This invention relates generally to video image processing, and more particularly to providing a real-time interactive computer environment using a three-dimensional camera.
With the increased processing capabilities of today's computer technology, new creative methods for interacting with computer systems have become available. For example, new on-line keyboards allow individuals to enter information without the need for a physical keyboard, and new game controllers with a plurality of joysticks and directional keys enhance the user's ability to interact with the computer system. In addition to hand held input devices, input devices employing video images are currently available that allow user control of objects on a graphical display such as a video monitor.
Such video input devices often are responsive to the movement or position of a user in the field of view of a video capture device. More recently, video image processing has been used to translate the movement of the user that has been captured as a sequence of video images into signals for game control. Prior art input systems include a video capture device that scans a field of view in which a system user stands. The captured video image is applied to a video digitizer that provides digital output to a processor that analyzes and processes the digital information received from the digitizer.
Based upon the position or movement of the participant in the field of view, the processor produces signals that are used by the graphics generating system to move objects on the display. Although the operation or output of the devices or graphical displays can thereby be affected by the position or movement of the participant, the computer processing time required is frequently very extensive and complex, tending to require substantial computer and/or time resources.
In addition, known devices and methods employing user video image data that are used to affect the movement of an object on a graphical display are typically characterized by significant encumbrances upon the participant within the video camera field of view. Such systems may include additional equipment that the participant is required to wear, such as arm coverings or gloves with integral, more easily detectable portions or colors, and/or visible light sources such as light emitting diodes. Unfortunately, such systems do not allow for the ease-of-use, quick response, and simplicity needed to provide a user input device capable of meeting marketability requirements for consumer items such as might be required of video game controllers.
In view of the foregoing, there is a need for enhanced systems and methods that allow interaction in a three-dimensional environment. The methods should allow user interaction without requiring additional equipment, such as arm coverings or gloves. In addition, the method should not require overly burdensome processing ability and should have the ability to function in real-time, thus providing the user with a natural computer interaction experience.
Broadly speaking, embodiments of the present invention fill these needs by providing a real-time three-dimensional interactive environment using a three-dimensional camera. Generally, embodiments of the present invention allow the user to interactive with, and affect, computer-generated objects and environments that are combined visually with the user's actual physical environment. In one embodiment, a method is disclosed for providing a real-time three-dimensional interactive environment. The method includes obtaining two-dimensional data values for a plurality of pixels representing a physical scene, and obtaining a depth value for each pixel of the plurality of pixels using a depth sensing device. Each depth value indicates a distance from a physical object in the physical scene to the depth sensing device. At least one computer-generated virtual object is inserted into the scene, and an interaction between a physical object in the scene and the virtual object is detected based on coordinates of the virtual object and the obtained depth values. For example, the two-dimensional values for the plurality of pixels can be color values, and each depth value can indicate a distance from a physical object in the physical scene represented by the corresponding pixel to the sensing device. In one aspect, the interaction can be a collision between a physical object in the scene and the virtual object. In this aspect, the collision is detected when the virtual object and a physical object occupy a same three-dimensional space based on three-dimensional coordinates of the virtual object and three-dimensional coordinates of the physical object. Optionally, an appearance of a physical object in the scene can be visually altered. For example, the physical object can be a user, and computer-generated clothing can be mapped to the user based on the depth values for pixels representing the user. In addition, a maximum depth range can be defined that indicates the farthest distance for which depth values will be obtained. In this aspect, depth values for the user may be detected only when the user is within a distance less than the maximum depth range to the sensing device.
A computer program embodied on a computer readable medium for providing a real-time three-dimensional interactive environment is disclosed in an additional embodiment of the present invention. The computer program includes program instructions that obtain two-dimensional data values for a plurality of pixels representing a physical scene. Also, program instructions are included that obtain a depth value for each pixel of the plurality of pixels using a depth sensing device. As above, each depth value indicates a distance from a physical object in the physical scene to the depth sensing device. Program instructions also are included that insert at least one virtual object into the scene, the virtual object being computer-generated. Further, program instructions are included that detect an interaction between a physical object in the scene and the virtual object based on coordinates of the virtual object and the obtained depth values. As above, the two-dimensional values for the plurality of pixels are color values, and each depth value can indicate a distance from a physical object in the physical scene represented by the corresponding pixel to the sensing device. Optionally, program instructions can be included that define a maximum depth range that indicates the farthest distance for which depth values will be obtained.
