PATENT DOCUMENT

Publication Number: US-12033240-B2
Application Number: US-202016909620-A
Country: US
Kind Code: B2

Title: Method and device for resolving focal conflict

Abstract:
In one implementation, a method of resolving focal conflict in a computer-generated reality (CGR) environment is performed by a device including a processor, non-transitory memory, an image sensor, and a display. The method includes capturing, using the image sensor, an image of a scene including a real object in a particular direction at a first distance from the device. The method includes displaying, on the display, a CGR environment including a virtual object in the particular direction at a second distance from the device. In accordance with a determination that the second distance is less than the first distance, the CGR environment includes the virtual object overlaid on the scene. In accordance with a determination that the second distance is greater than the first distance, the CGR environment includes the virtual object with an obfuscation area that obfuscates at least a portion of the real object within the obfuscation area.

Claims:
What is claimed is: 
     
       1. A method comprising:
 at a device including one or more processors, an image sensor, non-transitory memory, and a display: 
 capturing, using the image sensor, an image of a scene including a real object; and 
 displaying, on the display, a computer-generated reality (CGR) environment including a virtual object moving through the real object from a first location in the CGR environment closer to the device than the real object to a second location in the CGR environment further from the device than the real object; 
 wherein, in accordance with a determination that the virtual object has not moved through the real object further from the device than the real object, the CGR environment includes the virtual object overlaid on the scene; and 
 wherein, in accordance with a determination that the virtual object has moved through the real object further from the device than the real object, the CGR environment includes the virtual object with an obfuscation area surrounding the virtual object that obfuscates at least a portion of the real object within the obfuscation area. 
 
     
     
       2. The method of  claim 1 , wherein the obfuscation area includes a blurring region that blurs the portion of the real object within the blurring region. 
     
     
       3. The method of  claim 1 , wherein the obfuscation area includes a dimming region that dims the portion of the real object within the dimming region. 
     
     
       4. The method of  claim 1 , wherein the obfuscation area includes a masking region that occludes the portion of the real object within the masking region. 
     
     
       5. The method of  claim 1 , wherein the obfuscation area includes a portal region that displays a virtual world over the portion of the real object within the portal region. 
     
     
       6. The method of  claim 5 , wherein the virtual world includes a virtual floor. 
     
     
       7. The method of  claim 6 , wherein the virtual floor is coplanar with a real floor of the scene. 
     
     
       8. The method of  claim 6 , further comprising displaying a virtual shadow of the virtual object on the virtual floor. 
     
     
       9. The method of  claim 1 , wherein the obfuscation area occupies the entire display except for the virtual object. 
     
     
       10. The method of  claim 1 , wherein displaying the CGR environment includes displaying, on the display, a representation of the scene. 
     
     
       11. An electronic device comprising:
 an image sensor; 
 a display; 
 a non-transitory memory; and 
 one or more processors to:
 capture, using the image sensor, an image of a scene including a real object; and 
 display, on the display, a computer-generated reality (CGR) environment including a virtual object moving through the real object from a first location in the CGR environment closer to the device than the real object to a second location in the CGR environment further from the device than the real object; 
 wherein, in accordance with a determination that the virtual object has not moved through the real object further from the device than the real object, the CGR environment includes the virtual object overlaid on the scene; and 
 wherein, in accordance with a determination that the virtual object has moved through the real object further from then device than the real object, the CGR environment includes the virtual object with an obfuscation area surrounding the virtual object that obfuscates at least a portion of the real object within the obfuscation area. 
 
 
     
     
       12. The method of  claim 1 , wherein the virtual object represents a real object remote from CGR environment that correspondingly moves in the CGR environment when the real object remote from the CGR environment moves. 
     
     
       13. The method of  claim 12 , wherein the real object remote from the CGR environment is a person and the virtual object is an avatar. 
     
     
       14. The electronic device of  claim 11 , wherein the obfuscation area includes a blurring region that blurs the portion of the real object within the blurring region. 
     
     
       15. The electronic device of  claim 11 , wherein the obfuscation area includes a dimming region that dims the portion of the real object within the dimming region. 
     
     
       16. The electronic device of  claim 11 , wherein the obfuscation area includes a masking region that occludes the portion of the real object within the masking region. 
     
     
       17. The electronic device of  claim 11 , wherein the obfuscation area includes a portal region that displays a virtual world over the portion of the real object within the portal region. 
     
     
       18. The electronic device of  claim 17 , wherein the virtual world includes a virtual floor that is coplanar with a real floor of the scene. 
     
     
       19. The electronic device of  claim 11 , wherein the obfuscation area occupies the entire display except for the virtual object. 
     
     
       20. A non-transitory memory storing one or more programs, which, when executed by one or more processors of a device with an image sensor and a display cause the device to:
 capture, using the image sensor, an image of a scene including a real object; and 
 display, on the display, a computer-generated reality (CGR) environment including a virtual object moving through the real object from a first location in the CGR environment closer to the device than the real object to a second location in the CGR environment further from the device than the real object; 
 wherein, in accordance with a determination that the virtual object has not moved through the real object further from the device than the real object, the CGR environment includes the virtual object overlaid on the scene; and 
 wherein, in accordance with a determination that the virtual object has moved through the real object further from then device than the real object, the CGR environment includes the virtual object with an obfuscation area surrounding the virtual object that obfuscates at least a portion of the real object within the obfuscation area.

