Systems and methods for utilizing anchor graphs in mixed reality environments

US10217231B2 · US · B2

Patent metadata
FieldValue
Publication numberUS-10217231-B2
Application numberUS-201615169045-A
CountryUS
Kind codeB2
Filing dateMay 31, 2016
Priority dateMay 31, 2016
Publication dateFeb 26, 2019
Grant dateFeb 26, 2019

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  5. First independent claim

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Abstract

Official abstract text for this publication.

Mixed-reality systems are provided for using anchor graphs within a mixed-reality environment. These systems utilize anchor vertexes that comprise at least one first key frame, a first mixed-reality element, and at least one first transform connecting the at least one first key frame to the first mixed-reality element. Anchor edges comprising transformations connect the anchor vertexes.

First claim

Opening claim text (preview).

What is claimed is: 1. A computer system for generating an anchor graph for a mixed-reality environment, comprising: one or more processors; and one or more computer-readable media having stored thereon executable instructions that when executed by the one or more processors configure the computer system to perform at least the following: identify a first anchor vertex, the first anchor vertex including: a first set of key frames, a first mixed-reality element, and at least one first transform connecting at least one key frame of the first set of key frames to the first mixed-reality element; identify a second anchor vertex, the second anchor vertex including: a second set of key frames, a second mixed-reality element, and at least one second transform connecting at least one key frame of the second set of key frames to the second mixed-reality element; create a first anchor edge between the first anchor vertex and the second anchor vertex wherein the first anchor edge omits one or more separate transforms between each of the key frames in the first anchor vertex and the second anchor vertex, and wherein the first anchor edge comprises a single transform that connects the first anchor vertex and the second anchor vertex; and save the first anchor vertex, the second anchor vertex, and the anchor edge within an anchor graph data structure. 2. The computer system as recited in claim 1 , wherein the executable instructions include instructions that when executed configure the computer system to: identify a third anchor vertex, the third anchor vertex including: a third set of one or more key frames, a third mixed-reality element, and at least one third transform connecting at least one key frame of the third set of the one or more key frames to the third mixed-reality element; create a second anchor edge between the second anchor vertex and the third anchor vertex; and create a third anchor edge between the third anchor vertex and the first anchor vertex. 3. The computer system as recited in claim 2 , wherein the executable instructions are configured, when executed, to cause the computer system to tune the first anchor edge based upon values associated with the third anchor edge. 4. The computer system as recited in claim 2 , wherein: the second anchor edge is created based upon one or more sensor readings gathered along a pathway that links the second anchor vertex and the third anchor vertex; and the third anchor edge is created based upon a combination of the first anchor edge and the second anchor edge. 5. The computer system as recited in claim 2 , wherein: the second anchor edge is created based upon one or more sensor readings gathered along a pathway that links the second anchor vertex and the third anchor vertex; and the third anchor edge is created based upon one or more key frames that link the first anchor edge and the second anchor edge. 6. The computer system as recited in claim 1 , wherein creating the first anchor edge comprises calculating a direct transformation between the first anchor vertex and the second anchor vertex. 7. The computer system as recited in claim 6 , wherein the first anchor edge omits key frames from the first set of key frames. 8. The computer system as recited in claim 1 , wherein identifying a first anchor vertex comprises creating the first anchor vertex. 9. The computer system as recited in claim 8 , wherein creating the first anchor vertex comprises creating the at least one first transform. 10. The computer system as recited in claim 9 , wherein the at least one first transform is based upon an interpolation of a coordinate location associated with the first mixed-reality element, which coordinate location is derived from coordinates associated with each of the key frames in the first set of key frames. 11. The computer system as recited in claim 9 , wherein the at least one first transform includes a plurality of transforms that connect a plurality of respective key frames to the first mixed-reality element. 12. The computer system as recited in claim 1 , wherein the first mixed-reality element comprises a hologram. 13. A method for using an anchor graph within a mixed-reality environment, comprising: identifying a first device with a stored first anchor graph; detecting that the first device is within a predetermined proximity to a first physical location; and in response to detecting that the first device is within the predetermined proximity, transmitting a part of a first anchor vertex along with a first anchor edge to the first device, wherein: the first anchor vertex comprises: a plurality of key frames including at least a first key frame, a first mixed-reality element, and at least one first transform connecting at least the first key frame to the first mixed-reality element, wherein the transmitting comprises transmitting the first key frame without transmitting all of the plurality of key frames from the first anchor vertex, and the first anchor edge comprises a single transformation connecting the first anchor vertex to a second anchor vertex, wherein the second anchor vertex comprises at least one second key frame, a second mixed-reality element, and at least one second transform connecting the at least one second key frame to the second mixed-reality element, and wherein the first anchor edge omits one or more separate transforms between each of the key frames in the first anchor vertex and the second anchor vertex. 14. The method as recited in claim 13 , further comprising: receiving a new anchor vertex from the first device, wherein the new anchor vertex comprises at least one new key frame, a new mixed-reality element, and at least one new transform connecting the at least one new key frame to the new mixed-reality element; receiving a new physical location that is associated with the physical location of the new anchor vertex; and receiving a new anchor edge from the first device, wherein the new anchor edge comprises a transformation between the first anchor vertex and the new anchor vertex. 15. The method as recited in claim 14 , further comprising: identifying a second device with a stored second anchor graph; detect that the second device is within a predetermined proximity to the second physical location; and in response to detecting that the second device is within the predetermined proximity, transmit the second anchor vertex and the second anchor edge to the second device. 16. The method as recited in claim 13 , wherein the first anchor edge omits key frames from the first plurality of key frames. 17. A method for using an anchor graph within a mixed-reality environment, comprising: communicating, to a server, location data associated with a location of a first device; and in response to communicating the location data to the server, receiving at least part of a first anchor vertex that is within a predetermined proximity to the first device and a first anchor edge, wherein: the first anchor vertex comprises: a first plurality of key frames including at least a first key frame, a first mixed-reality element, and at least one first transform connecting at least the first key frame to the first mixed-reality element, and the first anchor edge comprises a transformation connecting the first anchor vertex to a second anchor vertex comprising a second plurality of key frames including at least a second key frame, a second mixed-reality element, and at least one second transform connecting at least the second key frame to the second mixed-reality element, and wherein the first anchor

Assignees

Inventors

Classifications

  • Drawing of charts or graphs · CPC title

  • Perspective computation · CPC title

  • Mixed reality (object pose determination, tracking or camera calibration for mixed reality G06T7/00) · CPC title

  • Wearable computers, e.g. on a belt · CPC title

  • Synthesising holograms, {i.e. holograms synthesized from objects or objects from holograms}(using electric digital computers G06F; G06T) · CPC title

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What does patent US10217231B2 cover?
Mixed-reality systems are provided for using anchor graphs within a mixed-reality environment. These systems utilize anchor vertexes that comprise at least one first key frame, a first mixed-reality element, and at least one first transform connecting the at least one first key frame to the first mixed-reality element. Anchor edges comprising transformations connect the anchor vertexes.
Who is the assignee on this patent?
Microsoft Technology Licensing Llc
What technology area does this patent fall under?
Primary CPC classification G06T7/30. Mapped technology areas include Physics.
When was this patent published?
Publication date Tue Feb 26 2019 00:00:00 GMT+0000 (Coordinated Universal Time) (B2). Legal status and post-grant events are not shown on this page.
What related patents are in patentsdb?
We list 12 related publications on this page (citations in our corpus or others sharing the same primary CPC).