Patent Description:
Amusement parks and/or theme parks may include various entertainment attractions, restaurants, and rides useful in providing enjoyment to guests (e.g., families and/or people of all ages) of the amusement park. Areas of the amusement park may have different themes that are specifically targeted to certain audiences. For example, certain areas may include themes that are traditionally of interest to children, while other areas may include themes that are traditionally of interest to more mature audiences. Generally, locations having themes associated with such an amusement park may be referred to as an attraction or a themed attraction. It is recognized that it may be desirable to enhance the immersive experience of guests for such attractions by augmenting the themes with virtual features. Unfortunately, it may prove to be difficult and time-consuming to develop the virtual features for various amusement park attractions.

In known arrangements, for example by <NPL>" AR environment systems are proposed where the virtual light is adjusted based on the position and intensity of the Sun.

<NPL>" proposes a system which a specific AR scene is to be generated, and the described system computes the virtual lighting to be generated for this static scene. This paper states that it is crucial that the physical / virtual lighting not be moved or altered following the generation of the virtual lighting of the scene, as this would require further calculations.

<NPL>" propose the calculation of the position of a physical light based on a captured image and using this calculation in order to position a virtual light in an AR scene.

<CIT> is directed toward a system in which characteristics of physical lighting in a room are adjusted based on data from a video game. The parameters of the physical lighting are adjusted on the basis of the detection of an event in the game (e.g., gunshot, explosion etc). <CIT> does not relate to an AR system.

In one embodiment, a system for evaluation of an augmented reality (AR) experience provided to a user includes a backdrop, a physical light configured to project light onto the backdrop, and a display system. The display system is configured to display a virtual feature to enable the user to view the virtual feature as being overlaid onto the backdrop. The system also includes a controller communicatively coupled to the display system and to the physical light. The controller is configured to render the virtual feature within a virtual space, receive feedback indicative of an operational parameter of the physical light, and receive additional feedback indicative of a state of a virtual light, where the state of the virtual light defines an appearance of the virtual feature. The controller is also configured to adjust the appearance of the virtual feature to an updated appearance based on the feedback indicative of the operational parameter of the physical light, adjust the operational parameter of the physical light based on the additional feedback indicative of the state of the virtual light, or both.

In one embodiment, a method for evaluation of an augmented reality (AR) experience provided to a user includes overlaying, via a display system, a virtual feature onto a backdrop to enable the user to view the virtual feature overlaid onto the backdrop. The method also includes receiving, from a sensor, feedback indicative of an operational parameter of a physical light configured to illuminate the backdrop and receiving, at a controller, additional feedback indicative of a state of a virtual light, where the state of the virtual light defines an appearance of the virtual feature. The method further includes adjusting, via the controller, the appearance of the virtual feature to an updated appearance based on the feedback indicative of the operational parameter of the physical light, adjusting the operational parameter of the physical light based on the additional feedback indicative of the state of the virtual light, or both.

In one embodiment, an augmented reality (AR) system includes a display system configured to overlay a virtual feature onto an environment viewable by a user, a physical light configured to illuminate the environment, and a controller communicatively coupled to the display system and the physical light. The controller is configured to render the virtual feature within a virtual space having a virtual light, where a state of the virtual light defines an appearance of the virtual feature. The controller is also configured to adjust the state of the virtual light based on feedback indicative of an operational parameter of the physical light and adjust the operational parameter of the physical light based on additional feedback indicative of the state of the virtual light.

An amusement park may include an augmented reality (AR) system that is configured to personalize or otherwise enhance a guest experience of an amusement park attraction by providing the guest with an AR experience. Indeed, combinations of certain hardware configurations, software configurations (e.g., algorithmic structures and/or modeled responses), as well as certain attraction features may be utilized to provide guests with AR experiences that may be customizable, personalized, and interactive.

For example, viewing devices, such as a head mounted display (e.g., electronic goggles or displays, eyeglasses), may be configured to enable amusement park guests or other users to view AR and/or mixed reality scenes. In particular, the head mounted display may be utilized to enhance guest experiences by, for instance, virtually adding or overlaying features in a real-world environment associated with an amusement park, to provide adjustable virtual environments for different experiences in the same amusement park ride, and so forth. Unfortunately, it may be difficult to predict a perceived realism of certain AR features in various real-world environments of the amusement park. In particular, it may be tedious or otherwise time consuming for developers (e.g., design engineers developing the AR features) to evaluate whether the AR system effectively adjusts an appearance (e.g., shading, coloring) of the AR features based on certain lighting conditions of the real-world environment.

Therefore, embodiments of the present disclosure are directed toward a virtual object simulation system, referred to herein as an AR lightbox system, which enables developers to evaluate an appearance of particular AR features in various simulated real-world settings and across a variety of different lighting conditions. Particularly, the AR lightbox system enables developers to evaluate whether an AR system configured to generate the AR features and to overlay the AR features onto a real-world environment (e.g., via the head mounted display) effectively adjusts an appearance of the AR features based on changes in various lighting conditions of the real-world environment. As such, the AR lightbox system may facilitate development of AR features that appear grounded in real-world environments and may facilitate development of algorithms used to overlay such AR features onto the real-world environments, such as themes of an amusement park attraction.

With the foregoing in mind, <FIG> is a block diagram an embodiment of an augmented reality (AR) system <NUM> configured to enable a user (e.g., a guest, an amusement park employee, a passenger of a ride vehicle) to experience (e.g., view, interact with) controlled AR and/or mixed reality scenes. In some embodiments, the AR system <NUM> may include a communication network <NUM> (e.g., wired and/or wireless communication network, such as wireless local area networks [WLAN], wireless wide area networks [WWAN], and near field communication [NFC]), a controller <NUM>, and one or more user systems <NUM> (e.g., game systems). The communication network <NUM> may include wired or wireless communication components that communicatively couple the controller <NUM>, the one or more user systems <NUM>, and/or any other suitable components of the AR system <NUM> to one another.

