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Interference damping for continuous game play

  • US 10,486,061 B2
  • Filed: 11/28/2016
  • Issued: 11/26/2019
  • Est. Priority Date: 03/25/2016
  • Status: Active Grant
First Claim
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1. A computerized method wherein one or more processors determine a position of an object in a virtual reality environment while de-emphasizing cameras having less than optimum positioning accuracy, the method comprising:

  • locating an object in images received from two or more cameras;

    determining one or more intersections of vectors, wherein each vector originates at a camera and passes near the object;

    establishing a system-wide tracking error margin that represents the maximum allowable error for any detected intersection;

    initializing an object position vector for the object and a total position weight for the object;

    for a first intersection formed between a pair of vectors, performing the steps of;

    (a) identifying an intersect error margin for the intersection that comprises the closest distance between the pair of vectors;

    (b) computing a weight by subtracting the intersect error margin from the tracking error margin and dividing the result by the tracking error margin;

    (c) determining a position for the intersection based on the pair of intersecting vectors; and

    (d) multiplying the position by the weight, and adding the product to the object position vector to produce a revised object position vector;

    (e) adding the weight to the total position weight; and

    dividing the revised object position vector by the total position weight to produce a final position for the object.

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