Augmented Reality Simulator
First Claim
1. An augmented reality system, comprising:
- a physical environment;
a headset for mounting to a trainee having eyes with a normal visual field;
binocular cameras mounted to the headset so as to supply a first source of binocular video feed of the physical environment, corresponding to a normal visual field of a trainee;
a binocular display mounted to the headset and connected to a second source of binocular video feed to provide binocular imagery to a trainee, wherein the second source of binocular video feed comprises a composited video combining the first source of binocular video feed of the physical environment with a third source of binocular feed comprising video game imagery which replaces portions of the first binocular video feed of the physical environment, so that the video game imagery and parts of the physical environment are displayed without substantial overlap;
a weapon simulator for carriage by a trainee, including a laser which projects a laser beam on to the physical environment.
1 Assignment
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Accused Products
Abstract
An augmented reality system in which video imagery of a physical environment is combined with video images output by a game engine by the use of a traveling matte which identifies portions of the visible physical environment by techniques such as Computer vision or chroma keying and replaces them with the video images output by the video game engine. The composited imagery of the physical environment and the video game imagery is supplied to a trainee through a headmounted display screen. Additionally, peripheral vision is preserved either by providing complete binocular display to the limits of peripheral vision, or by providing a visual path to the peripheral vision which is matched in luminance to higher resolution augmented reality images provided by the binocular displays. A software/hardware element comprised of a server control station and a controller onboard the trainee performs the modeling, scenario generation, communications, tracking, and metric generation.
163 Citations
24 Claims
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1. An augmented reality system, comprising:
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a physical environment; a headset for mounting to a trainee having eyes with a normal visual field; binocular cameras mounted to the headset so as to supply a first source of binocular video feed of the physical environment, corresponding to a normal visual field of a trainee; a binocular display mounted to the headset and connected to a second source of binocular video feed to provide binocular imagery to a trainee, wherein the second source of binocular video feed comprises a composited video combining the first source of binocular video feed of the physical environment with a third source of binocular feed comprising video game imagery which replaces portions of the first binocular video feed of the physical environment, so that the video game imagery and parts of the physical environment are displayed without substantial overlap; a weapon simulator for carriage by a trainee, including a laser which projects a laser beam on to the physical environment. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10)
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11. An augmented reality system, comprising:
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a real physical environment having an areal extent of at least about 40 ft.2 and containing structures natural or artificial which form a set like a stage on which trainees may physically move by walking or running and moving through and around the structures to conduct training exercises; wherein at least some of the structures of the physical environment have a multiplicity of indicia which are distinct one from the other; a headset adapted to mount to the head of a trainee, such that the trainee wears the headset; binocular cameras mounted to the headset so as to capture images of the physical environment corresponding to at least part of a trainee'"'"'s natural field of view and to output said images as a binocular video feed; a headmounted display mounted to the headset and arranged for viewing by a trainee, so as to supply at least part of the trainee'"'"'s natural field of view; at least one position tracking camera mounted on the headset and arranged to provide images of the indicia such that the position corresponding to the location of the headset is derived from said indicia; a videogame engine which forms a source of video game imagery which augments the reality viewed by the binocular cameras as displayed on the headmounted display; a compositor connected to the binocular video feed of the physical environment, and connected to the source of video game imagery; a traveling matte processor arranged to process the binocular video feed of the physical environment to extract portions of the binocular video feed, and to generate a traveling matte therefrom; wherein the traveling matte processor is connected to the compositor so that the traveling matte is subtracted from the video game imagery, and the game imagery is composited with the binocular video feed to form a source of composited video combining the binocular video feed of the physical environment and the game imagery; and wherein the compositor is connected to the binocular display to display the binocular video feed augmented by the source of video game imagery. - View Dependent Claims (12)
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13. A method of conducting a real-time augmented reality training session, comprising the steps of:
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marking portions of a physical environment; imaging the physical environment with a device which captures a binocular video feed corresponding to the viewpoint of a trainee within the physical environment; replacing the marked portions visible in the binocular video feed corresponding to the viewpoint of the trainee within the physical environment with images from a game engine to create a composited video feed showing portions of the physical environment and the images from a game engine; conducting a training exercise in the physical environment which extends over space and time; and during the training exercise observing the physical environment and the images from the game engine on a binocular display which shows without substantial overlap the composited visual feed of the physical environment and the images from the game engine. - View Dependent Claims (14, 15, 16)
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17. A method of conducting a real-time augmented reality training session for a trainee, comprising the steps of:
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mounting a headset to a trainee'"'"'s head; having the trainee enter a physical environment; producing a first source of binocular video feed of the physical environment, corresponding at least partially to a normal visual field of the trainee from binocular cameras mounted to the headset; and displaying on a binocular display mounted to the headset a second source of binocular video feed to provide binocular imagery to a trainee; wherein the second source of binocular video feed is generated by compositing the first source of binocular video feed of the physical environment with a third source of binocular video feed comprising video game imagery which replaces portions of the first binocular video feed; wherein the portions of the first binocular video feed replaced are identified by a signal in the first binocular video feed or by using machine vision comparisons of the first source of binocular video feed to the third source of binocular video feed, so that the video game imagery and parts of the physical environment are displayed to the trainee on the binocular display without substantial overlap. - View Dependent Claims (18, 19, 20, 21, 22, 23, 24)
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Specification