The controller <NUM> may be a programmable logic controller (PLC) or other suitable control device. The controller <NUM> may include a processor <NUM> (e.g., a general-purpose processor, a system-on-chip [SoC] device, an application-specific integrated circuit [ASIC], or some other similar processor configuration) operatively coupled to a memory <NUM> (e.g., a tangible non-transitory computer-readable medium and/or other storage device) to execute instructions stored in the memory <NUM>. The one or more user systems <NUM> may be central processing units (CPUs) or other suitable systems. As discussed below, the controller <NUM> and the one or more user systems <NUM> may generally be configured to render virtual or augmented graphics for overlay onto real-world environmental views. The one or more user systems <NUM> may also be responsible for certain game logic and for the placement of certain virtual objects in real space. In certain embodiments, the one or more user systems <NUM> may be communicatively coupled to one another, thereby enabling multiple users to engage in a shared game (e.g., a game having multiple players). In some embodiments, each of the one or more user systems <NUM> may include a user input device <NUM> (e.g., a user interface) or a group of multiple user input devices <NUM> and a computer graphics generation system <NUM>. The user input device <NUM> may be communicatively coupled to the computer graphics generation system <NUM>, and the computer graphics generation system <NUM> may be communicatively coupled to a display system <NUM> (e.g., via the communication network <NUM>).

As discussed herein, in some embodiments, the display system <NUM> may include a head mounted display (HMD) <NUM> that is configured to be worn by the user of the AR system <NUM> and configured to overlay AR features onto a real-world environment perceived by the user. Accordingly, the head mounted display <NUM> may enable the user to visualize and perceive a surreal environment <NUM> (e.g., a game environment), which may include an AR experience, a mixed reality experience, a computer-mediated reality experience, a combination thereof, or other similar surreal environment. That is, the surreal environment <NUM> may include real-world views and objects that may be augmented (e.g., overlaid) with the AR features. In some embodiments, the user may wear the head mounted display <NUM> during the duration of a ride (e.g., an amusement park ride) or another predetermined point such as during a game, at the entry of a particular area of an amusement park, during a ride to a hotel associated with the amusement park, at the hotel, and so forth.

The computer graphics generation system <NUM> may generate and transmit AR graphics to be displayed on the head mounted display <NUM>. In particular, the computer graphics generation system <NUM> includes processing circuitry, such as a processor <NUM> (e.g., general purpose processor or other processor) and a memory <NUM>, and may process data useful in generating the surreal environment <NUM> for the user. The data useful in generating the surreal environment <NUM> may include, but is not limited to, real-time data received from the respective head mounted display <NUM>, the user input device(s) <NUM>, the controller <NUM>, various sensor data received by the one or more user systems <NUM>, and data stored in the memory <NUM>. In some embodiments, the computer graphics generation system <NUM> may use such data to generate a frame of reference to coordinate the AR features presented by the head mounted display <NUM> to the real-world environment surrounding the user.

For example, the computer graphics generation system <NUM> may selectively generate AR graphics to display on the head mounted display <NUM> to reflect changes in the user's orientation, position, gaze direction, field of view, motion, and so forth. The computer graphics generation system <NUM> may also selectively generate the AR graphics to reflect changes in inputs provided by the one or more users using the user input device(s) <NUM>. Furthermore, the computer graphics generation system <NUM> may generate the AR graphics based on simulated interactions that may cause the AR features to be affected according to certain predetermined or modeled algorithms stored by the computer graphics generation system <NUM> (e.g., in the memory <NUM>). As an example, the predetermined or modeled algorithms may be implemented by a physics engine or similar module or as a part of the computer graphics generation system <NUM>. In certain embodiments, the computer graphics generation system <NUM> may track the information or data set forth above corresponding to a plurality of users in a shared game, such that a particular user of the plurality of users in the shared game may see the game effects applied by other users of the plurality of users (e.g., players) in the shared game.

It should be appreciated that the display system <NUM> may include any other suitable display device and/or projection device that is used in addition to, or in lieu of, the head mounted display <NUM> to overlay AR features onto a real-world environment perceived by the user. Accordingly, such display devices and/or visualization devices enable the user to visualize and perceive the surreal environment <NUM> that includes real-world views augmented (e.g., overlaid) with the AR features. As a non-limiting example, the display system <NUM> may include one or more projectors <NUM> that are configured to project AR features (e.g., light) directly or indirectly into one eye or both eyes of the user, such that the user may perceive the AR features as overlaid onto the real-world environment viewed by the user. For example, in some embodiments, the one or more projectors <NUM> may operate as a virtual retinal display that is configured to raster an AR image directly onto the irises and/or retinas of the user's eyes. In certain embodiments, the display system <NUM> may include any other suitable holographic display or transparent light emitting diode (LED) display. For example, the display system <NUM> may include a stand-alone transparent display that is separate from the user (e.g., not user-wearable).

In any case, as discussed above, it may be difficult to synchronize certain features (e.g., shading, coloring, reflections) of the AR features with transient environmental conditions (e.g., lighting conditions) of the real-world environment. Indeed, it may be tedious or otherwise time consuming for developers to evaluate a perceived realism of AR features in various environmental settings of an amusement park, hotel, or other area. Accordingly, developers may be unable to effectively adjust the modeled algorithms that may be employed by the computer graphics generation system <NUM> to render the AR features in a manner that enhances an appearance (e.g., a perceived realism by the user) of the AR features in a particular real-world environment.

Therefore, embodiments of the AR system <NUM> discussed herein include an AR lightbox system <NUM> that enables developers, in a testing environment, to efficiently evaluate an appearance of particular AR features in various simulated real-world settings (e.g., themes) and across a variety of different environmental conditions (e.g., natural or artificial lighting conditions). Accordingly, developers may quickly evaluate an appearance (e.g., the perceived realism) of AR features in the various settings, which may facilitate development of the AR features, as well as development of the algorithms used by the computer graphics generation system <NUM> to control rendering of the AR features and overlay of the AR features onto the real-world environmental views. The AR lightbox system <NUM> may be communicatively coupled to any suitable component of the AR system <NUM>, such as, for example, to the controller <NUM> or to the computer graphics generation system <NUM>, and will be discussed in detail below.