In a further embodiment, a system is disclosed for providing a real-time three-dimensional interactive environment. The system includes a depth sensing device capable of obtaining two-dimensional data values for a plurality of pixels representing a physical scene. The depth sensing device is further capable of obtaining a depth value for each pixel of the plurality of pixels. As above, each depth value indicates a distance from a physical object in the physical scene to the depth sensing device. Also included in the system is logic that inserts at least one computer-generated virtual object into the scene. Further, the system includes logic that detects an interaction between a physical object in the scene and the virtual object based on coordinates of the virtual object and the obtained depth values. As above, the two-dimensional values for the plurality of pixels can be color values, and each depth value can indicate a distance from a physical object in the physical scene represented by the corresponding pixel to the sensing device. Optionally, the system can include logic that defines a maximum depth range, the maximum depth range indicating the farthest distance for which depth values will be obtained. In this aspect, logic can also be included that that detects depth values for a user only when the user is within a distance less than the maximum depth range to the sensing device.
A further method for providing a real-time three-dimensional interactive environment is disclosed in an additional embodiment of the present invention. As above, the method includes obtaining two-dimensional data values for a plurality of pixels representing a physical scene. Also as above, a depth value for each pixel of the plurality of pixels is obtained using a depth sensing device. Each depth value indicates a distance from a physical object in the physical scene to the depth sensing device. Based on the obtained two-dimensional data values and the obtained depth values, three-dimensional volume information is estimated for each physical object in the physical scene. In addition, computer-generated virtual objects having three-dimensional volume information for the virtual object can be inserted into the scene. In this manner, interactions between physical and virtual objects in the scene can be detected based on the coordinates of the three-dimensional volume information for the virtual object and the physical object. Other aspects and advantages of the invention will become apparent from the following detailed description, taken in conjunction with the accompanying drawings, illustrating by way of example the principles of the invention.
The invention, together with further advantages thereof, may best be understood by reference to the following description taken in conjunction with the accompanying drawings in which:
An invention is disclosed for providing a real-time three-dimensional interactive environment using a three-dimensional camera. Generally, embodiments of the present invention allow the user to interactive with, and affect, computer objects and environments that are combined visually with the user's actual physical environment. Through the use of a three-dimensional camera, three-dimensional images can be obtained in real-time. These three-dimensional images are utilized to place digital objects within the user's environment, track the user's movement, and accurately detect when the user interacts with the digital objects. In the following description, numerous specific details are set forth in order to provide a thorough understanding of the present invention. It will be apparent, however, to one skilled in the art that the present invention may be practiced without some or all of these specific details. In other instances, well known process steps have not been described in detail in order not to unnecessarily obscure the present invention.
In the following description, the terms “depth camera” and “three-dimensional camera” will refer to any camera that is capable of obtaining distance or depth information as well as two-dimensional pixel information. For example, a depth camera can utilize controlled infrared lighting to obtain distance information. Another exemplary depth camera can be a stereo camera pair, which triangulates distance information using two standard cameras. Similarly, the term “depth sensing device” will refer to any type of device that is capable of obtaining distance information as well as two-dimensional pixel information.
Recent advances in three-dimensional imagery have opened the door for increased possibilities in real-time interactive computer animation. In particular, new “depth cameras” provide the ability to capture and map the third-dimension in addition to normal two-dimensional video imagery. With the new depth data, embodiments of the present invention allow the placement of computer-generated objects in various positions within a video scene in real-time, including behind other objects.
Moreover, embodiments of the present invention provide real-time interactive gaming experiences for users. For example, users can interact with various computer-generated objects in real-time. Furthermore, video scenes can be altered in real-time to enhance the user's game experience. For example, computer generated costumes can be inserted over the user's clothing, and computer generated light sources can be utilized to project virtual shadows within a video scene. Hence, using the embodiments of the present invention and a depth camera, users can experience an interactive game environment within their own living room.
