WO2018002698A1 - Système et procédé de suivi utilisant de multiples serveurs esclaves et un serveur maître - Google Patents
Système et procédé de suivi utilisant de multiples serveurs esclaves et un serveur maître Download PDFInfo
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- WO2018002698A1 WO2018002698A1 PCT/IB2016/057842 IB2016057842W WO2018002698A1 WO 2018002698 A1 WO2018002698 A1 WO 2018002698A1 IB 2016057842 W IB2016057842 W IB 2016057842W WO 2018002698 A1 WO2018002698 A1 WO 2018002698A1
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Classifications
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/011—Arrangements for interaction with the human body, e.g. for user immersion in virtual reality
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/352—Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8082—Virtual reality
Definitions
- This invention relates to the field of virtual reality and in particular to systems and methods which track object locations using colored tracking marker lights and a plurality of color cameras.
- One approach to overcome the issues in the conventional art is to optimize the color assignment of the tracking market lights based on spatial proximity and to more accurately synchronize and calibrate the tracking cameras.
- a system for operating a virtual reality including at least one space includes at least one color camera configured to view the at least one space, at least one object, wherein the at least one object comprises at least one of a player, a controller and a device related to the virtual reality, at least one colored light attached to each of the at least one object configured to be used as a tracking marker, at least one server configured to track movements of the at least one object during the virtual reality, a memory containing machine readable medium comprising machine executable code having stored thereon instructions for tracking the movements of the at least one object; and a control system comprising a processor or processors coupled to the memory, the control system configured to execute the machine executable code to cause the control system to assign a color choice to each of the at least one colored light, wherein the assignment of the first color to the first colored light from among the at least one colored light is based on a spatial proximity of the first colored light to other colored lights in the at least one space, wherein during the virtual reality, if
- control system is further configured to assign each of the at least one colored light a distinct color from among the total number of distinct assignable colors.
- control system is further configured to assign a distinct color from among the total number of distinct assignable colors to a first set of the at least one colored light, and assign a color to each colored light from among a second set of the at least one colored light based on spatial proximity of each colored light from among the second set of the at least one colored light to remaining colored lights with assigned colors.
- the color choice for each of the at least one colored lights is one of White (R,G,B), Red (R), Blue (B), Green (G), Yellow (R,G), Cyan (B,G) and Magenta (R,B).
- the color choice for each of the at least one colored lights further comprises half intensity secondary and tertiary colors.
- the specified distance is
- a method for operating a virtual reality including at least one space, at least one color camera, at least one object, at least one colored light attached to each of the at least one object, at least one processor, and at least one server, the method includes viewing, using at least one of the at least one color camera, the at least one space, assigning, using at least one of said at least one processor, a first color to a first colored light from among the at least one colored light, within the at least one space based on a spatial proximity of the first colored light to other colored lights in the at least one space, tracking, using at least one of said at least one server, movements of the at least one object, and changing, using at least one of said at least one processor, if a second colored light, from among the at least one colored light, having the first color comes within a specified distance of the first colored light, the assignment of color of one of the first colored light or the second colored lights to a color different that the first color, wherein the at least one object comprises at least
- the assigning further includes assigning each of the at least one colored light a distinct color from among the total number of distinct assignable colors.
- the assigning further includes assigning a distinct color from among the total number of distinct assignable colors to a first set of the at least one colored light, and assigning a color to each colored light from among a second set of the at least one colored light based on spatial proximity of each colored light from among the second set of the at least one colored light to remaining colored lights with assigned colors.
- the color choice for each of the at least one colored lights is one of White (R,G,B), Red (R), Blue (B), Green (G), Yellow (R,G), Cyan (B,G) and Magenta (R,B).
- the color choice for each of the at least one colored lights further comprises half intensity secondary and tertiary colors.
