation of the computer-generated graphical object at the determined display location. In some implementations, the location of the input within the content creation interface determines the translational coordinates associated with the placement of the computer-generated graphical object into the computer-generated graphical setting. In other words, a transformation maps the location of the input within the content creation interface to the placement location within the computer-generated graphical setting. Thus, as one example with reference to <FIG>, if the input associated with the sketch of the candidate object is detected within the upper portion of the 3D content creation interface <NUM> relative to the y-axis, the device places the computer-generated graphical object into the computer-generated graphical setting based on the location of the inputs such that the computer-generated graphical object may be floating in the air when displayed within the computer-generated graphical setting.

In some implementations, as represented by block <NUM>-4b, at least one rotational dimension of the computer-generated graphical object corresponds to an angle of the content creation interface. In some implementations, one or more rotational dimensions (e.g., pitch, roll, and/or yaw) of the placement of the computer-generated graphical object into the computer-generated graphical setting is based on the angle of the content creation interface. Thus, as one example, if the content creation interface is pitched at a <NUM>° angle, the device places the computer-generated graphical object into the computer-generated graphical setting pitched at a <NUM>° angle. For example, the user is able to rotate and/or translate the content creation interface. In some implementations, one or more rotational dimensions (e.g., pitch, roll, and/or yaw) of the placement of the computer-generated graphical object into the computer-generated graphical setting is based on the angle of the input relative to the content creation interface.

In some implementations, as represented by block <NUM>-<NUM>, the method <NUM> includes: obtaining an additional input directed to the presented computer-generated graphical object; and modifying the presented computer-generated graphical object according to the additional input. In some implementations, as represented by block <NUM>-5a, modifying the presented computer-generated graphical object includes scaling the computer-generated graphical object, rotating the computer-generated graphical object, translating the computer-generated graphical object, animating the computer-generated graphical object, and/or the like. In some implementations, as represented by block <NUM>-5b, modifying the presented computer-generated graphical object includes modifying at least one of a color, texture, shading, shadow, shape, etc. of the computer-generated graphical object.

It will also be understood that, although the terms "first," "second," etc. may be used herein to describe various elements, these elements should not be limited by these terms. For example, a first node could be termed a second node, and, similarly, a second node could be termed a first node, which changing the meaning of the description, so long as all occurrences of the "first node" are renamed consistently and all occurrences of the "second node" are renamed consistently. The first node and the second node are both nodes, but they are not the same node.

The terminology used herein is for the purpose of describing particular implementations only and is not intended to be limiting of the claims. As used in the description of the implementations and the appended claims, the singular forms "a," "an," and "the" are intended to include the plural forms as well, unless the context clearly indicates otherwise. It will also be understood that the term "and/or" as used herein refers to and encompasses any and all possible combinations of one or more of the associated listed items.

Claim 1:
A method comprising:
at a computing system including one or more processors and non-transitory memory, wherein the computing system is communicatively coupled to one or more cameras, a first mobile display device (<NUM>), and a second mobile display device (<NUM>):
causing presentation of a content creation interface (<NUM>) via the first mobile display device, wherein the content creation interface facilitates creation of a three-dimensional, 3D, computer-generated graphical object for presentation on the second mobile display device based on a sketch of a candidate object;
obtaining an input directed to the content creation interface, wherein the input corresponds to the sketch of a candidate object;
obtaining a 3D model using the input that corresponds to the sketch of the candidate object;
generating the 3D computer-generated graphical object using the obtained 3D model;
and
causing presentation of the 3D computer-generated graphical object via the second mobile display device together with imagery obtained via the one or more cameras.