Description:
CROSS-REFERENCE TO RELATED APPLICATIONS 
     This application claims priority to U.S. Provisional Patent App. No. 62/906,929, filed on Sep. 27, 2019, which is hereby incorporated by reference in its entirety. 
    
    
     TECHNICAL FIELD 
     The present disclosure generally systems, methods, and devices for resolving focal conflict between real objects and virtual objects. 
     BACKGROUND 
     A physical environment refers to a physical world that people can sense and/or interact with without aid of electronic systems. Physical environments, such as a physical park, include physical articles, such as physical trees, physical buildings, and physical people. People can directly sense and/or interact with the physical environment, such as through sight, touch, hearing, taste, and smell. 
     In contrast, a computer-generated reality (CGR) environment refers to a wholly or partially simulated environment that people sense and/or interact with via an electronic system. In CGR, a subset of a person&#39;s physical motions, or representations thereof, are tracked, and, in response, one or more characteristics of one or more virtual objects simulated in the CGR environment are adjusted in a manner that comports with at least one law of physics. For example, a CGR system may detect a person&#39;s head turning and, in response, adjust graphical content and an acoustic field presented to the person in a manner similar to how such views and sounds would change in a physical environment. In some situations (e.g., for accessibility reasons), adjustments to characteristic(s) of virtual object(s) in a CGR environment may be made in response to representations of physical motions (e.g., vocal commands). 
     A person may sense and/or interact with a CGR object using any one of their senses, including sight, sound, touch, taste, and smell. For example, a person may sense and/or interact with audio objects that create 3D or spatial audio environment that provides the perception of point audio sources in 3D space. In another example, audio objects may enable audio transparency, which selectively incorporates ambient sounds from the physical environment with or without computer-generated audio. In some CGR environments, a person may sense and/or interact only with audio objects. 
     Examples of CGR Include Virtual Reality and Mixed Reality. 
     A virtual reality (VR) environment refers to a simulated environment that is designed to be based entirely on computer-generated sensory inputs for one or more senses. A VR environment comprises a plurality of virtual objects with which a person may sense and/or interact. For example, computer-generated imagery of trees, buildings, and avatars representing people are examples of virtual objects. A person may sense and/or interact with virtual objects in the VR environment through a simulation of the person&#39;s presence within the computer-generated environment, and/or through a simulation of a subset of the person&#39;s physical movements within the computer-generated environment. 
     In contrast to a VR environment, which is designed to be based entirely on computer-generated sensory inputs, a mixed reality (MR) environment refers to a simulated environment that is designed to incorporate sensory inputs from the physical environment, or a representation thereof, in addition to including computer-generated sensory inputs (e.g., virtual objects). On a virtuality continuum, a mixed reality environment is anywhere between, but not including, a wholly physical environment at one end and virtual reality environment at the other end. 
     In some MR environments, computer-generated sensory inputs may respond to changes in sensory inputs from the physical environment. Also, some electronic systems for presenting an MR environment may track location and/or orientation with respect to the physical environment to enable virtual objects to interact with real objects (that is, physical articles from the physical environment or representations thereof). For example, a system may account for movements so that a virtual tree appears stationery with respect to the physical ground. 
     Examples of Mixed Realities Include Augmented Reality and Augmented virtuality. 
     An augmented reality (AR) environment refers to a simulated environment in which one or more virtual objects are superimposed over a physical environment, or a representation thereof. For example, an electronic system for presenting an AR environment may have a transparent or translucent display through which a person may directly view the physical environment. The system may be configured to present virtual objects on the transparent or translucent display, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. Alternatively, a system may have an opaque display and one or more imaging sensors that capture images or video of the physical environment, which are representations of the physical environment. The system composites the images or video with virtual objects, and presents the composition on the opaque display. A person, using the system, indirectly views the physical environment by way of the images or video of the physical environment, and perceives the virtual objects superimposed over the physical environment. As used herein, a video of the physical environment shown on an opaque display is called “pass-through video,” meaning a system uses one or more image sensor(s) to capture images of the physical environment, and uses those images in presenting the AR environment on the opaque display. Further alternatively, a system may have a projection system that projects virtual objects into the physical environment, for example, as a hologram or on a physical surface, so that a person, using the system, perceives the virtual objects superimposed over the physical environment. 
     An augmented reality environment also refers to a simulated environment in which a representation of a physical environment is transformed by computer-generated sensory information. For example, in providing pass-through video, a system may transform one or more sensor images to impose a select perspective (e.g., viewpoint) different than the perspective captured by the imaging sensors. As another example, a representation of a physical environment may be transformed by graphically modifying (e.g., enlarging) portions thereof, such that the modified portion may be representative but not photorealistic versions of the originally captured images. As a further example, a representation of a physical environment may be transformed by graphically eliminating or obfuscating portions thereof. 
     An augmented virtuality (AV) environment refers to a simulated environment in which a virtual or computer-generated environment incorporates one or more sensory inputs from the physical environment. The sensory inputs may be representations of one or more characteristics of the physical environment. For example, an AV park may have virtual trees and virtual buildings, but people with faces photorealistically reproduced from images taken of physical people. As another example, a virtual object may adopt a shape or color of a physical article imaged by one or more imaging sensors. As a further example, a virtual object may adopt shadows consistent with the position of the sun in the physical environment. 
     There are many different types of electronic systems that enable a person to sense and/or interact with various CGR environments. Examples include head-mounted systems, projection-based systems, heads-up displays (HUDs), vehicle windshields having integrated display capability, windows having integrated display capability, displays formed as lenses designed to be placed on a person&#39;s eyes (e.g., similar to contact lenses), headphones/earphones, speaker arrays, input systems (e.g., wearable or handheld controllers with or without haptic feedback), smartphones, tablets, and desktop/laptop computers. A head-mounted system may have one or more speaker(s) and an integrated opaque display. Alternatively, a head-mounted system may be configured to accept an external opaque display (e.g., a smartphone). The head-mounted system may incorporate one or more imaging sensors to capture images or video of the physical environment, and/or one or more microphones to capture audio of the physical environment. Rather than an opaque display, a head-mounted system may have a transparent or translucent display. The transparent or translucent display may have a medium through which light representative of images is directed to a person&#39;s eyes. The display may utilize digital light projection, OLEDs, LEDs, uLEDs, liquid crystal on silicon, laser scanning light source, or any combination of these technologies. The medium may be an optical waveguide, a hologram medium, an optical combiner, an optical reflector, or any combination thereof. In one implementation, the transparent or translucent display may be configured to become opaque selectively. Projection-based systems may employ retinal projection technology that projects graphical images onto a person&#39;s retina. Projection systems also may be configured to project virtual objects into the physical environment, for example, as a hologram or on a physical surface. 
     In various implementations, a CGR environment includes one or more real objects and one or more virtual objects. In various implementations, a virtual object is rendered at a distance that places the virtual object behind a real object without being occluded by the real object. This creates a focal conflict in which the user sees the virtual object and gets depth cues as if the virtual object were further than the real object and, thus, should be occluded by the physical object, but is not. It may be desirable to effectively resolve this focal conflict. 
    