- the specified distance is
- a system for operating a virtual reality including at least one space includes at least one color camera configured to view the at least one space, at least one object, wherein the at least one object comprises at least one of a player, a controller and a device related to the virtual reality, at least one colored light attached to each of the at least one object configured to be used as at least one tracking marker, a communication link, at least one server, comprising a hierarchy of at least one slave server and a master server, configured to track movements of the at least one object during the virtual reality, a memory containing machine readable medium comprising machine executable code having stored thereon instructions for tracking the movements of the at least one object, and a control system comprising a processor or processors coupled to the memory, the control system configured to execute the machine executable code to cause the control system to locate, using the at least one slave servers, the position of the at least one tracking marker within view of the at least one color camera, transmit, via the communication link, position of the at least one tracking marker to
- a method for operating a virtual reality including at least one space, at least one color camera, a communication link, at least one object, at least one colored light attached to each of the at least one object configured to be used as at least one tracking marker, at least one processor, and at least one server comprising a hierarchy of at least one slave server and a master server
- the method includes viewing, using at least one of the at least one color camera, the at least one space, tracking, using at least one of said at least one server, movements of the at least one object, locating, using the at least one slave servers, the position of the at least one tracking marker within view of the at least one color camera, transmitting, via the communication link, position of the at least one tracking marker to the master server, creating, using the master server, a list of all intersection points where a position of a first tracking marker, from among the at least one tracking marker, seen by one of the at least one color camera matches a position of a second tracking marker, from among the at least one tracking marker
- a system for operating a virtual reality including at least one space includes at least one color camera configured to view the at least one space, at least one object, wherein the at least one object comprises at least one of a player, a controller and a device related to the virtual reality, at least one colored light attached to each of the at least one object configured to be used as at least one tracking marker, at least one server configured to track movements of the at least one object during the virtual reality, a memory containing machine readable medium comprising machine executable code having stored thereon instructions for tracking the movements of the at least one object, and a control system comprising a processor or processors coupled to the memory, the control system configured to execute the machine executable code to cause the control system to detect a calibration object placed in a space visible to each of the at least one color camera, wherein the calibration object comprises at least three colored calibration marker lights mounted in specified positions on the calibration object, and wherein the calibration object is placed in the space in a specified orientation relative to the at least one colored camera,
- the calibration object is
- each leg of the "L" shape of the calibration object is 1 meter in length.
- the three colored calibration marker lights are colored green, blue, and red.
- a method for operating a virtual reality including at least one space, at least one color camera, at least one object, at least one colored light attached to each of the at least one object, at least one processor, and at least one server, the method includes viewing, using at least one of the at least one color camera, the at least one space, tracking, using at least one of said at least one server, movements of the at least one object, detecting, using at least one of said at least one processor, a calibration object placed in a space visible to each of the at least one color camera, wherein the calibration object comprises at least three colored calibration marker lights mounted in specified positions on the calibration object, and wherein the calibration object is placed in the space in a specified orientation relative to the at least one colored camera,
- the at least one object comprises at least one of a player, a controller and a device related to the virtual reality.
- the calibration object is
- each leg of the "L" shape of the calibration object is 1 meter in length.
- the three colored calibration marker lights are colored green, blue, and red.
- a tracking system for a virtual reality system includes a master tracking server; a first slave tracking server in communication with the master tracking server; a second slave tracking server in communication with the master tracking server; and a plurality of cameras coupled to at least one of the first slave tracking server or second slave tracking server, wherein the first slave tracking server and second slave tracking server are configured to search for tracking markers in images received from the plurality of cameras, and wherein the first slave tracking server and second slave tracking server are further configured to communicate the tracking marker search results to the master tracking server.
- the master tracking server may provide a real-time response for multiple situations involving a variable number of the plurality of cameras.
- the multiple situations may different arena sizes or different numbers of players.
- Each of the first and second slave tracking servers may receive image data from a different subset of the plurality of cameras.
- the master tracking server may send a search specification to at least one of the first and second slave tracking servers.
- the search specification may include a list of tracking markers to look for, a color of each of the tracking markers and an indication of expected positions of the tracking markers.
- Each of the first and second slave tracking servers may return tracking marker directions from the plurality of cameras to the master tracking server.
- the master tracking server may be configured to determine tracking marker positions based on the tracking marker directions.
- the master tracking server may be in communication with a game server.
- a method includes preparing one or more search specifications; communicating the one or more search specifications to a plurality of slave tracking servers; reading search results from each plurality of slave tracking servers based on the search specification; determining the position of each known tracking marker by finding a best point of intersection of a tracking marker's vectors based using the search results; computing a motion vector for each known tracking marker with the determined position; and communicating updated tracking marker positions based on the computed motion vector and determined position to a game server.
- the one or more search specifications may include a list of known tracking markers, and for each of the known tracking numbers, a tracking marker identifier, the color of the tracking marker, the expected position of the tracking marker, the search range of the tracking marker.
- specifications may further include new-unknown-tracking-marker search parameters.
- the method may further include, for each tracking marker: assigning the tracking marker identifier to the tracking marker; specifying the color of the tracking marker; and specifying an expected position and search range.