<FIG> is an illustration of an embodiment of the head mounted display <NUM> that may be included in the display system <NUM>. The head mounted display <NUM> may be worn by a user <NUM>, such as a guest of an amusement park, an employee of the amusement park, or a developer of the AR system <NUM>. When implemented in the amusement park setting, the head mounted display <NUM> may be coupled to (e.g., tethered via a cable or a wire) to a ride vehicle of a passenger ride (e.g., an amusement park attraction). For example, in some embodiments, the user <NUM> (e.g., a guest) may purchase or otherwise be provided the head mounted display <NUM> for use within the amusement park setting. The head mounted display <NUM> may include electronic eyeglasses <NUM> (e.g., AR eyeglasses, goggles) and a wearable portion <NUM> configured to house at least a portion of the electronic eyeglasses <NUM>. The head mounted display <NUM> may be used alone or in combination with other features to create the surreal environment <NUM>. For example, in some embodiments, the head mounted display <NUM> may be worn by the user <NUM> throughout the duration of an amusement park ride.

The head mounted display <NUM> may include a processor <NUM> and a memory <NUM> (e.g., a tangible non-transitory computer-readable medium). The processor <NUM> and the memory <NUM> may be configured to allow the head mounted display <NUM> to function as a display (e.g., to receive signals from the computer graphics generation system <NUM> that ultimately drives the head mounted display <NUM>). The processor <NUM> may be a general-purpose processor, system-on-chip (SoC) device, an application-specific integrated circuit (ASIC), or some other similar processor configuration.

The head mounted display <NUM> may include a tracking system <NUM> that may include orientation and/or position sensors, such as accelerometers, magnetometers, gyroscopes, GPS receivers, motion tracking sensors, electromagnetic and solid-state motion tracking sensors, inertial measurement units (IMUs), presence sensors, or other sensors. The tracking system <NUM> may collect real-time data indicative of the user's <NUM> position, orientation, focal length, gaze direction, field of view, motion, or any combination thereof. The head mounted display <NUM> may include a communication interface <NUM> (e.g., including a wireless transceiver) that may transmit the real-time data captured via the tracking system <NUM> to the processor <NUM> and/or the computer graphics generation system <NUM> for processing. The communication interface <NUM> may also allow the head mounted display <NUM> to receive the display signal transmitted by the computer graphics generation system <NUM>.

In some embodiments, the electronic eyeglasses <NUM> may include a pair of displays <NUM> and <NUM> respectively corresponding to each eye of the user <NUM>. In some embodiments, a unified display may be employed in lieu of the pair of displays <NUM>, <NUM>. The displays <NUM>, <NUM> may each include, by way of non-limiting example, a liquid crystal display (LCD), an organic light emitting diode (OLED) display, or other similar display or transparent screen that enables the user <NUM> to view real-world images <NUM> of the actual, physical environment (e.g., the real-world environment) surrounding the user <NUM>. In certain embodiments, the displays <NUM>, <NUM> may each include a transparent (e.g., see-through) LED display or a transparent (e.g., see-through) OLED display that enable the user <NUM> to view real-world objects <NUM> (e.g., physical objects such as a seating bench) within the physical or real-world environment. In other words, the real-world images <NUM> generally represent what the user <NUM> would see even when not wearing the head mounted display <NUM>.

The electronic eyeglasses <NUM> may include features (e.g., circuitry, light emitters) that enable the displays <NUM>, <NUM> to overlay augmented reality images <NUM> onto the real-world images <NUM> viewed by the user <NUM>. That is, in some embodiments, the light emitters may project one or more virtual features onto the displays <NUM>, <NUM>, such that the virtual features are reflected off the displays <NUM>, <NUM> and into the eyes of the user <NUM>. Thus, the head mounted display <NUM> may enable the user <NUM> to view the physical environment through a substantially transparent set of the electronic eyeglasses <NUM> with certain virtual features overlaid onto a surface of the electronic eyeglasses <NUM>. Accordingly, the user <NUM> may perceive that the virtual features are integrated into the physical environment. In this manner, in wearing the head mounted display <NUM>, the user <NUM> may feel completely encompassed by the surreal environment <NUM> such that the user <NUM> may perceive the surreal environment <NUM> to be the real-world physical environment that includes certain virtual features. Indeed, the head mounted display <NUM> may at least partially control a view of the user <NUM> such that the surreal environment <NUM> is the actual physical environment (e.g., the real-world images <NUM>) with the augmented reality images <NUM> overlaid onto the physical environment.

For example, the displays <NUM>, <NUM> may overlay a virtual object <NUM> or virtual feature (e.g., a ghost) onto the real-world object <NUM> (e.g., the seating bench), thereby creating the illusion that the virtual object <NUM> is physically present in the real-world environment and interacting with the real-world object <NUM> (e.g., the head mounted display <NUM> may create the illusion that the ghost is seated on the seating bench). In some embodiments, the augmented reality images <NUM> may also function to overlay the real-world object <NUM> so that the real-world object <NUM> appears deleted or no longer present (e.g., the real-world object <NUM> is fully or partially occluded with the virtual object <NUM> or a virtual environmental representation).

As noted above, in some embodiments, the display system <NUM> may include the one or more projectors <NUM> instead of the head mounted display <NUM>. In such embodiments, the one or more projectors <NUM> may be configured to project the augmented reality images <NUM> directly into the eyes of the user <NUM> (e.g., without the user <NUM> viewing the physical environment through a display) to enable the user <NUM> to perceive the virtual object <NUM> overlaid onto the real world object <NUM> of the physical environment. In certain embodiments, the display system <NUM> may include a stand-alone transparent display (e.g., a liquid crystal display (LCD), an organic light emitting diode (OLED) display, or other similar display) that is separate from the user <NUM> (e.g., not worn by the user <NUM>) and positioned within the physical environment. The stand-alone transparent display may be configured to overlay the augmented reality images <NUM> onto the real-world images <NUM> in a manner that is similar to the techniques discussed above with respect to the electronic eyeglasses <NUM>. Accordingly, when viewing the physical environment through the stand-alone transparent display, the user <NUM> may view the real-world images <NUM> having the augmented reality images <NUM> overlaid thereon.