    
     
       BRIEF DESCRIPTION OF THE DRAWINGS 
       So that the present disclosure can be understood by those of ordinary skill in the art, a more detailed description may be had by reference to aspects of some illustrative implementations, some of which are shown in the accompanying drawings. 
         FIG.  1    is a block diagram of an example operating environment in accordance with some implementations. 
         FIG.  2    is a block diagram of an example controller in accordance with some implementations. 
         FIG.  3    is a block diagram of an example electronic device in accordance with some implementations. 
         FIGS.  4 A- 4 G  illustrate a CGR environment based on a real environment surveyed by a scene camera of a device in accordance with various implementations. 
         FIG.  5    is a flowchart representation of a method of resolving focal conflict in accordance with some implementations. 
     
    
    
     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. 
     SUMMARY 
     Various implementations disclosed herein include devices, systems, and methods for resolving focal conflict in a computer-generated reality (CGR) environment. In various implementations, a method is performed at a device including a processor, non-transitory memory, an image sensor, and a display. The method includes capturing, using the image sensor, an image of a scene including a real object in a particular direction at a first distance. The method includes displaying, on the display, a computer-generated reality (CGR) environment including a virtual object in the particular direction at a second distance from the device. In accordance with a determination that the second distance is less than the first distance, the CGR environment includes the virtual object overlaid on the scene. In accordance with a determination that the second distance is greater than the first distance, the CGR environment includes the virtual object with an obfuscation area. 
     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. 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. 
     DESCRIPTION 
     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 CGR environments include both real objects and virtual objects. When a virtual object is rendered at a distance further than the distance to a real object, there is a focal conflict. A user may be disoriented or disconcerted by seeing a virtual object that should be occluded by a real object. For example, while a user is seated on a bus or airplane, there is a short distance between the user and the seat in front of them. However, a user may wish to view virtual content at distances greater than that short distance without focal conflict. Similarly, while seated at a desk with a computer monitor a short distance away, a user may wish to view virtual content at distances greater than that short distance without focal conflict. Accordingly, in various implementations, the virtual content is displayed at greater distances with the focal conflict resolved by way of an obfuscation area with the virtual content (e.g., surrounding the virtual content). The obfuscation area blurs, dims, and/or occludes the portion of the real object in the obfuscation area. 
     As another example, in various implementations, a CGR environment includes a first real environment where the user is located and an avatar representing a person in a second real environment remote from the first real environment. Thus, the CGR environment allows interaction between the user and the person (by means of the avatar). When the person moves within the second real environment, the avatar moves correspondingly in the CGR environment. In various implementations, the second real environment may be larger than the first real environment and as the person moves within the second real environment, the avatar moves to distances greater than that to a wall of the first real environment. Rather than occluding the avatar and hindering interaction between the user and the person, the CGR environment displays the avatar with an obfuscation area, e.g., surrounding the avatar. 
       FIG.  1    is a block diagram of an example operating environment  100  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 environment  100  includes a controller  110  and an electronic device  120 . 
     In some implementations, the controller  110  is configured to manage and coordinate a CGR experience for the user. In some implementations, the controller  110  includes a suitable combination of software, firmware, and/or hardware. The controller  110  is described in greater detail below with respect to  FIG.  2   . In some implementations, the controller  110  is a computing device that is local or remote relative to the scene  105 . For example, the controller  110  is a local server located within the scene  105 . In another example, the controller  110  is a remote server located outside of the scene  105  (e.g., a cloud server, central server, etc.). In some implementations, the controller  110  is communicatively coupled with the electronic device  120  via one or more wired or wireless communication channels  144  (e.g., BLUETOOTH, IEEE 802.11x, IEEE 802.16x, IEEE 802.3x, etc.). In another example, the controller  110  is included within the enclosure of the electronic device  120 . In some implementations, the functionalities of the controller  110  are provided by and/or combined with the electronic device  120 . 
     In some implementations, the electronic device  120  is configured to provide the CGR experience to the user. In some implementations, the electronic device  120  includes a suitable combination of software, firmware, and/or hardware. According to some implementations, the electronic device  120  presents, via a display  122 , CGR content to the user while the user is physically present within the scene  105  that includes a table  107  within the field-of-view  111  of the electronic device  120 . As such, in some implementations, the user holds the electronic device  120  in his/her hand(s). In some implementations, while providing augmented reality (AR) content, the electronic device  120  is configured to display an AR object (e.g., an AR cylinder  109 ) and to enable video pass-through of the scene  105  (e.g., including a representation  117  of the table  107 ) on a display  122 . The electronic device  120  is described in greater detail below with respect to  FIG.  3   . 