- the method may further include, for each tracking marker: computing the expected position and search range.
- the method may be completed on one camera video frame at a time.
- the search results may include 3 -dimensional vectors between a camera and a tracking marker.
- the 3 -dimensional vectors comprise pitch, roll and yaw angles relative to specified camera, x, y and z differences compared to a specified camera, or a pair of xyz coordinates.
- the search results may include a list of tracking marker identifiers and vector pairs.
- Unknown tracking marker vectors may be indicated in the search results by specifying an unknown tracking identifier.
- the search results may include a list of tracking marker id, a camera id, a found/not-found/unknown-found status, a color-found and a vector.
- a method is disclosed that includes reading a search specification received from a master tracking server; searching each camera's latest image for each of the tracking markers; searching for each tracking marker color at the tracking marker's expected tracking position;
- search results searching outwards in a circular manner until it finds the tracking marker or exceeds the search range; translating the search range from a physical distance into a range of pixels in the image; computing a 3-dimensional vector from the camera to the tracking marker; preparing search results, the search results comprising the 3- dimensional vector of the located tracking marker; and transmitting the search results to the master tracking server.
- the cameras may be synchronized so that all cameras images are captured at the same time.
- the camera images may be captured at different times.
- the method may further include reading one camera image while searching for tracking markers in a previous image.
- the method may be completed on one camera video frame at a time.
- the method may further include searching for new tracking markers using new-unknown-tracking-marker search parameters; and computing a 3- dimensional vector from the camera to the tracking marker; wherein the search results further include the 3-dimensional vector of the new tracking markers.
- the new-unknown-tracking-marker search parameters provide guidance on how to search for new unknown markers.
- FIG. 1 depicts a system comprising a plurality of cameras which track objects such as players and controllers with tracking markers attached thereto, according to an exemplary embodiment
- FIG. 2 depicts a flowchart for initial color assignment before play as well as dynamic reassignment of colors during game play, according to an exemplary embodiment
- FIG. 3 depicts a system comprising a plurality of cameras, players, and controllers connected to a hierarchical server architecture, according to an exemplary embodiment
- FIG. 4 depicts a flowchart for synchronizing a plurality of cameras with consistent and accurate location of game objects, according to an exemplary embodiment
- FIG. 5 depicts a system for position calibration of each of a plurality of cameras using a calibration object, according to an exemplary embodiment.
- FIG. 6 depicts a flowchart for initial position calibration of each of a plurality of cameras using a calibration object, according to an exemplary
- FIG. 7 depicts a block diagram of a system of a plurality of cameras communicating with a server, according to another exemplary embodiment.
- FIG. 8 shows a master tracking server sending search specifications to slave tracking servers and getting back search results.
- FIG. 9 shows a flowchart for an exemplary process of a master tracking server.
- FIG. 10 shows a flowchart for an exemplary process of a slave tracking server.
- the objects may include players, controllers, and devices related to the game or another virtual reality experience.
- One or more color cameras are used to view one or more spaces, and track positions and orientations of players and other objects according to the attached marker lights.
- a hierarchical system of servers is used to process positions and orientations of objects and provide controls as necessary for the system.
- a method for color assignment is described as well as a calibration process, and a dynamic optimization process.
- a synchronization process is also described that ensures that a plurality of cameras and attached servers are properly coordinated. Head-mounted devices may also be used in conjunction with marker lights to provide information regarding players.
- FIG. 1 depicts a system comprising a plurality of cameras which track objects such as players and controllers with tracking markers attached thereto, according to an exemplary embodiment.
- a plurality of color cameras 102 viewing one or more spaces 104 of a virtual reality.
- a plurality of spaces or other virtual reality environments in the same physical space are supported by a logical or virtual division of the physical space into a plurality of virtual spaces where a single game may be operated in one of the plurality of virtual spaces or other virtual reality environments.
- Cameras 102 or other optical detectors suitable of detecting radiation from tracking markers 108 including infrared detectors, RGB cameras, hyperspectral sensors, and others.
- the space/spaces being viewed by the camera may include any kind of space used by a user/player to participate in the virtual reality experience, the virtual reality experience comprising a virtual reality game or any other form of virtual reality experience.
- At least two cameras 102 are utilized to observe the one or more spaces 104 or other virtual reality environments, however the limit to the number of cameras 102 is not limited thereto and only a single camera or more than two cameras may be utilized to observe the one or more spaces 103.