In some embodiments, the real-world environment may include various lighting sources <NUM> (e.g., incident sunlight, user operated flashlights or laser pointers) that may illuminate the physical objects present in the real-world environment. As an example, in some embodiments, the user <NUM> may be provided with a lighting device <NUM> (e.g., a flashlight, a laser pointer) as part of an amusement park attraction. The lighting device <NUM> may include the user input device <NUM> or may include a portion of the user input device <NUM>. The user <NUM> may use the lighting device <NUM> to selectively illuminate certain real-world objects <NUM> (e.g., the seating bench) surrounding the user <NUM> (e.g., as part of a game associated with the amusement park attraction). Accordingly, the user <NUM> may perceive the user-selectively illuminated sections of the real-world environment through the electronic eyeglasses <NUM>. If the user <NUM> directs the flashlight toward and/or onto the virtual object <NUM> (e.g., the ghost), it may be desirable to update an appearance (e.g., a shadowing effect, a color, a reflection) of the virtual object <NUM> to generate the illusion that the lighting device <NUM> illuminates the virtual object <NUM>. As discussed below, the AR lightbox system <NUM> enables developers to effectively update, modify, and/or otherwise adjust modeling algorithms that may be implemented by the AR system <NUM> to adjust the appearance of the virtual object <NUM> in response to such lighting inputs, thereby enhancing a perceived realism of the virtual object <NUM>. Indeed, such synchronization between adjustments in an appearance of the virtual object and real-world lighting conditions may enhance an illusion that the virtual object <NUM> is physically present in the real-world environment.

To facilitate the following discussion, <FIG> is a schematic of an embodiment of the AR lightbox system <NUM>. As briefly discussed above, the AR lightbox system <NUM> enables a developer to evaluate a perceived realism of the virtual object <NUM> when rendered in a real-world environment that is exposed to various lighting conditions. In particular, the AR lightbox system <NUM> may provide a testing environment that is configured to recreate certain real-world lighting conditions expected to occur throughout the duration of an amusement park ride or another attraction in which the virtual object <NUM> is to be implemented. Accordingly, the developer may evaluate whether the computer graphics generation system <NUM> is appropriately configured to present the virtual object <NUM> in a realistically appearing manner in such lighting conditions. Indeed, the AR lightbox system <NUM> may enable developers to quickly modify, update, and/or adjust modeling algorithms employed to generate the virtual object <NUM> (e.g., via the computer graphics generation system <NUM>) upon evaluation and inspection of the virtual object <NUM> in the various lighting conditions simulated in the testing environment of the AR lightbox system <NUM>. Accordingly, the developer may tailor the modeling algorithms of the computer graphics generation system <NUM> to better present (e.g., render) the virtual object <NUM> in various real-world environments and/or to better update an appearance of the virtual object <NUM> in such real-world environments in response to transient lighting conditions, thereby enhancing a perceived realism of the virtual object <NUM> in these environments. Moreover, the AR lightbox system <NUM> may enable the developer to derive such modifications to the modeling algorithms without involving empirical tests at the amusement park attraction in which the AR system <NUM> is to be implemented.

For example, in the illustrated embodiment, the AR lightbox system <NUM> includes a physical stage <NUM> (e.g., an environment) having a backdrop <NUM> defined by one or more interior walls <NUM>. Accordingly, the physical stage <NUM> defines a physical space <NUM> within the real-world environment. For clarity, it should be understood that the physical stage <NUM> may include any suitable platform, surface, wall, panel, or combination thereof, which defines the physical space <NUM> or a portion of the physical space <NUM>. As discussed below, the display system <NUM> (e.g., the head mounted display <NUM>, the one or more projectors <NUM>) may be configured to overlay the virtual object <NUM> onto the backdrop <NUM> to enable the user <NUM> (e.g., a developer) using the display system <NUM> to perceive the virtual object <NUM> as positioned within the physical space <NUM>. The AR lightbox system <NUM> includes one or more physical lights <NUM> that may be individually operable to illuminate certain portions of the physical stage <NUM>. Specifically, in the illustrated embodiment, the AR lightbox system <NUM> includes a first physical light <NUM>, a second physical light <NUM>, and a third physical light <NUM>. For clarity, as used herein, a "physical light" refers to a suitable lighting device that is located within the real-world environment and is configured to illuminate real-world objects within the real-world environment, such as the physical stage <NUM>. As a non-limiting example, such physical lights may include incandescent light bulbs, compact fluorescent lamps, halogen lamps, neon lamps, light-emitting diodes (LEDs), flashlights (e.g., user-operable flashlights and/or flashlights controllable via one or more actuators), or any other suitable lighting devices. It should be noted that the physical lights <NUM> may be positioned within the physical space <NUM> defined by the physical stage <NUM> or may be positioned exterior to the physical space <NUM>. For example, in certain embodiments, the physical lights <NUM> may be positioned adjacent to the physical stage <NUM> and configured to project light into the physical space <NUM> and onto the backdrop <NUM>.

In certain embodiments, the backdrop <NUM> may include various themes, designs, and/or other graphics that are displayed on the backdrop <NUM> and/or integrated with the backdrop <NUM>. For example, in some embodiments, various graphics may be painted or drawn onto the backdrop <NUM> to simulate a particular environment (e.g., space theme, jungle theme) in which the virtual object <NUM> is to be displayed when presented in an attraction. In certain embodiments, various graphics may be projected onto the backdrop <NUM> via a projection system, such that the graphics are overlaid onto a surface of the backdrop <NUM>. In further embodiments, portions of or substantially all of the backdrop <NUM> may include one or more displays configured to display various static images or video feeds. As an example, the one or more displays may include liquid crystal displays (LCDs), organic light emitting diode (OLED) displays, LED displays, or other suitable displays for displaying image data. As discussed below, it should be appreciated that the backdrop <NUM> may include one or more walls, a floor, and/or a ceiling of a room, such that the user <NUM> may traverse (e.g., walk across) the room while wearing the head mounted display <NUM> and utilizing the AR lightbox system <NUM> in accordance with the techniques discussed herein.