     According to some implementations, the electronic device  120  provides a CGR experience to the user while the user is virtually and/or physically present within the scene  105 . 
     In some implementations, the user wears the electronic device  120  on his/her head. For example, in some implementations, the electronic device includes a head-mounted system (HMS), head-mounted device (HMD), or head-mounted enclosure (HME). As such, the electronic device  120  includes one or more CGR displays provided to display the CGR content. For example, in various implementations, the electronic device  120  encloses the field-of-view of the user. In some implementations, the electronic device  120  is a handheld device (such as a smartphone or tablet) configured to present CGR content, and rather than wearing the electronic device  120 , the user holds the device with a display directed towards the field-of-view of the user and a camera directed towards the scene  105 . In some implementations, the handheld device can be placed within an enclosure that can be worn on the head of the user. In some implementations, the electronic device  120  is replaced with a CGR chamber, enclosure, or room configured to present CGR content in which the user does not wear or hold the electronic device  120 . 
       FIG.  2    is a block diagram of an example of the controller  110  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  110  includes one or more processing units  202  (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  206 , one or more communication interfaces  208  (e.g., universal serial bus (USB), FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, 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  210 , a memory  220 , and one or more communication buses  204  for interconnecting these and various other components. 
     In some implementations, the one or more communication buses  204  include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices  206  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  220  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  220  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  220  optionally includes one or more storage devices remotely located from the one or more processing units  202 . The memory  220  comprises a non-transitory computer readable storage medium. In some implementations, the memory  220  or the non-transitory computer readable storage medium of the memory  220  stores the following programs, modules and data structures, or a subset thereof including an optional operating system  230  and a CGR content module  240 . 
     The operating system  230  includes procedures for handling various basic system services and for performing hardware dependent tasks. In some implementations, the CGR content module  240  is configured to manage and coordinate presentation of CGR content for one or more users (e.g., a single set of CGR content for one or more users, or multiple sets of CGR content for respective groups of one or more users). To that end, in various implementations, the CGR content module  240  includes a data obtaining unit  242 , a tracking unit  244 , a coordination unit  246 , and a data transmitting unit  248 . 
     In some implementations, the data obtaining unit  242  is configured to obtain data (e.g., presentation data, interaction data, sensor data, location data, etc.) from at least the electronic device  120  of  FIG.  1   . To that end, in various implementations, the data obtaining unit  242  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     In some implementations, the tracking unit  244  is configured to map the scene  105  and to track the position/location of at least the electronic device  120  with respect to the scene  105  of  FIG.  1   . To that end, in various implementations, the tracking unit  244  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     In some implementations, the coordination unit  246  is configured to manage and coordinate the presentation of CGR content to the user by the electronic device  120 . To that end, in various implementations, the coordination unit  246  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     In some implementations, the data transmitting unit  248  is configured to transmit data (e.g., presentation data, location data, etc.) to at least the electronic device  120 . To that end, in various implementations, the data transmitting unit  248  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     Although the data obtaining unit  242 , the tracking unit  244 , the coordination unit  246 , and the data transmitting unit  248  are shown as residing on a single device (e.g., the controller  110 ), it should be understood that in other implementations, any combination of the data obtaining unit  242 , the tracking unit  244 , the coordination unit  246 , and the data transmitting unit  248  may be located in separate computing devices. 
     Moreover,  FIG.  2    is intended more as functional description of the various features that may 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.  2    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.  3    is a block diagram of an example of the electronic device  120  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  120  includes one or more processing units  302  (e.g., microprocessors, ASICs, FPGAs, GPUs, CPUs, processing cores, and/or the like), one or more input/output (I/O) devices and sensors  306 , one or more communication interfaces  308  (e.g., USB, FIREWIRE, THUNDERBOLT, IEEE 802.3x, IEEE 802.11x, IEEE 802.16x, GSM, CDMA, TDMA, GPS, IR, BLUETOOTH, ZIGBEE, and/or the like type interface), one or more programming (e.g., I/O) interfaces  310 , one or more CGR displays  312 , one or more optional interior- and/or exterior-facing image sensors  314 , a memory  320 , and one or more communication buses  304  for interconnecting these and various other components. 