As mentioned above, the depth camera 102 provides the ability to capture and map the third-dimension in addition to normal two-dimensional video imagery.
However, unlike a conventional camera, a depth camera also captures depth values for the scene.
In operation, a z-value is captured for each pixel of the scene. Each z-value represents a distance from the camera to a particular object in the scene corresponding to the related pixel. For example, in
Referring back to
These and additional aspects of the present invention may be implemented by one or more processors which execute software instructions. According to one embodiment of the present invention, a single processor executes both input image processing and output image processing. However, as shown in the figures and for ease of description, the processing operations are shown as being divided between an input image processor 104 and an output image processor 106. It should be noted that the invention is in no way to be interpreted as limited to any special processor configuration, such as more than one processor. The multiple processing blocks shown in
In operation 204, a maximum depth range is defined. As described above, a maximum depth range is defined beyond which depth values will not be detected. Typically, the maximum depth range appears as vertical plane wherein all pixels are given the same depth value. This maximum range plane can be utilized by the embodiments of the present invention to provide user defined object tracking, as illustrated in
For example, when the user 302 of
For example, in one embodiment of the present invention, the user 302 is allowed to drag and drop objects on the screen by gesturing with their hands across the maximum depth range plane 158. In this embodiment, a user can extend their hand 304 or other object across the maximum depth range plane 158 to initiate interaction with objects on a screen. The movement of the user's hand is then tracked using the depth data provided by the depth camera. Tracking is then terminated when the user retracts their hand behind the maximum depth range plane 158. During tracking, objects encountered by the user's hand movement can be moved and manipulated, as described in greater detail subsequently.
Referring back to
For example,
Generally, the user 302 positions the depth camera in a suitable position in front of them. In addition, various adjustments can be made to the camera angle, aperture setting, and other settings that will be apparent to those skilled in the art after a careful reading of the present disclosure. The camera then captures video data for the scene, generally comprising color values for the pixels comprising the scene.
Referring back to
Thus, in operation 208, a z-value is captured for each pixel of the scene. Each z-value represents a distance from the camera to a particular object in the scene corresponding to the related pixel. For example,
In this manner, the position and movement of the user 302 can be tracked. Moreover, using the depth information, the user 302 can be tracked in three dimensions, thus allowing for realistic placement of objects within the scene. Furthermore, using the three-dimensional data allows users to interact with a virtual environment in a realistic manner thus enhancing the user's 302 experience.
In addition, one embodiment of the present invention can construct complete 3D volume information for objects in the scene using the z-values. In general, a depth camera does not itself provide full volume information. That is, the depth camera provides z-values for pixels of object surfaces that are visible to the camera. Hence, the z-values for the surfaces, such as the user's 302 back are not provided by the depth camera. Thus, one embodiment of the present invention estimates the complete volume information for objects in the scene to create complete 3D volumes, which can later be intersected with other 3D objects to determine collisions or for measuring distances between the objects.
For example, in
In this manner, a complete 3D volume of the user 302 can be constructed, which can later be utilized to interact with computer generated virtual objects. In this manner, embodiments of the present invention can process both real and virtual objects in a single consistent manner.
Referring back to
In this manner, embodiments of the present invention provide real-time interactive gaming experiences for users. For example, users can interact with various computer-generated objects in real-time. Furthermore, video scenes can be altered in real-time to enhance the user's game experience. For example, computer generated costumes can be inserted over the user's clothing, and computer generated light sources can be utilized to project virtual shadows within a video scene. Hence, using the embodiments of the present invention and a depth camera, user's can experience an interactive game environment within their own living room.