In some embodiments, one or more of the physical lights <NUM> may be selectively controllable to output particular colors (e.g., wavelengths) of visible light. As an example, a certain number/quantity of the physical lights <NUM> may include controllable LEDs that are operable to selectively project various color of light onto the backdrop <NUM>. In certain embodiments, the physical lights <NUM> may be configured to adjust an intensity (e.g., a luminous intensity) of the light via internal control circuitry. In some embodiments, one or more physical adjustment devices may be used to adjust a color of the light and/or an intensity of the light that is output by the physical lights <NUM> in addition to, or in lieu of, integrated control circuitry that may be included in the physical lights <NUM>. For example, the physical lights <NUM> may be associated with respective colored gels that may be selectively placed in front of the physical lights <NUM> to adjust a color of light that is output by the physical lights <NUM>. Moreover, the physical lights <NUM> may be associated with respective shutters that are configured to adjust an intensity of the light that is output by the physical lights <NUM>.

In some embodiments, certain of the physical lights <NUM> may be coupled to respective actuators <NUM> that may be operable to adjust an orientation and/or a location of the physical lights <NUM> relative to the physical stage <NUM>. For example, the actuators <NUM> may be configured to adjust an angle at which the physical lights <NUM> direct light onto particular portions of the physical stage <NUM>. Additionally or alternatively, the actuators <NUM> may adjust a separation distance between the physical lights <NUM> and the physical stage <NUM> and/or may move the physical lights <NUM> relative to the physical stage <NUM>. The actuators <NUM> may include, for example, linear actuators, pneumatic actuators, electro-mechanical actuators, or other suitable actuators. As such, it should be understood that the actuators <NUM> may be configured to impart rotational motion, linear movement, and/or other movement to one or more of the physical lights <NUM>.

The physical lights <NUM> and the actuators <NUM> may be communicatively coupled (e.g., via wired or wireless communication components) to a light controller <NUM> or to another suitable control device of the AR lightbox system <NUM>. As discussed below, the light controller <NUM> may be configured to instruct the physical lights <NUM> to adjust an intensity of light and/or a color of light that is output by each of the physical lights <NUM>. Moreover, the light controller <NUM> may be configured to instruct the actuators <NUM> to adjust an orientation and/or a position of the physical lights <NUM> relative to the physical stage <NUM>.

The light controller <NUM> may be communicatively coupled to a lightbox controller <NUM> of the AR lightbox system <NUM>, which may be used to control the various components of the AR lightbox system <NUM>. In some embodiments, the lightbox controller <NUM> may include the computer graphics generation system <NUM> or may be integrated with the computer graphics generation system <NUM>. In other embodiments, the lightbox controller <NUM> may include a controller that is separate from the computer graphics generation system <NUM> and configured to receive information from or to send information to the computer graphics generation system <NUM>. For example, in some embodiments, the computer graphics generation system <NUM> may provide the lightbox controller <NUM> with instructions (e.g., modeling algorithms) that enable the lightbox controller <NUM> to render and display virtual features via the display system <NUM> (e.g., via the head mounted display <NUM> and/or the one or more projectors <NUM>). It should be appreciated that the light controller <NUM> and the lightbox controller <NUM> may each include respective processors <NUM>, <NUM> and respective memories <NUM>, <NUM> (e.g., tangible non-transitory computer-readable mediums) that enable the light controller <NUM> and the lightbox controller <NUM> to execute the techniques and processes discussed herein.

The lightbox controller <NUM> may be configured to generate (e.g., render) a virtual stage <NUM> that is a virtual representation of the physical stage <NUM>. The virtual stage <NUM> may define a virtual space <NUM> (e.g., a game space) that is configured match a size and/or a scale of the physical space <NUM>. In other words, the lightbox controller <NUM> may ensure that relative dimensions of the virtual stage <NUM> are proportional to or equal to relative dimensions of the physical stage <NUM>. In some embodiments, the lightbox controller <NUM> may not render the virtual stage <NUM> as a digital representation and, instead, may utilize the virtual stage <NUM> to define exterior dimensional boundaries of the virtual space <NUM>. The virtual space <NUM> may include one or more virtual lights <NUM> that are each associated with a respective one of the physical lights <NUM>. Particularly, in the illustrated embodiment, the virtual space <NUM> includes a first virtual light <NUM>, a second virtual light <NUM>, and a third virtual light <NUM> that are respectively associated with the first physical light <NUM>, the second physical light <NUM>, and the third physical light <NUM>. For clarity, as used herein, a "virtual light" may refer to a light simulation that is configured to update representations of virtual lighting within the virtual space <NUM>. It should be understood that, although the illustrated embodiment of the AR lightbox system <NUM> includes three physical lights <NUM> and three virtual lights <NUM>, in other embodiments, the AR lightbox system <NUM> may include any suitable quantity of physical lights <NUM> and corresponding virtual lights <NUM>.

The virtual space <NUM> may include a representation <NUM> of the virtual object <NUM>. The representation <NUM> may be a model (e.g., a digital representation) of the virtual object <NUM>. Particularly, the lightbox controller <NUM> may be configured to provide the representation <NUM> to the display system <NUM> as an input that enables the display system <NUM> to overlay the virtual object <NUM> onto a suitable real-world environment in accordance with the techniques discussed above. In other words, in some embodiments, the virtual object <NUM> may be a rendering of the representation <NUM> generated by the lightbox controller <NUM>. As discussed in detail herein, the lightbox controller <NUM> may be configured to update an appearance (e.g., coloring, shading) of the representation <NUM> based on changes in the lighting conditions of the physical space <NUM>, as well as changes in the lighting conditions of the virtual space <NUM>. As a result, changes in the appearance of the representation <NUM> may be reflected as changes in the appearance of the virtual object <NUM> (e.g., the rendering of the virtual object <NUM> may be updated in accordance with the representation <NUM>).