     In some implementations, the one or more communication buses  304  include circuitry that interconnects and controls communications between system components. In some implementations, the one or more I/O devices and sensors  306  include at least one of an inertial measurement unit (IMU), an accelerometer, a gyroscope, a thermometer, one or more microphones, one or more speakers, one or more biometric sensors (e.g., blood pressure monitor, heart rate monitor, breathing monitor, electrodermal monitor, blood oxygen sensor, blood glucose sensor, etc.), a haptics engine, one or more depth sensors (e.g., a structured light, a time-of-flight, or the like), and/or the like. 
     In some implementations, the one or more CGR displays  312  are configured to display CGR content to the user. In some implementations, the one or more CGR displays  312  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 CGR displays  312  correspond to diffractive, reflective, polarized, holographic, etc. waveguide displays. For example, the electronic device  120  includes a single CGR display. In another example, the electronic device  120  includes a CGR display for each eye of the user. In some implementations, the one or more CGR displays  312  are capable of presenting MR and VR content. 
     In some implementations, the one or more image sensors  314  are configured to obtain image data that corresponds to at least a portion of the face of the user that includes the eyes of the user (any may be referred to as an eye-tracking camera). In some implementations, the one or more image sensors  314  are configured to be forward-facing so as to obtain image data that corresponds to the scene as would be viewed by the user if the electronic device  120  was not present (and may be referred to as a scene camera). The one or more optional image sensors  314  can include one or more RGB cameras (e.g., with a complimentary metal-oxide-semiconductor (CMOS) image sensor or a charge-coupled device (CCD) image sensor), one or more infrared (IR) cameras, one or more event-based cameras, and/or the like. 
     The memory  320  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  320  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  320  optionally includes one or more storage devices remotely located from the one or more processing units  302 . The memory  320  comprises a non-transitory computer readable storage medium. In some implementations, the memory  320  or the non-transitory computer readable storage medium of the memory  320  stores the following programs, modules and data structures, or a subset thereof including an optional operating system  330  and a CGR presentation module  340 . 
     The operating system  330  includes procedures for handling various basic system services and for performing hardware dependent tasks. In some implementations, the CGR presentation module  340  is configured to present CGR content to the user via the one or more CGR displays  312  and/or the I/O devices and sensors  306  (such as the one or more speakers). To that end, in various implementations, the CGR presentation module  340  includes a data obtaining unit  342 , a focal conflict unit  344 , a CGR content presenting unit  346 , and a data transmitting unit  348 . 
     In some implementations, the data obtaining unit  342  is configured to obtain data (e.g., presentation data, interaction data, sensor data, location data, etc.) from at least the controller  110  of  FIG.  1   . In various implementations, the data obtaining unit  342  is configured to obtain data from the I/O devices and sensors  306 . To that end, in various implementations, the data obtaining unit  342  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     In some implementations, the focal conflict unit  344  is configured to detect and resolve focal conflicts in a CGR environment. To that end, in various implementations, the focal conflict unit  344  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     In some implementations, the CGR content presenting unit  346  is configured to present CGR content to a user. In various implementations, the CGR content presenting unit  346  controls the one or more CGR displays  312  to display an obfuscation area around a virtual object at a further distance than a real object. To that end, in various implementations, the CGR content presenting unit  346  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     In some implementations, the data transmitting unit  348  is configured to transmit data (e.g., presentation data, location data, etc.) to at least the controller  110 . To that end, in various implementations, the data transmitting unit  348  includes instructions and/or logic therefor, and heuristics and metadata therefor. 
     Although the data obtaining unit  342 , the focal conflict unit  344 , the CGR content presenting unit  346 , and the data transmitting unit  348  are shown as residing on a single device (e.g., the electronic device  120  of  FIG.  1   ), it should be understood that in other implementations, any combination of the data obtaining unit  342 , the focal conflict unit  344 , the CGR content presenting unit  346 , and the data transmitting unit  348  may be located in separate computing devices. 
     Moreover,  FIG.  3    is intended more as a functional description of the various features that could 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.  3    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.  4 A  illustrates a CGR environment  400  based on a real environment surveyed by a scene camera of a device at a first time. In various implementations, the scene camera is part of a device that is worn by the user and includes a display that displays the first CGR environment  400 . Thus, in various implementations, the user is physically present in the environment. In various implementations, the scene camera is part of remote device (such as a drone or robotic avatar) that transmits images from the scene camera to a local device that is worn by the user and includes a display that displays the CGR environment  400 . 