- Cameras 102 may be connected to a hierarchical server architecture 110 which analyzes images viewed by cameras 102 and communicates with players 106 and other objects such as game controllers, simulated weapons etc., all of which include tracking markers 108 for observation by cameras 102.
- the hierarchical server architecture 110 will be described in more detail below, with reference to FIG. 3 and FIG. 4.
- Connections 112 between cameras 102 and server architecture 110 may be either hardwired such as Ethernet, or alternately wirelessly connected such as, for example, Wi-Fi connectivity.
- connection 112 is not limited thereto and other forms of establishing a network may be used.
- Communication between server architecture 110 and players 106 and other game objects for both control and sensing purposes may be performed through wireless connectivity 114 which may include Wi-Fi connectivity or other forms of wireless connectivity.
- communication between the server architecture 110 and players 106 may be performed through a wired connection.
- players 106 may carry a form of backpack PC 116 which may interface electronically with a form of head-mounted device and/or a controller or simulated weapon device carried by the player.
- backpack PC 116 may communicate wirelessly and directly with the head-mounted device and or the controller or simulated weapon device carried by the player, however this form of communication is not limited thereto and the communication may be performed via a wired connection.
- step S202 An example process for initial color assignment for the tracking marker lights 108 before play, and for dynamic color reassignment for the marker lights 108 during play, is shown in FIG. 2.
- step S202 a first marker light 108 is set to white, then is viewed by one or more cameras 102, and is located in the tracking system of depicted in FIG. 1. The first marker light 108 is then changed to a first color, for example red.
- step S204 a next marker light 108 is set to white and located by the tracking system in the same manner as step S202. Subsequently, this next marker light 108 is changed to a different available color, for example green.
- the tracking marker lights 108 may be other light or radiation sources, including fluorescent light sources, infrared bulbs, or other types of light sources.
- step S206 it is determined, per step S206, if all assignable colors have been assigned to marker lights 108. If not, step S204 is executed again with a next marker light 108 and changed to a next available color which might be, for example, blue, since red and green have been assigned. If all assignable colors have been assigned to marker lights 108 the process proceeds to step S208.
- an exemplary list of assignable colors may comprise White (R,G,B), Red (R), Blue (B), Green (G), Yellow (R,G), Cyan (B,G), Magenta (R,B). This list of assignable colors is merely exemplary and color variations in-between the listed available colors are also possible.
- step S208 the process starts assigning colors to new unassigned marker lights 108 where the color has been previously assigned to at least one other marker light 108. As such, the system considers the distance from the new unassigned marker light 108 to the previously assigned marker lights 108 in making a color choice.
- a next unassigned marker light 108 is set to white and located in the tracking system. Subsequently its color is changed to be the same as whichever tracking marker, previously assigned with a color, is farthest from this next unassigned marker light 108.
- step S210 it is determined if all tracking marker lights 108 have been assigned a color. If not, step S208 is repeated until all marker lights 108 have been assigned a color. Otherwise, the process proceeds to cover dynamic color reassignment during operation of a game.
- step S212 whenever during a game a tracking marker 108 is determined to have moved within a specified minimum distance of another tracking marker 108 having the same light color, the color of one of the two tracking markers is changed to another color such that distances between markers having the same color is maximized.
- the specified distance may vary based on the size of the game arena.
- one of the tasks of the server architecture 110 is to keep track of all distances between tracking markers 108 having the same color, and compare those distances with the specified minimum distance.
- FIG. 3 depicts a system comprising a plurality of cameras, players, and controllers connected to a hierarchical server architecture, according to an exemplary embodiment.
- one bank of color cameras 302 connects with slave tracking server 306, while another bank of color cameras 304 connects with slave tracking server 308.
- Positions and movements of game objects tracked by slave tracking servers 306 and 308 are consolidated in master server 310 which may optionally have one or more local cameras 312 connected to it.
- master server 310 may optionally have one or more local cameras 312 connected to it.
- calibration of tracking marker 108 positions may be performed locally on the server(s) observing that tracking marker.
- the number of slave tracking servers and master server depicted in FIG. 3 is merely exemplary and not limited thereto.
- the functionality of the slave tracking server and the master tracking server may be combined into a single server, according to an exemplary embodiment.
- a slave tracking server such as 306 or 308 receives an image, they immediately process the image to identify any tracking markers in the optical data of the image.
