IP Library Granted Patent US 10,265,627
Granted Patent B2
US 10,265,627 · App. 16/015,895 · Granted Apr 23, 2019

Virtual reality simulation of a live-action sequence

Inventor: Muhammad Yasser Ghanchi (New York, NY)
Assignee: Centurion VR, LLC
A63F13/812A63F13/212A63F13/213A63F13/245A63F13/25A63F13/285A63F13/31A63F13/428A63F13/52A63F13/54A63F13/573A63F13/577A63F13/65G06F3/011G06F3/016G06T13/20G06T13/40A63F2300/1043A63F2300/69A63F2300/8011A63F2300/8082
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Quick Facts
Patent No.
US 10,265,627
App. No.
16/015,895
Granted
Apr 23, 2019
Kind
B2
Abstract

The present disclosure generally relates to virtual reality simulation, and more specifically, in some implementations, to devices, systems, and methods for use in a virtual reality sports simulation. A system for virtual reality simulation may include an accessory (e.g., one or more of a bat, a glove, or a helmet) for interacting with a virtual reality environment. The accessory may provide the user with haptic feedback that emulates sensations that the user would experience when playing a live-action sport to provide the user with a more meaningful and realistic experience when playing a virtual reality game. Further, virtual reality simulations disclosed herein may include incorporating data from a live-action event (e.g., a live-action sporting event) into a virtual reality environment to provide a user with a realistic experience.

Claims (20)

1. A virtual reality simulation method, the method comprising:

generating a virtual reality environment including a virtual player in a setting;

receiving projectile data indicative of movement of a projectile launched by a player in a live-action sequence;

based on the projectile data, identifying a release point of the projectile by the player in the live-action sequence;

determining a motion of the virtual player in the virtual reality environment based on the projectile data and the release point;

on a display of the virtual reality environment viewable by a user, displaying the virtual player moving according to the motion and a graphical representation of the projectile moving according to a temporal series of locations of the projectile; and

altering a path of the graphical representation of the projectile in the virtual reality environment from a trajectory included in the projectile data based on one or more parameters that differ between the live-action sequence and the setting of the virtual reality environment, the one or more parameters including at least one of a playing surface, weather, a lighting condition, a physical attribute of the user, and a physical attribute of the virtual player.

2. The method of claim 1 , wherein the release point is included in the projectile data, and wherein identifying the release point includes reading the projectile data.

3. The method of claim 1 , wherein identifying the release point includes calculating the release point based on a trajectory of the projectile included in the projectile data.

4. The method of claim 1 , wherein the projectile data includes a spin of the projectile.

5. The method of claim 4 , wherein the spin is estimated from the trajectory and a speed of the projectile.

6. The method of claim 4 , wherein the spin is estimated from contact between the projectile and a playing surface.

7. The method of claim 1 , wherein displaying the virtual player moving according to the motion includes presenting a first-person view of the virtual player on the display.

8. The method of claim 1 , wherein displaying the virtual player moving according to the motion includes presenting video data of the player from the live-action sequence.

9. The method of claim 1 , wherein displaying the virtual player moving according to the motion includes presenting an avatar.

10. The method of claim 1 , wherein determining the motion of the virtual player includes selecting one of a plurality of motions stored in a database.

11. The method of claim 10 , wherein the one of the plurality of motions is selected to most closely match attributes of the projectile data.

12. The method of claim 11 , wherein the attributes of the projectile data are weighted.

13. The method of claim 1 , wherein the virtual reality environment is configured for use in a virtual reality cricket simulation, wherein the projectile is a cricket ball and the player in the live-action sequence is a bowler in a cricket match.

14. The method of claim 1 , wherein the live-action sequence is a recording of a completed sporting event.

Assignments (2)
CHANGE OF NAME Recorded Aug 1, 2019
From: CENTURION VR, LLC
To: CENTURION VR, INC.
Reel/Frame 050068/0001 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 23, 2018
From: GHANCHI, MUHAMMAD YASSER
To: CENTURION VR, LLC
Reel/Frame 046427/0977 →
Continuity (7)
Provisional Application 62523664 · Jun 22, 2017
Provisional Application 62523674 · Jun 22, 2017
Provisional Application 62523659 · Jun 22, 2017
Provisional Application 62523694 · Jun 22, 2017
Provisional Application 62678058 · May 30, 2018
Provisional Application 62678227 · May 30, 2018
Related Publication 20180369699A1 · Dec 27, 2018