To evaluate an appearance of the virtual object <NUM> in a particular lighting environment, a developer may, via an input device <NUM> (e.g., the user input device <NUM>), instruct the lightbox controller <NUM> to overlay the virtual object <NUM> onto the backdrop <NUM> using the display system <NUM>. The physical lights <NUM> may be configured to simulate particular real-world lighting conditions in the physical space <NUM>, which may be specified by the developer. For example, the developer may instruct (e.g., via inputs provided to the lightbox controller <NUM>) the physical lights <NUM> to simulate lighting conditions that are expected to occur throughout the duration of a particular amusement park ride. Each of the physical lights <NUM> may be configured to provide the light controller <NUM> with feedback indicative of current operational parameters of that particular physical light <NUM>. As an example, such operational parameters may include an identifier associated with each of the physical lights <NUM> (e.g., an identification code used to differentiate the first physical light <NUM>, the second physical light <NUM>, and the third physical light <NUM>), a light intensity output by each of the physical lights <NUM>, a color (e.g., a hue) of light output by each of the physical lights <NUM>, a location of each of the physical lights <NUM> relative to the physical stage <NUM>, an orientation of each of the physical lights relative to the physical stage <NUM>, or a combination thereof. In certain embodiments, the physical lights <NUM> may include sensors (e.g., integrated sensors) configured to provide the light controller <NUM> with feedback indicative of any one or combination of the aforementioned operational parameters. Additionally or alternatively, the physical lights <NUM> may be associated with respective sensors <NUM> (e.g., external sensors) that are configured to provide the light controller <NUM> with feedback indicative of such operational parameters. For example, in some embodiments, the sensors <NUM> may include optical sensors (e.g., light intensity sensors, wavelength detectors), GPS sensors, photoelectric sensors, or other suitable sensors.

In certain embodiments, some of the physical lights <NUM> and the corresponding actuators <NUM> may be configured to execute a particular lighting sequence (e.g., a predetermined lighting sequence) that temporally defines positions, orientations, lighting hues, lighting intensities, and/or other parameters of the physical lights <NUM>. The lighting sequence may be initiated upon a particular operator input (e.g., a user providing input to a user interface coupled to the lightbox controller <NUM>) and/or sensor feedback (e.g., a user moving toward a particular location relative to the physical stage <NUM>). Lighting sequences associated with the physical lights <NUM> may be stored in, for example, the respective memories <NUM>, <NUM> of the light controller <NUM> and/or the lightbox controller <NUM>. Additionally or alternatively, the lighting sequences may be stored in associated memories (e.g., integrated memories) of the physical lights <NUM>. In any case, upon initiation of a particular lighting sequence, one or more of the physical lights <NUM> may provide the lightbox controller <NUM> with feedback indicative of the current operational parameters of the physical lights <NUM> during execution of the corresponding lighting sequences. That is, the lightbox controller <NUM> may, instead of receiving feedback from the sensors <NUM> indicative of the operational parameters of the physical lights <NUM>, receive feedback indicative of the current operational parameters of the physical lights <NUM> directly from corresponding controllers of the physicals lights <NUM> that are configured to execute the lighting sequences.

In some embodiments, the AR lightbox system <NUM> may include one or more ambient lighting sensors <NUM> that are configured to provide the light controller <NUM> with feedback (e.g., ambient lighting feedback) indicative of ambient lighting surrounding the physical stage <NUM>. As a non-limiting example, the one or more ambient lighting sensors <NUM> may be configured to provide the light controller <NUM> with feedback indicative of natural sunlight projected onto the physical stage <NUM> or of simulated sunlight which may be projected onto the physical stage <NUM> from additional lighting devices positioned above the physical stage <NUM>. In certain embodiments, some of the one or more ambient lighting sensors <NUM> may be coupled to an actuated manipulator (e.g., a robotic manipulator) that is configured to adjust a position of the ambient lighting sensors <NUM> relative to the physical stage <NUM>. Accordingly, the actuated manipulator may enable the one or more ambient lighting sensors <NUM> to acquire feedback indicative of ambient lighting conditions at various locations along the physical stage <NUM>. The actuated manipulator may be communicatively coupled to the lightbox controller <NUM>, thereby enabling the lightbox controller <NUM> to send instructions to adjust a position of the one or more ambient lighting sensors <NUM> via the actuated manipulator. In some embodiments, the display system <NUM> may be configured to overlay the actuated manipulator with an AR feature so that the actuated manipulator appears deleted or no longer present to a developer (e.g., the user <NUM>) viewing the physical stage <NUM> through the display system <NUM> (e.g., the display system <NUM> may fully or partially occlude the actuated manipulator with a virtual environmental representation).

The light controller <NUM> may provide the lightbox controller <NUM> with information indicative of the feedback received from the physical lights <NUM> and/or the feedback received from the sensors <NUM> and/or the ambient lighting sensors <NUM>. It should be appreciated that, in certain embodiments, the physical lights <NUM>, the sensors <NUM>, and/or the ambient lighting sensors <NUM> may provide such feedback directly to the lightbox controller <NUM>. Indeed, in such embodiments, the light controller <NUM> may be omitted from the AR lightbox system <NUM>. In any case, the lightbox controller <NUM> may update the virtual lighting conditions (e.g., respective states of the virtual lights <NUM>) within the virtual space <NUM> based on the feedback provided by the physical lights <NUM>, feedback provided by the sensors <NUM>, and/or feedback provided by the ambient lighting sensors <NUM>. For example, the lightbox controller <NUM> may update a location and/or an orientation of each of the virtual lights <NUM> within the virtual space <NUM> based on a determined location and/or a determined orientation of the corresponding physical lights <NUM> within the physical space <NUM>. Particularly, the lightbox controller <NUM> may adjust locational parameters (e.g., position, orientation) of the virtual lights <NUM>, relative to the virtual space <NUM>, to match the locational parameters (e.g., position, orientation) of the physical lights <NUM>, relative to the physical space <NUM>. Moreover, the lightbox controller <NUM> may update a color and/or an intensity of the virtual lighting rendered onto the representation <NUM> based on the current color and/or intensity of light projected by the physical lights <NUM>.

