IP Library Granted Patent US 11,052,320
Granted Patent B2
US 11,052,320 · App. 16/381,907 · Granted Jul 6, 2021

Virtual reality simulation of a live-action sequence

Inventor: Muhammad Yasser Ghanchi (New York, NY)
Assignee: Centurion VR, Inc.
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 11,052,320
App. No.
16/381,907
Granted
Jul 6, 2021
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 (41)

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 first trajectory of the projectile;

manipulating the first trajectory using one or more parameters to determine a second trajectory, wherein manipulating the first trajectory includes interpolating between different paths for the projectile created using one or more projectile motion equations; and

on a display of the virtual reality environment viewable by a user, displaying a graphical representation of the projectile launched from the virtual player and moving according to the second trajectory.

2. The method of claim 1 , wherein manipulating the first trajectory includes adding a curvature to the first trajectory.

3. The method of claim 2 , wherein the curvature is based at least in part on a spin of the projectile.

4. The method of claim 2 , wherein the curvature is added by introducing a constant bi-directional drag force on the projectile.

5. The method of claim 4 , wherein the constant bi-directional drag force is based at least in part on one or more of spin, seam angle, velocity in a direction opposite to a drag vector, air density, cross-sectional area of the projectile, and drag force coefficients.

6. The method of claim 1 , wherein interpolating between different paths for the projectile includes a cubic spline interpolation between three-dimensional data points to generate third order polynomial equations to simulate a trajectory for the projectile in three-dimensional space.

7. The method of claim 1 , wherein the projectile data includes a release point of the projectile, a release angle of the projectile, an initial speed of the projectile when released by the player, and at least one location of the projectile downstream from the player.

8. The method of claim 1 , wherein manipulating the first trajectory includes changing a parameter of the projectile data.

9. The method of claim 8 , wherein the parameter includes one or more of a release point of the projectile, a release angle of the projectile, an initial speed of the projectile when released by the player, a location of the projectile downstream from the player, and an effect of drag force on the projectile.

10. The method of claim 8 , wherein the parameter is changed based on a difference between the live-action sequence and the setting of the virtual reality environment.

11. The method of claim 10 , wherein the difference between the live-action sequence and the setting of the virtual reality environment includes one or more of a playing surface, weather, a lighting condition, air density, a physical attribute of a batsman, and a physical attribute of the virtual player.

12. The method of claim 11 , wherein the difference between the live-action sequence and the setting of the virtual reality environment includes a physical attribute of one or more of a batsman and the virtual player, the physical attribute including one or more of handedness and height.

13. The method of claim 1 , wherein manipulating the first trajectory to determine the second trajectory is based on a difference between the live-action sequence and the setting of the virtual reality environment.

14. The method of claim 13 , wherein the difference between the live-action sequence and the setting of the virtual reality environment includes a difference in a playing surface.

15. The method of claim 14 , wherein the difference in the playing surface includes a type of the playing surface, the type including at least an amount of grass present on the playing surface.

16. The method of claim 14 , wherein the difference in the playing surface includes a condition of the playing surface, the condition including at least a moisture content of the playing surface.

17. The method of claim 14 , wherein manipulating the first trajectory to determine the second trajectory includes altering a path of the projectile after contacting the playing surface based on the difference in the playing surface.

18. The method of claim 1 , wherein the one or more parameters used to determine the second trajectory are weighted.

19. 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 first trajectory of the projectile;

manipulating the first trajectory using one or more parameters to determine a second trajectory, wherein manipulating the first trajectory includes changing a parameter of the projectile data based on a difference between the live-action sequence and the setting of the virtual reality environment, the difference including a physical attribute of one or more of a batsman and the virtual player including one or more of handedness and height, and wherein manipulating the first trajectory further includes changing a parameter of the projectile data that affects an estimated drag force on the projectile, the second trajectory accounting for the affected estimated drag force; and

on a display of the virtual reality environment viewable by a user, displaying a graphical representation of the projectile launched from the virtual player and moving according to the second trajectory.

20. 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 first trajectory of the projectile;

manipulating the first trajectory using one or more parameters to determine a second trajectory, wherein manipulating the first trajectory includes changing a parameter of the projectile data that affects an estimated drag force on the projectile, the second trajectory accounting for the affected estimated drag force, and wherein manipulating the first trajectory to determine the second trajectory is based on a difference between the live-action sequence and the setting of the virtual reality environment including a difference in a playing surface comprising a condition of the playing surface, the condition including at least a moisture content of the playing surface; and

on a display of the virtual reality environment viewable by a user, displaying a graphical representation of the projectile launched from the virtual player and moving according to the second trajectory.

21. 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 first trajectory of the projectile;

manipulating the first trajectory using one or more parameters to determine a second trajectory, wherein manipulating the first trajectory includes changing a parameter of the projectile data that affects an estimated drag force on the projectile, wherein the second trajectory accounts for the affected estimated drag force, and wherein manipulating the first trajectory further includes interpolating between different paths for the projectile created using one or more projectile motion equations; and

on a display of the virtual reality environment viewable by a user, displaying a graphical representation of the projectile launched from the virtual player and moving according to the second trajectory.

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 Apr 12, 2019
From: GHANCHI, MUHAMMAD YASSER
To: CENTURION VR, LLC
Reel/Frame 048868/0296 →
Continuity (8)
Continuation 16015895 · Jun 22, 2018
Provisional Application 62678227 · May 30, 2018
Provisional Application 62678058 · May 30, 2018
Provisional Application 62523659 · Jun 22, 2017
Provisional Application 62523664 · Jun 22, 2017
Provisional Application 62523674 · Jun 22, 2017
Provisional Application 62523694 · Jun 22, 2017
Related Publication 20190240585A1 · Aug 8, 2019