For example,
That is, the depth data obtained in operation 208 can be utilized to determine the exact position of the user 302 in three-dimensional space. As a result, the virtual “pencil” object 600 can be positioned, altered, and animated to appear to be “behind” the user 302. Similarly, the virtual sphere 602 can be positioned, altered, and animated to appear, for example, in “front” of the user 302. Moreover, by extending the maximum depth range to approximately the position of the back wall 406, the inserted virtual objects can appear to interact with other objects in the user's room. In addition, one embodiment of the present invention inserts a virtual light source in the scene to cast “shadows” 604 and 606 from the virtual objects, which further increase the realism of the virtual scene. Since, the exact three-dimensional position of the floor and sofa 404 can be determined from the depth data, the computer-generated shadow 606 of the virtual sphere 602 can appear to be cast on the floor and the computer-generated shadow 604 of the virtual pencil 602 can appear to be cast on the sofa 404 and on the floor. Virtual objects can also include computer-generated changes to the physical objects within the room, as illustrated in
Referring back to
Thus, embodiments of the present invention can, utilizing the z-values from the depth camera, allow the user 302 to interact with the virtual objects. For example, a user can swing at the virtual sphere 602 and the system can detect when the user's 302 hand, for example, occupies the same space as the virtual sphere 602, indicating a collision. Thereafter, an appropriate response to the collision can be generated, for example, the virtual sphere 602 can be made the “virtually fly” across the room.
Post process operations are performed in operation 214. Post process operations can include saving locations of virtual objects on a computer storage medium, loading of saved virtual objects from the computer storage medium, and other post process operation that will be apparent to those skilled in the art after a careful reading of the present disclosure.
In one embodiment, the three-dimensional interactive system and methods of the embodiments of the present invention are implemented using a computer processing system illustrated by the block diagram of
The IOP bus 808 couples the CPU 804 to various input/output devices and other busses or device. IOP bus 808 is connected to input/output processor memory 810, a controller 812, a memory card 814, a Universal Serial Bus (USB) port 816, an IEEE1394 (also known as a Firewire interface) port, and bus 830. Bus 830 couples several other system components to CPU 804, including operating system (“OS”) ROM 820, flash memory 822, a sound processing unit (“SPU”) 824, an optical disc controlling unit 826, and a hard disk drive (“HDD”) 828. In one aspect of this embodiment, the video capture device can be directly connected to the IOP bus 808 for transmission therethrough to the CPU 804; there, data from the video capture device can be used to change or update the values used to generate the graphics images in the GPU 806.
Programs or computer instructions embodying aspects of the present invention can be provided by several different methods. For example, the user input method for interaction with graphical images can be provided in the form of a program stored in HDD 828, flash memory 822, OS ROM 820, or on a memory card 812. Alternatively, the program can be downloaded to the processing unit 800 through one or more input ports coupled to the CPU 804. The program modules defining the input method can be provided with the game or application program that is executed by the CPU 804 and displayed on display device 807 or they may be provided separately from the application program, such as for execution from local main memory 802.
Embodiments of the present invention also contemplate distributed image processing configurations. For example, the invention is not limited to the captured image and display image processing taking place in one or even two locations, such as in the CPU or in the CPU and one other element. For example, the input image processing can just as readily take place in an associated CPU, processor or device that can perform processing; essentially all of image processing can be distributed throughout the interconnected system. Thus, the present invention is not limited to any specific image processing hardware circuitry and/or software; it is also not limited to any specific combination of general hardware circuitry and/or software, nor to any particular source for the instructions executed by processing components.
Although the foregoing invention has been described in some detail for purposes of clarity of understanding, it will be apparent that certain changes and modifications may be practiced within the scope of the appended claims. Accordingly, the present embodiments are to be considered as illustrative and not restrictive, and the invention is not to be limited to the details given herein, but may be modified within the scope and equivalents of the appended claims.
This application claims priority as a continuation of U.S. patent application Ser. No. 10/448,614, filed May 29, 2003 (now U.S. Pat. No. 8,072,470, issued Dec. 6, 2011), and entitled “SYSTEM AND METHOD FOR PROVIDING A REAL-TIME THREE-DIMENSIONAL INTERACTIVE ENVIRONMENT,” which is incorporated herein by reference. This application is related to U.S. patent application Ser. No. 10/365,120, filed Feb. 11, 2003, and entitled “Method and Apparatus for Real-Time Motion Capture,” which is incorporated herein by reference.
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Number | Date | Country | |
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Number | Date | Country | |
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Parent | 10448614 | May 2003 | US |
Child | 13282369 | US |