     The CGR environment  400  includes a plurality of objects, including one or more real objects (e.g., a table  412 , a television  413 , a lamp  414 , a wall  416 , and a floor  417 ) and one or more virtual objects (e.g., an avatar  422 ). In various implementations, each object is displayed at a location in the first CGR environment  400 , e.g., at a location defined by three coordinates in a three-dimensional (3D) CGR coordinate system. Accordingly, when the user moves in the CGR environment  400  (e.g., changes either position and/or orientation), the objects are moved on the display of the electronic device but retain their location in the CGR environment  400 . In various implementations, certain virtual objects are displayed at locations on the display such that when the user moves in the CGR environment  400 , the objects are stationary on the display on the electronic device. 
     In various implementations, the avatar  422  represents a person remote from the real environment (e.g., in a second real environment). When the person moves within the second real environment, the avatar  422  moves correspondingly in the CGR environment  400 . 
     At the first time, the avatar  422  is displayed at a first position in front of the wall  416 . The distance, in a particular direction from the scene camera, to the avatar  422  is less than the distance, in the particular direction from the scene camera, to the wall  416 . Accordingly, there is no focal conflict. 
       FIG.  4 B  illustrates the CGR environment  400  of  FIG.  4 A  at a second time. At the second time, the avatar  422  is displayed at a second position closer to, but still in front of, the wall  416  (and the television  413 ). In various implementations, the avatar  422  is moved in response to the person represented by the avatar  422  moving within the second real environment. The distance, in a particular direction from the scene camera, to the avatar  422  is greater than in  FIG.  4 A . Thus, the avatar  422  as illustrated in  FIG.  4 B  is smaller than the avatar  422  as illustrated in  FIG.  4 A . However, the distance, in the particular direction from the scene camera, to the avatar  422  is still less than the distance, in the particular direction from the scene camera, to the wall  416 . Accordingly, there is no focal conflict. 
       FIG.  4 C  illustrates the CGR environment  400  of  FIG.  4 A  at a third time. At the third time, the avatar  422  is displayed at a third position further from the scene camera and behind the wall  416  (and the television  413 ). In various implementations, the avatar  422  is moved in response to the person represented by the avatar  422  moving within the second real environment. The distance, in a particular direction from the scene camera, to the avatar  422  is greater than in  FIG.  4 B . Thus, the avatar  422  as illustrated in  FIG.  4 C  is smaller than the avatar  422  as illustrated in  FIG.  4 B . Further, the distance, in the particular direction from the scene camera, to the avatar  422  is greater than the distance, in the particular direction from the scene camera, to the wall  416 . Accordingly, there is a focal conflict. 
     A user receives a depth cue indicating that the avatar  422  is at a particular distance further than the distance to the wall  416 . For example, the user can determine the distance to the avatar  422  by parallax deduction based on different views of two eyes or based on different views obtained by moving within the real environment. The user can determine the distance to the avatar  422  by noting that the avatar  422  has shrunk in size as it moves from the first position to the second position to the third position. 
     Because the distance to the avatar  422  is greater than the distance to the wall  416 , were the avatar  422  a real object, it would be occluded by the wall  416 . A user may find it disorienting or disconcerting that the avatar  422  should be occluded, but is clearly visible. 
       FIG.  4 D  illustrates the CGR environment  400  of  FIG.  4 A  at the third time with a first focal conflict resolution. At the third time, the avatar  422  is displayed at the third position behind the wall  416 . In response to a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes a masking region  431  with the avatar  422  which partially occludes the wall  416  and the television  413 . In  FIG.  4 D , the masking region  431  is a white oval surrounding the avatar  422 . In various implementations, the masking region  431  is white, black, or any other color. In various implementations, the masking region  431  is an oval, a rectangle, or any other shape. In various implementations, the masking region  431  is the same shape as, but larger than, the avatar  422 , resulting in a masking halo surrounding the avatar  422 . In various implementations, the size of the masking region  431  is proportional to (and larger than) the size of the avatar  422 . For example, in various implementations, the masking region  431  is 1.25 times as large, 1.5 times as large, 2 times as large, or 3 times as large as the avatar  422  (in either area, or any particular dimension). 
       FIG.  4 E  illustrates the CGR environment  400  of  FIG.  4 A  at the third time with a second focal conflict resolution. At the third time, the avatar  422  is displayed at the third position behind the wall  416 . In response to a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes a blurring region  432  with the avatar  422  which partially blurs the wall  416  and the television  413 . Thus, in the area proximate to the avatar  422 , the wall  416  and the television  413  are blurred. However, in various implementations, the avatar  422  is not blurred. 
     In  FIG.  4 E , the blurring region  431  is an oval surrounding the avatar  422 . In various implementations, the blurring region  431  is an oval, a rectangle, or any other shape. In various implementations, the blurring region  431  is the same shape as, but larger than, the avatar  422 , resulting in a blurring halo surrounding the avatar  422 . In various implementations, the size of the blurring region  431  is proportional to (and larger than) the size of the avatar  422 . For example, in various implementations, the blurring region  431  is 1.25 times as large, 1.5 times as large, 2 times as large, or 3 times as large as the avatar  422  (in either area, or any particular dimension). In various implementations, the blurring region  431  occupies the entire CGR environment  400  (excluding the avatar  422 ). 