As a non-limiting example, the lightbox controller <NUM> may be configured to directly or indirectly receive feedback from the first physical light <NUM> indicative of an operational parameter, or a plurality of operational parameters, of the first physical light <NUM>, such as a position of the first physical light <NUM> (e.g., relative to the physical stage <NUM>), an orientation of the first physical light <NUM> (e.g., relative to the physical stage <NUM>), a hue (e.g., a color) of light output by the first physical light <NUM>, and/or an intensity (e.g., a luminous intensity) of light output by the first physical light <NUM>. Upon receiving such feedback, the lightbox controller <NUM> may be configured to update a state of the first virtual light <NUM> to match the corresponding operational parameter or parameters of the first physical light <NUM>. That is, the lightbox controller <NUM> may adjust a position and/or an orientation of the first virtual light <NUM> (e.g., relative to the virtual stage <NUM>) within the virtual space <NUM> to match the current position and the current orientation of the first physical light <NUM> (e.g., relative to the physical stage <NUM>) in the physical space <NUM>. Accordingly, the lightbox controller <NUM> may adjust an angle at which virtual light is rendered onto the representation <NUM> based on a position and/or an orientation of the first physical light <NUM> within the physical space <NUM>. The lightbox controller <NUM> may also adjust a hue and an intensity of virtual light rendered by the first virtual light <NUM> to match the hue and the intensity of light output by the first physical light <NUM>. Accordingly, the lightbox controller <NUM> may adjust the color and the intensity of the virtual light rendered onto the representation <NUM> to the color and intensity of light output by the first physical light <NUM>. In other words, by adjusting a state of the first virtual light <NUM> (e.g., based on the operational parameter of the first physical light <NUM>), the lightbox controller <NUM> may adjust (e.g., update) an appearance of the virtual object <NUM>.

The lightbox controller <NUM> may adjust the virtual light rendered by the second virtual light <NUM> and the third virtual light <NUM> based on the lighting output of the second physical light <NUM> and the third physical light <NUM>, respectively, in accordance with the aforementioned techniques. That is, the lightbox controller <NUM> may adjust the virtual light rendered by the second and third virtual lights <NUM>, <NUM> based on feedback from integrated sensors within the second and third physical lights <NUM>, <NUM>, respectively, and/or feedback from the sensors <NUM> (e.g., sensors external to the second and third physical lights <NUM>, <NUM>). In this manner, the lightbox controller <NUM> may adjust a rendered appearance (e.g., shading, highlighting, coloring) of the representation <NUM>, and thus, adjust a rendered appearance of the virtual object <NUM>, based on the operational parameters of the physical lights <NUM>. Indeed, the lightbox controller <NUM> may execute the aforementioned techniques in substantially real-time to adjust an appearance the virtual object <NUM> in response to changes in the operational parameters (e.g., position, orientation, hue, intensity) of the physical lights <NUM> in the physical space <NUM>. The AR lightbox system <NUM> thereby enables a developer to evaluate whether the rendered appearance of the virtual object <NUM> appears realistically commensurate with the lighting conditions generated by the physical lights <NUM>. In other words, the developer may determine whether the computer graphics generation system <NUM> adequately adjusts the appearance of the virtual object <NUM> in response to changes in lighting output by the physical lights <NUM>.

As an example, the developer may determine whether the lightbox controller <NUM> adjusts a shading and/or a shadowing of the virtual object <NUM> in a spatially and/or temporally realistic manner when one or more of the physical lights <NUM> are moved relative to the physical stage <NUM> and/or are instructed to output a different hue or intensity of light. Indeed, the developer may use the AR lightbox system <NUM> to simulate various real-world lighting conditions (e.g., via the physical lights <NUM>) that may occur, for example, throughout the duration of a particular amusement park ride, and evaluate a realism of the transiently adjusting appearance of the virtual object <NUM> in response to such changes in the real-world lighting conditions. Accordingly, the developer may, in a testing environment having the AR lightbox system <NUM>, predict how a virtual object will appear in a particular setting of the amusement park. Therefore, the AR lightbox system <NUM> may enable the developer to make adjustments to the algorithms used to update the appearance of the virtual object <NUM> upon a determination that the currently employed algorithms adjust the appearance of the virtual object <NUM> in an unrealistic or inadequate manner. As such, the AR lightbox system <NUM> enables a developer to better tailor the modeling algorithms of the lightbox controller <NUM> and/or of the computer graphics generation system <NUM> in a manner that enables the lightbox controller <NUM> and/or the computer graphics generation system <NUM> to more effectively generate an illusion that light output by the physical lights <NUM> interacts with (e.g., reflects off of, changes a coloration or shading of) the virtual object <NUM>. It should be appreciated that the lightbox controller <NUM> may adjust the light rendered by any of the first, second, and/or third virtual lights <NUM>, <NUM>, <NUM> based on the ambient lighting feedback provided by the ambient lighting sensors <NUM>. As such, the lightbox controller <NUM> may adjust an appearance of the virtual object <NUM> based on ambient lighting conditions surrounding the backdrop <NUM> of the physical stage <NUM>.

In some embodiments, the AR lightbox system <NUM> may be configured to adjust operational parameters (e.g., a position and/or orientation of the physical lights <NUM> relative to the physical stage <NUM>, a hue and/or intensity of light output by the physical lights <NUM>) of the physical lights <NUM> based on operational states (e.g., a position and/or orientation of the virtual lights <NUM> relative to the virtual stage <NUM>, a hue and/or intensity of virtual light rendered by the virtual lights <NUM>) of the virtual lights <NUM> in addition to, or in lieu of, adjusting operational states of the virtual lights <NUM> based on operational parameters of the physical lights <NUM>. For example, the developer may instruct the lightbox controller <NUM> to adjust the operational states of the virtual lights <NUM> via instructions provided through the input device <NUM>. In particular, using the input device <NUM>, the developer may adjust a position of the first virtual light <NUM> (e.g., relative to the virtual stage <NUM>), adjust an orientation of the first virtual light <NUM> (e.g., relative to the virtual stage <NUM>), adjust a hue (e.g., a color) of virtual light rendered by the first virtual light <NUM>, and/or adjust an intensity of virtual light rendered by the first virtual light <NUM>. Such instructions may be used to simulate possible user inputs that may be provided by a user during a game generated by the computer graphics generation system <NUM>, such as a game presented as part of an amusement park attraction. Upon receiving such instructions, the lightbox controller <NUM> may adjust the appearance of the representation <NUM> and the appearance of the virtual object <NUM> in accordance with the techniques discussed above. Substantially in conjunction with adjusting the appearance of the virtual object <NUM>, the lightbox controller <NUM> may adjust a position and/or an orientation (e.g., via the corresponding actuators <NUM>) of the first physical light <NUM> in the physical space <NUM> (e.g., relative of the physical stage <NUM>) to match the current position and orientation (e.g., state) of the first virtual light <NUM> in the virtual space <NUM> (e.g., relative to the virtual stage <NUM>). Additionally, the lightbox controller <NUM> may adjust the hue and/or intensity of light output by the first physical light <NUM> to match the hue and intensity (e.g., state) of virtual light rendered by the first virtual light <NUM>. It should be understood that the lightbox controller <NUM> may adjust the operational parameters of the second physical light <NUM> and the third physical light <NUM> based on the states of the second virtual light <NUM> and the third virtual light <NUM>, respectively, in accordance with the these techniques.