- the slave tracking server 308 immediately sends the processed data to the master server 310 and performs no further processing on that particular image, according to an exemplary embodiment. This may include identifying a pixel row and column location of the tracking marker 108, including with a time stamp camera identification.
- Master server 310 interfaces with game server 314 which
- wirelessly 316 with players 106 and other devices 318 which may include for example any of controller devices including simulated weapons, according to one exemplary embodiment.
- the communication may even be conducted via a wired connection, according to another exemplary embodiment.
- the Master server 310 collects all the processed data from both local cameras 312 and slave servers 306 and 308. It continues to store all this information until it has a complete set of data from each camera in the system or until it receives repeated data from the same camera. Once the data set is considered complete, it performs the next stage of processing on each individual camera image to create a list of all the intersections of the data points from the cameras where the tracking marker is a match. Positions of these intersection points are then averaged out to create the final processed position for each tracking marker. Where not enough information is available to create an accurate intersection or the information conflicts within a threshold, the information may be optionally discarded.
- FIG. 4 depicts a flowchart illustrating this process for synchronizing a plurality of cameras with consistent and accurate locations of objects, according to an exemplary embodiment.
- step S402 tracking markers in the space are located using cameras 302 and 304 communicating with slave servers 306, 308.
- step S404 positions of tracking markers are communicated from the various slave servers 306, 308 to master server 310.
- step S406 a process operating on the master server creates a list of all intersection points where a position of a first marker seen by one camera matches a position of a second marker seen by another camera.
- step S408 for each intersection point in the list of intersection points, the positions of the first and second tracking markers are averaged to create a processed position for that intersection point, and represents a position of a composite tracking marker corresponding to both the first and second tracking markers that will be used thenceforth in operation of the game.
- the master server 310 and the slave servers 306,308 are exemplary embodiment forming part of the hierarchy server where the master server 310 may have unidirectional control over the slave servers 306, 308.
- the master and the slave servers may be incorporated into a single server which performs the below defined functions of both the master server 310 and the slave server 306, 308, according to an exemplary embodiment.
- FIG. 5 depicts a system performing an initial calibration using a calibration object 502.
- one exemplary calibration configuration involves laying out a 1 meter grid on the flat ground. This could be achieved using masking tape or other available means. This grid is visible to the cameras. The grid serves as a guide for where the virtual space will be defined, and a center point is chosen in the room to be the center in the virtual space (x:0, y:0, z:0).
- a calibration device 502 is placed on the 1 -meter grid.
- One exemplary configuration for the calibration device is an L-shape (90 degree angle) with arms each measuring 1 meter long (dimension "d" 504), with a colored ball or calibration marker light 506 at each end of the arm and also at the center.
- the length mentioned above is merely exemplary and a different shape and size of calibration device with a different number of marker lights 506 may be used.
- These colored balls or calibration marker lights 506 may be powered, and set to fixed colors.
- An exemplary configuration would include Green in the center, Blue on one arm and Red on the other, however different colors may be used.
- the calibration process allows the operator to select a camera, and perform the following process:
- the detected orientation of the calibration device is converted into a position and orientation for the camera.
- step S602 describes placing a calibration object in a space so it is visible to a plurality of one or more color cameras, the calibration object comprising at least three colored calibration marker lights 506 mounted in a specified orientation on the calibration object, and wherein the calibration object is placed in the space in a specified orientation relative to the one or more cameras.
- step S604 for each camera, a position of each of the calibration marker lights is determined in a captured image, and each of these positions is converted to vectors relative to a zero origin.
- the vectors are analyzed to determine a best fit for the position of each calibration marker light and the detected orientation of the calibration object is converted into a position and orientation respective of the camera for use thenceforth in operation of the game.
- the detected calibration for the camera can be validated by the operator as the system may also draw a dotted line over the video feed to show where it believes the grid on the floor should be.
- the cameras may be configured manually using the dotted line overlay. All camera calibration data is then stored on the tracking system server that the cameras are connected to (be it a slave server, master server or a combination of the two).
- FIG. 7 depicts a block diagram of a gaming system 700, according to another exemplary embodiment.
- the system 700 includes Cameras 702 and 704 and VR server 724.
- the cameras, 702 and 704 may be capable of accessing the VR server 724 either directly or indirectly over a network 714.
- the cameras, 702 and 704, may access the VR server 724 over the network 714 using wireless or wired connections supporting one or more point-to-point links, shared local area networks (LAN), wide area networks (WAN), or other access technologies.