     In various implementations, the blurring region  431  is also a dimming region that dims the area proximate to the avatar  422  such that in the area surrounding the avatar  422 , the wall  416  and the television  413  are blurred and dimmed In various implementations, the avatar  422  is neither blurred nor dimmed. 
     In various implementations, the blurring region  431  is replaced with a dimming region with the avatar  422  such that in the area proximate to the avatar  422 , the wall  416  and the television  413  are dimmed, but not blurred. In various implementations, the avatar  422  is not dimmed. 
       FIG.  4 F  illustrates the CGR environment  400  of  FIG.  4 A  at the third time with a third focal conflict resolution. At the third time, the avatar  422  is displayed at the third position behind the wall  416 . In response to a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes a portal region  433  with the avatar  422  which partially occludes the wall  416  and the television  413 . Thus, in the area proximate to the avatar  422 , the wall  416  and the television  413  cannot be seen. Rather, in the portal region  433 , a virtual world is displayed including the avatar  422 . In various implementations, the virtual world includes a virtual floor  435  in the same plane as the real floor  417 . In various implementations, the virtual floor  435  is displayed as a grid. In various implementations, a virtual shadow of the avatar  422  is displayed on the virtual floor  435 . 
     In  FIG.  4 F , the portal region  433  is an oval surrounding the avatar  422 . In various implementations, the portal region  433  is an oval, a rectangle, or any other shape. In various implementations, the portal region  433  includes a halo effect at the outer edge of the portal region  433 . In various implementations, the size of the portal region  433  is proportional to (and larger than) the size of the avatar  422 . For example, in various implementations, the portal region  433  is 1.25 times as large, 1.5 times as large, 2 times as large, or 3 times as large as the avatar  422  (in either area, or any particular dimension). 
       FIG.  4 G  illustrates the CGR environment  400  of  FIG.  4 A  at the third time with a fourth focal conflict resolution. At the fourth time, the avatar  422  is displayed at the third position behind the wall  416 . In response to a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes a virtual world  440  overlaid over the entire scene, occluding all the real objects of the CGR environment  400 . In various implementations, the virtual world  440  includes representations of certain real objects (e.g., the table  412  and the lamp  414 ) while excluding representations of other real objects (e.g., the wall  416  and the floor  417 ). 
     The virtual world  440  includes the avatar  422  at the third position, a virtual ground  428 , a virtual tree  424 , and a virtual sun  426 . In various implementations, the virtual world  440  includes a virtual shadow of the avatar  422  displayed on the virtual ground  428 . 
       FIG.  5    is a flowchart representation of a method  500  of resolving focal conflict in a CGR environment in accordance with some implementations. In various implementations, the method  500  is performed by a device with one or more processors, non-transitory memory, an image sensor, and a display (e.g., the electronic device  120  of  FIG.  3   ). In some implementations, the method  500  is performed by processing logic, including hardware, firmware, software, or a combination thereof. In some implementations, the method  500  is performed by a processor executing instructions (e.g., code) stored in a non-transitory computer-readable medium (e.g., a memory). 
     The method  500  begins, in block  510 , with the device capturing, using the image sensor, an image of a scene including a real object in a particular direction at a first distance. For example, in  FIG.  4 A , the wall  416  is, in a particular direction, at a distance from the scene camera. 
     The method  500  continues, in block  520 , with the device displaying, on the display, a CGR environment including a virtual object in the particular direction at a second distance from the device. For example, in  FIG.  4 A , the avatar  422  is displayed at a first position, at a distance from the scene camera in the particular direction. As another example, in  FIG.  4 D , the avatar  422  is displayed at a third position, at a distance from the scene camera in the particular direction. 
     In block  521 , in accordance with a determination that the second distance is less than the first distance, the CGR environment includes the virtual object overlaid on the scene. For example, in  FIG.  4 A , in accordance with a determination that the distance to the avatar  422  is less than the distance to the wall  416 , the CGR environment  400  includes the avatar  422  displayed over the scene (including the wall  416 ). As another example, in  FIG.  4 B , in accordance with a determination that the distance to the avatar  422  is less than the distance to the wall  416 , the CGR environment  400  includes the avatar  422  displayed over the scene (including the wall  416 ). 
     In block  522 , in accordance with a determination that the second distance is greater than the first distance, the CGR environment includes the virtual object with an obfuscation area that obfuscates at least a portion of the real object within the obfuscation area. In various implementations, the obfuscation area surrounds the virtual object. For example, in  FIG.  4 D , in accordance with a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes the avatar  422  surrounded by the masking region  431  that hides at least a portion of the wall  416 . As another example, in  FIG.  4 E , in accordance with a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes the avatar  422  surrounded by the blurring region  432  that blurs at least a portion of the wall  416 . As another example, in  FIG.  4 F , in accordance with a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes the avatar  422  surrounded by the portal region  433  that hides at least a portion of the wall  416 . As another example, in  FIG.  4 F , in accordance with a determination that the distance to the avatar  422  is greater than the distance to the wall  416 , the CGR environment  400  includes the avatar  422  surrounded by the virtual world  440  that hides the wall  416  (and all other real objects of the scene). 
