IP Library Granted Patent US 12,315,092
Granted Patent B2
US 12,315,092 · App. 18/324,841 · Granted May 27, 2025

Systems and methods for providing spatial awareness in virtual reality

Inventor: Eugene Lee (Mountain View, CA)
Assignee: Meta Platforms Technologies, LLC
G06T19/006G02B27/0093G02B27/017G06F3/04815
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Quick Facts
Patent No.
US 12,315,092
App. No.
18/324,841
Granted
May 27, 2025
Kind
B2
Abstract

In one embodiment, a method includes rendering, for a VR display device and based on a field of view of a user in a real-world environment, a first output image of a VR environment. The method includes determining whether the user is approaching within a threshold distance of a real-world object in the real-world environment. The method includes accessing one or more images of the real-world object in the real-world environment captured by one or more cameras of the VR display device. The method includes rendering, for the VR display device, a second output image comprising a portion of the VR environment and an outline-rendered view of the real-world object based on the accessed images.

Claims (44)

1. A method comprising, by one or more computing systems:

rendering, for a virtual reality (VR) display device and based on a field of view of a user in a real-world environment, a first output image of a VR environment;

determining whether the user is approaching within a first threshold distance of a real-world object in the real-world environment;

accessing one or more images of the real-world object in the real-world environment captured by one or more cameras of the VR display device;

rendering, for the VR display device, a second output image comprising a portion of the VR environment and an outline-rendered view of the real-world object based on the accessed images;

determining, responsive to the user approaching within a second threshold distance of the real-world object in the real-world environment, a speed of movement of the user; and

rendering, for the VR display device, a third output image comprising a portion of the VR environment and a portion of a passthrough view of the real-world object in the real-world environment based on the accessed images.

2. The method of claim 1 , wherein the outline rendered view of the real-world object is rendered as an outline of the real-world object, a semi-opaque rendering of the real-world object, or a fully opaque rendering of the real-world object.

3. The method of claim 1 , further comprising:

determining whether the user is approaching within the second threshold distance of the real-world object in the real-world environment, wherein the first threshold distance is greater than the second threshold distance.

4. The method of claim 3 , wherein the rendered portion of the passthrough view corresponds to a direction of movement of the user.

5. The method of claim 4 , wherein the rendered portion of the passthrough view is in the field of view of the user when the direction of movement of the user is determined to be toward the field of view.

6. The method of claim 4 , wherein the rendered portion of the passthrough view is in a peripheral view of the user when the direction of movement is determined to be perpendicular to the field of view.

7. The method of claim 4 , wherein the rendered portion of the passthrough view is in a peripheral view of and behind the user when the direction of movement is determined to be away from the field of view.

8. The method of claim 1 , wherein an area of the portion of the passthrough view is relatively larger for a faster determined speed of the movement of the user, and wherein the area of the portion of the passthrough view is relatively smaller for a slower determined speed of the movement of the user.

9. The method of claim 1 , wherein a sharpness of a transition from the VR environment to the portion of the passthrough view is based on the determined speed of the movement of the user, wherein the transition is a fade from the VR environment into the portion of the passthrough view.

10. The method of claim 9 , wherein the sharpness of the transition from the VR environment to the portion of the passthrough view is relatively sharper for a faster determined speed of the movement of the user, and wherein the sharpness of the transition from the VR environment to the portion of the passthrough view is relatively less sharp for a slower determined speed of the movement of the user.

11. One or more computer-readable non-transitory storage media embodying software that is operable when executed to:

render, for a virtual reality (VR) display device and based on a field of view of a user in a real-world environment, a first output image of a VR environment;

determine whether the user is approaching within a first threshold distance of a real-world object in the real-world environment;

access one or more images of the real-world object in the real-world environment captured by one or more cameras of the VR display device; and

render, for the VR display device, a second output image comprising a portion of the VR environment and an outline-rendered view of the real-world object based on the accessed images, wherein:

the rendered portion of the passthrough view is in a peripheral view of the user when the direction of movement is determined to be perpendicular to the field of view; or

the rendered portion of the passthrough view is in a peripheral view of and behind the user when the direction of movement is determined to be away from the field of view.

12. The media of claim 11 , wherein the outline rendered view of the real-world object is rendered as an outline of the real-world object, a semi-opaque rendering of the real-world object, or a fully opaque rendering of the real-world object.

13. The media of claim 11 , wherein the software is further operable when executed to:

determine whether the user is approaching within a second threshold distance of the real-world object in the real-world environment, wherein the first threshold distance is greater than the second threshold distance; and

render, for the VR display device, a third output image comprising a portion of the VR environment and a portion of a passthrough view of the real-world object in the real-world environment based on the accessed images.

14. The media of claim 13 , wherein the software is further operable when executed to:

determine, responsive to the user approaching within the second threshold distance of the real-world object in the real-world environment, a speed of movement of the user.

15. The media of claim 14 , wherein an area of the portion of the passthrough view is relatively larger for a faster determined speed of the movement of the user, and wherein the area of the portion of the passthrough view is relatively smaller for a slower determined speed of the movement of the user.

16. The media of claim 14 , wherein a sharpness of a transition from the VR environment to the portion of the passthrough view is based on the determined speed of the movement of the user, wherein the transition is a fade from the VR environment into the portion of the passthrough view.

17. The media of claim 16 , wherein the sharpness of the transition from the VR environment to the portion of the passthrough view is relatively sharper for a faster determined speed of the movement of the user, and wherein the sharpness of the transition from the VR environment to the portion of the passthrough view is relatively less sharp for a slower determined speed of the movement of the user.

18. The media of claim 13 , wherein the rendered portion of the passthrough view corresponds to a direction of movement of the user.

19. A system comprising: one or more processors; and a non-transitory memory coupled to the processors comprising instructions executable by the processors, the processors operable when executing the instructions to:

render, for a virtual reality (VR) display device and based on a field of view of a user in a real-world environment, a first output image of a VR environment;

determine whether the user is approaching within a first threshold distance of a real-world object in the real-world environment;

access one or more images of the real-world object in the real-world environment captured by one or more cameras of the VR display device; and

render, for the VR display device, a second output image comprising a portion of the VR environment and an outline-rendered view of the real-world object based on the accessed images, wherein:

A) the rendered portion of the passthrough view is in a peripheral view of the user when the direction of movement is determined to be perpendicular to the field of view;

B) the rendered portion of the passthrough view is in a peripheral view of and behind the user when the direction of movement is determined to be away from the field of view; and/or

C) the method further comprises:

determining, responsive to the user approaching within a second threshold distance of the real-world object in the real-world environment, a speed of movement of the user; and

rendering, for the VR display device, a third output image comprising a portion of the VR environment and a portion of a passthrough view of the real-world object in the real-world environment based on the accessed images.

Continuity (3)
Continuation 17551926 · Dec 15, 2021
Continuation 17139434 · Dec 31, 2020
Related Publication 20230306697A1 · Sep 28, 2023
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