- LAN local area networks
- WAN wide area networks
- These cameras 702 and 704 may be transmitting video, audio or other kinds of data to the VR server 724.
- the VR system 700 is a type of system that provides tracking of marker lights on players or their controllers or other game objects using cameras 702 and 704 using storage devices 728, 730 and multiple processors 718.
- alternate embodiments of the VR system 700 may use a single processor and storage device and the depicted embodiment is merely exemplary.
- FIG. 7 depicts a single server 724, the VR system may comprise multiple servers splitting up the functionalities which are performed by the depicted server 724, as described in the exemplary embodiment of FIG. 1.
- the VR server 724 may receive the location information and other action/state information regarding a user holding a controller, colors assigned to the tracking lights on the controller or other game objects etc. in a space using the cameras 702 and 704.
- the VR server 724 may be realized as a software program stored in a memory and executing on a central processing unit (CPU).
- the VR server 724 may use video images from the tracking cameras
- the VR server 724 receives video images over video cables connected to the cameras, however the images may be transferred wirelessly.
- Possible video cable types include analog formats such as composite video, S-Video and VGA; and digital formats such as UDMI and DVI, however these are mere exemplary embodiments and the possibilities are not limited thereto.
- the slave server receives video images over a wireless communication connection.
- the VR server 724 may follow the procedures described in FIG. 2,
- FIG. 4 and FIG. 6 for assignment and reassignment of colors to the tracking marker lights, and synchronization and calibration of the cameras 702,704.
- the present disclosure emulates a real-world experience for players, and as such the experience players have is quite real, just as pilots in flight simulators experience all the aspects of flying a real airplane.
- the disclosure is deeply intertwined with computer and networking technology without which it would not be possible.
- the functions described herein have an extremely time-sensitive nature to their operation in order to achieve a true virtual reality experience, and without an intimate integration with the described hardware would not function properly, if at all.
- the embodiments disclosed herein can be implemented as hardware, firmware, software, or any combination thereof.
- the software is preferably implemented as an application program tangibly embodied on a program storage unit or computer readable medium.
- the application program may be uploaded to, and executed by, a machine comprising any suitable architecture.
- the servers are implemented on a computer platform having hardware such as one or more central processing units (“CPUs"), one or more memories, and one or more input/output interfaces.
- the computer platform may also include an operating system and micro-instruction code.
- the various processes and functions described herein may be either part of the micro-instruction code or part of the application program, or any combination thereof, which may be executed by a CPU, whether or not such computer or processor is explicitly shown.
- various other peripheral units may be connected to the computer platform such as an additional data storage unit and a printing unit.
- Virtual reality systems and virtual reality gaming systems need to give their users and players a positive experience with no appreciable delay between player movements and actions; and the resultant virtual display.
- Virtual reality systems need to work in a variety of different environments - for example with 4 players or 60 players; with differing arena sizes and with differing numbers of cameras.
- a critical part of a virtual reality system is the tracking server.
- a single machine and its communication interface cannot easily support the video data bandwidth of large numbers of high-definition cameras; and does have enough computing power to identify player's tracking markers in real-time.
- a single video frame of 3x8-bit RGB, 1080p requires 1920x1080x3 bytes, i.e., approximately 6 MB. At frames rates of 60 HZ, each camera generates approximately 0.36 GB/sec.
- the tracking system locates players and moveable objects by identifying tracking markers in the cameras' video images. Searching every camera image for tracking markers in real-time requires a large amount of computation, exceeding the abilities of today's normal computers.
- the Hierarchical Tracking System solves these problems by distributing the data bandwidth and computational loads across multiple machines. Multiple Slave Tracking Servers (STS) share the data bandwidth and computational loads. A Master Tracking Server (MTS) controls the STS, combines their results, communicates with the Game Server and sends position results to the Game Server.
- STS Multiple Slave Tracking Servers
- MTS Master Tracking Server
- each STS is connected to a different subset of the cameras, so that each camera is connected to exactly one STS.
- the assignments of cameras to STS is flexible allowing the HTS to better tune the performance of the overall virtual reality system.
- Each STS normally searches for tracking markers in every image of every camera it supports.
- Each STS communicates its results to the MTS.
- the data band width between each STS and the MTS is miniscule compared to the camera video data bandwidth.
- One computer may host the functions of both a MTS and a STS because the MTS resource requirements are much lower.
- the HTM tries to maintain an expected position for each tracking marker.
- the HTM determines the current positions of tracking markers and estimates motion vectors that help predict most-likely future positions.