     In various implementations, the obfuscation area includes a blurring region that blurs the portion of the real object within the blurring region. For example, in  FIG.  4 E , the avatar  422  is surrounded by the blurring region  432  that blurs the portion of the wall  416  (and the television  413 ) within the blurring region  432 . In various implementations, the obfuscation area includes a dimming region dims the portion of the real object within the dimming region. In various implementations, the amount of blurring and/or dimming decreases further from the virtual object. 
     In various implementations, the obfuscation area includes a masking region that occludes the portion of the real object within the masking region. For example, in  FIG.  4 D , the avatar  422  is surrounded by the masking region  431  that occludes, covers, and hides the portion of the wall  416  (and the television  413 ) within the masking region  431 . 
     In various implementations, the obfuscation area includes a portal region that displays a virtual world over the portion of the real object within the portal region. For example, in  FIG.  4 F , the avatar  422  is surrounded by the portal region  433  that displays a virtual world. In various implementations, the virtual world includes a virtual floor. For example, in  FIG.  4 F , the portal region  433  displays the virtual floor  435 . In various implementations, the virtual floor is coplanar with a real floor of the scene. For example, in  FIG.  4 F , the virtual floor  435  is coplanar with the floor  417 . In various implementations, the method  500  further includes displaying a virtual shadow of the virtual object on the virtual floor. 
     In various implementations, the obfuscation area occupies the entire display. For example, in  FIG.  4 G , the avatar  422  is surrounded by a virtual world  440  that occludes the wall  416  and all other real objects of the scene. In various implementations, the obfuscation area that occupies the entire display is a masking region, blurring region, dimming region, or portal region. 
     In various implementations, displaying the CGR environment includes displaying, on the display, a representation of the scene. Various focal conflict resolutions can be performed on a device with an opaque display. For example, applying a blurring region can be performed on a device with an opaque display by displaying a representation of the scene blurred in the blurring region. Further, various focal conflict resolutions can be performed on a device with a transparent display. For example, displaying a masking region can be performed on a device with a transparent display by displaying the masking region surrounding the virtual object. 
     While various aspects of implementations within the scope of the appended claims are described above, it should be apparent that the various features of implementations described above may be embodied in a wide variety of forms and that any specific structure and/or function described above is merely illustrative. Based on the present disclosure one skilled in the art should appreciate that an aspect described herein may be implemented independently of any other aspects and that two or more of these aspects may be combined in various ways. For example, an apparatus may be implemented and/or a method may be practiced using any number of the aspects set forth herein. In addition, such an apparatus may be implemented and/or such a method may be practiced using other structure and/or functionality in addition to or other than one or more of the aspects set forth herein. 
     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. These terms are only used to distinguish one element from another. 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. It will be further understood that the terms “comprises” and/or “comprising,” when used in this specification, specify the presence of stated features, integers, steps, operations, elements, and/or components, but do not preclude the presence or addition of one or more other features, integers, steps, operations, elements, components, and/or groups thereof. 
     As used herein, the term “if” may be construed to mean “when” or “upon” or “in response to determining” or “in accordance with a determination” or “in response to detecting,” that a stated condition precedent is true, depending on the context. Similarly, the phrase “if it is determined [that a stated condition precedent is true]” or “if [a stated condition precedent is true]” or “when [a stated condition precedent is true]” may be construed to mean “upon determining” or “in response to determining” or “in accordance with a determination” or “upon detecting” or “in response to detecting” that the stated condition precedent is true, depending on the context.

Metadata:
Filing Date: 20200623
Publication Date: 20240709
Grant Date: 20240709
Priority Date: 20190927
Inventors: PALANGIE, ALEXIS HENRI
CHIU, SHIH SANG
SOMMER, BRUNO M.
SMITH, CONNOR ALEXANDER
BURNS, Aaron Mackay
Assignee: APPLE INC
CPC Classifications: [{"code": "G06T19/006", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T5/70", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T5/20", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T19/006", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T5/20", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/00", "inventive": true, "first": true, "tree": "[]"}, {"code": "G06T5/70", "inventive": true, "first": true, "tree": "[]"}, {"code": "G06T19/006", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T5/70", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T5/20", "inventive": true, "first": false, "tree": "[]"}, {"code": "G06T11/00", "inventive": true, "first": true, "tree": "[]"}]
Family ID: 75163655