In this manner, the lightbox controller <NUM> may adjust the operational parameters of the physical lights <NUM> based on the updated appearance of the virtual object <NUM> (e.g., as defined by the manipulation of the virtual lights <NUM>). The lightbox controller <NUM> may adjust the operational parameters (e.g., position, orientation, hue, intensity) of the physical lights <NUM> in substantially real-time to the specified adjustments in the appearance of the virtual object <NUM>, thereby enabling a developer to evaluate whether the physical lights <NUM> adjust their lighting output in a manner that is synchronous and realistically commensurate with the adjusted appearance of the virtual object <NUM>. Therefore, the AR lightbox system <NUM> may enable the developer to make adjustments to the algorithms used to control operation of the physical lights <NUM> upon a determination that the currently employed algorithms adjust the operation of the physical lights <NUM> in an unrealistic manner (e.g., in relation to adjustment of the appearance of the virtual object <NUM>).

In certain embodiments, the lightbox controller <NUM> may be configured to determine occurrence of a fault condition of one or more of the physical lights <NUM>. For example, the lightbox controller <NUM> may determine whether one or more of the physical lights <NUM> are operating ineffectively or are inoperative (e.g., due to failure of a filament within the light). Upon detection of such a fault condition, the lightbox controller <NUM> may provide a notification (e.g., via a suitable display device, such as the head mounted display <NUM>, an audible alert) to the developer that prompts the developer to perform maintenance on (e.g., replace, repair) one or more of the physical lights <NUM>. In certain embodiments, the identifiers associated with each of the physical lights <NUM> may enable the lightbox controller <NUM> to inform the developer as to which of the physicals lights <NUM> (e.g., the first physical light <NUM>, the second physical light <NUM>, the third physical light <NUM>), in particular, is incurring the fault condition. For example, via display of the identifiers, the lightbox controller <NUM> may inform the developer of a location of the particular physical light exhibiting the fault condition (e.g., in response to detection of the occurrence of the fault condition).

In some embodiments, the AR lightbox system <NUM> may be a portable kit that is configured to be easily transferred to various testing locations or settings. For example, the physical stage <NUM> may be sized for placement on a desk or other suitable structure. The light controller <NUM> and the lightbox controller <NUM> may also be housed in a portable structure and configured to communicatively couple to the components of the physical stage <NUM>, such as the physical lights <NUM>, the sensors <NUM>, <NUM>, and/or the actuators <NUM>. In some embodiments, the light controller <NUM>, the lightbox controller <NUM>, and/or other features included in the AR lightbox system <NUM> may be integrated within a suitable portion of the physical stage <NUM>. It should be appreciated that, in other embodiments, the physical stage <NUM> may be scaled to any suitable size. For example, in some embodiments, the physical stage <NUM> may be sized to enable the developer to stand on and/or travel across the physical stage <NUM> to view the virtual object <NUM> from various perspectives (e.g., relative to the physical stage <NUM>). Moreover, certain props (e.g., animatronic figures, theatre props, other objects) may be placed on the physical stage <NUM> to enable developers to evaluate appearances of the virtual object <NUM> with respect to the props on the physical stage <NUM>. In some embodiments, the physical stage <NUM> includes a room having the features (e.g., backdrop <NUM>, physical lights <NUM>, actuators <NUM>, etc.) of the physical stage <NUM> discussed above. As such, users (e.g., developers, guests of an amusement park attraction) may utilize the AR lightbox system <NUM> in accordance with the techniques discussed above to view virtual objects in various real-word settings.

Claim 1:
A system (<NUM>) for evaluation of an augmented reality (AR) experience provided to a user (<NUM>), the system (<NUM>) comprising:
a backdrop (<NUM>);
a physical light (<NUM>) configured to project light onto the backdrop (<NUM>);
a display system (<NUM>) configured to display a virtual feature to enable the user (<NUM>) to view the virtual feature as being overlaid onto the backdrop (<NUM>); and
a controller communicatively coupled to the display system (<NUM>) and the physical light (<NUM>), wherein the controller is configured to:
render the virtual feature within a virtual space (<NUM>);
receive feedback indicative of one or more operational parameters of the physical light (<NUM>), wherein the one or more operational parameters comprise at least one of a position of the physical light (<NUM>) relative to the backdrop (<NUM>), an orientation of the physical light (<NUM>) relative to the backdrop (<NUM>), a hue of the light projected onto the backdrop (<NUM>) and an intensity of the light projected onto the backdrop (<NUM>);
receive additional feedback indicative of a state of a virtual light (<NUM>), wherein the state of the virtual light (<NUM>) comprises at least one of a position of the virtual light (<NUM>) relative to the virtual space (<NUM>), an orientation of the virtual light (<NUM>) relative to the virtual space (<NUM>), a hue of the virtual light (<NUM>) projected onto the virtual space (<NUM>) and an intensity of the virtual light (<NUM>) projected onto the virtual space (<NUM>); and
adjust the state of the virtual light (<NUM>) based on the feedback indicative of the one or more operational parameters of the physical light (<NUM>), adjust the one or more operational parameters of the physical light (<NUM>) based on the additional feedback indicative of the state of the virtual light (<NUM>), or both, such that the state of the virtual light (<NUM>) matches a corresponding operational parameter of the physical light (<NUM>).