- the motion vector is computed by comparing previous positions.
- Each STS starts its tracking-marker search at the expected position and if necessary searches around the expected position in a circular manner.
- the HTS further reduces the computational requirement by estimating the required search range. For example, if a player cannot move faster than 12cm in 1/60 second, the HTS can use that number to determine the maximum distance that a tracking marker could move within an image.
- the HTM needs to be aware that tracking markers are often obscured from one or more cameras. A camera will not have a clear view of a tracking marker if a different tracking marker is in from of it or if a player's body is shielding it. Thus the STS and MTS need to manage both found and not found marker positions.
- the HTM also needs to search for any new tracking markers which will have unknown positions. For example, when a new player enters the arena the HTM will have to find the tracking markers associated with that player.
- the search for new tracking markers need not be as time-critical as the search for known tracking markers because new players will not expect instantaneous response when they first enter the arena.
- Fig. 8 is a diagram 800 showing a master tracking server (MTS) 810 sending a search specification 820 to slave tracking server 1 306 and getting back search results 840.
- MTS 810 communicates with slave tracking server 2 308 in a similar manner.
- the MTS-STS communication can be achieved over a wired or wireless connection.
- the MTS-STS communication can be implemented in multiple ways including sending network packets using socket programming. Many possible STS- MTS communication protocols are possible.
- the division of functionality between the MTS and STS affects the choice of communication protocol. The primary
- MTS 810 to STS 306 is via a search specification 820.
- Other MTS-to-STS commands provide initialization data such as the 3-dimensional camera positions and tell the STS to start, stop or shutdown.
- a simple form of search specification 820 contains:
- Each tracking marker has a unique tracking marker identifier assigned by the MTS.
- the MTS specifies the color of the tracking marker.
- the MTS specifies an expected position and search range for each tracking marker.
- the MTS computes the expected position and search range in one of several ways, including:
- the MTS If the MTS has determined a tracking marker' s position twice in a row, it computes a motion vector to help determine the next expected tracking marker position.
- the motion vector is a vector formed from the last two positions.
- the MTS adds the motion vector to the last position to generate the expected position. In this situation the search range is based on the maximum distance that a player could move during a video frame interval.
- the search range is based on the maximum distance that a player could move since the most recent position.
- the MTS tries to make use of a complimentary tracking marker. For example, if the primary tracking marker position is known the MTS will assume that the secondary tracking marker is within a known distance away. In this case the MTS will specify the primary tracking marker's expected position and a search range equal to the actual distance between primary and secondary markers.
- the optional new-unknown-tracking-marker search parameters provide guidance on how to search for new unknown markers.
- the STS does not need the new-unknown-tracking-marker search parameters because it uses whatever free time it has to search for new unknown-tracking-markers.
- the STS can start searching the first images of each camera from top-to-bottom, left-to-right; and then stop when it runs out of time.
- the STS searches subsequent images starting at the position where it last stopped.
- the new unknown- tracking-marker search parameters specify which area of the images to search.
- the new unknown-tracking-marker search parameters specify the maximum amount of time that the STS can use for searching.
- An alternate search specification may include additional fields to allow the STS to make more intelligent decisions.
- Example additional fields include: the motion vector, a status field indicating the tracking marker type and whether the tracking has been located on the last few attempts.
- Search results 840 specify 3-dimensional vectors between cameras and tracking markers.
- the vectors can be specified in different ways including: a) pitch, roll and yaw angles relative to specified camera; b) as x, y and z differences compared to a specified camera; and c) as a pair of xyz coordinates.
- Search results 840 can be specified in multiple ways including:
- the list of results has tracking marker id and vector pairs. Each list entry corresponds to a case where a specific tracking marker was found using a camera. The list excludes cases where a camera could not find a specific tracking marker. Unknown tracking marker vectors can be indicated by specifying an unknown tracking id such as -1.
- Fig. 9 shows a flowchart 900 for an exemplary process of a master tracking server. This example assumes that the MTS makes most of the decisions. In S910 the MTS prepares search specifications and then sends those search
- the MTS determines an expected position and search range as described earlier.
- the MTS reads search results from each of the STS.
- the MTS tries to determine the position of each known tracking marker by finding the best point of intersection of that tracking marker's vectors.
- the MTS computes a motion vector for every known tracking marker with a recently determined position.
- the MTS communicates with the game server and sends updated tracking marker positions.
- the MTS checks to see if it should exit. The game server can send a message telling the MTS to stop or shutdown. If the MTS needs to exit, it will send appropriate messages to the STS to make them stop and then stop itself. If the MTS does not need to exit it continues at S910.
- the MTS completes all the above activities for each camera video frame.
- some of the activities may be pipe-lined resulting in less accuracy in some cases.
- each STS could be reading one camera image while it searches for tracking markers in a previous image.
- Fig. 10 shows a flowchart for an exemplary process for a slave tracking server.
- the STS reads the search specification from the MTS.
- SI 020 the STS searches each camera's latest image for each of the tracking markers as described earlier.
- the STS starts searching for each tracking marker color at the tracking marker's expected tracking position.
- the STS searches outwards in a circular manner until it finds the tracking marker or exceeds the search range.
- the STS translates the search range from a physical distance into a range of pixels in the image.
- the STS finds the tracking marker it computes a 3-dimensional vector from the camera to the tracking marker as described earlier.
- the STS searches for new tracking markers using the new-unknown-tracking-marker search parameters as described earlier. If the STS finds a new tracking marker it computes a 3-dimensional vector from the camera to the tracking marker as described before.
- SI 040 the STS sends its search results to the master server.
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Abstract
L'invention concerne un système de suivi hiérarchique de réalité virtuelle fournissant une réponse en temps réel dans un large éventail de situations en divisant les calculs de collecte et de suivi de données sur plusieurs serveurs esclaves et maîtres. Chaque serveur esclave gère un sous-ensemble différent des caméras de suivi et localise les marqueurs de poursuite dans ses propres images de caméra de suivi. Un serveur maître commande les serveurs esclaves et utilise les résultats des serveurs esclaves pour déterminer la position des marqueurs de suivi.
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| US201662357163P | 2016-06-30 | 2016-06-30 | |
| US62/357,163 | 2016-06-30 | ||
| US15/254,985 US10421012B2 (en) | 2016-03-25 | 2016-09-01 | System and method for tracking using multiple slave servers and a master server |
| US15/254,985 | 2016-09-01 |
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| WO2018002698A1 true WO2018002698A1 (fr) | 2018-01-04 |
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| PCT/IB2016/057842 Ceased WO2018002698A1 (fr) | 2016-06-30 | 2016-12-20 | Système et procédé de suivi utilisant de multiples serveurs esclaves et un serveur maître |
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| US10071306B2 (en) | 2016-03-25 | 2018-09-11 | Zero Latency PTY LTD | System and method for determining orientation using tracking cameras and inertial measurements |
| US10421012B2 (en) | 2016-03-25 | 2019-09-24 | Zero Latency PTY LTD | System and method for tracking using multiple slave servers and a master server |
| US10430646B2 (en) | 2016-03-25 | 2019-10-01 | Zero Latency PTY LTD | Systems and methods for operating a virtual reality environment using colored marker lights attached to game objects |
| US10486061B2 (en) | 2016-03-25 | 2019-11-26 | Zero Latency Pty Ltd. | Interference damping for continuous game play |
| US10717001B2 (en) | 2016-03-25 | 2020-07-21 | Zero Latency PTY LTD | System and method for saving tracked data in the game server for replay, review and training |
| US10751609B2 (en) | 2016-08-12 | 2020-08-25 | Zero Latency PTY LTD | Mapping arena movements into a 3-D virtual world |
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Cited By (7)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US10071306B2 (en) | 2016-03-25 | 2018-09-11 | Zero Latency PTY LTD | System and method for determining orientation using tracking cameras and inertial measurements |
| US10421012B2 (en) | 2016-03-25 | 2019-09-24 | Zero Latency PTY LTD | System and method for tracking using multiple slave servers and a master server |
| US10430646B2 (en) | 2016-03-25 | 2019-10-01 | Zero Latency PTY LTD | Systems and methods for operating a virtual reality environment using colored marker lights attached to game objects |
| US10486061B2 (en) | 2016-03-25 | 2019-11-26 | Zero Latency Pty Ltd. | Interference damping for continuous game play |
| US10717001B2 (en) | 2016-03-25 | 2020-07-21 | Zero Latency PTY LTD | System and method for saving tracked data in the game server for replay, review and training |
| US10751609B2 (en) | 2016-08-12 | 2020-08-25 | Zero Latency PTY LTD | Mapping arena movements into a 3-D virtual world |
| US11944887B2 (en) | 2018-03-08 | 2024-04-02 | Sony Corporation | Information processing device and information processing method |
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