US 11,941,163 B2
Interaction engine for creating a realistic experience in virtual reality/augmented reality environments
John Adrian Arthur Johnston, San Mateo, CA (US); Johnathon Scott Selstad, San Francisco, CA (US); and Alex Marcolina, Los Angeles, CA (US)
Assigned to Ultrahaptics IP Two Limited, Bristol (GB)
Filed by Ultrahaptics IP Two Limited, Bristol (GB)
Filed on Jan. 27, 2022, as Appl. No. 17/586,622.
Application 17/586,622 is a continuation of application No. 17/103,734, filed on Nov. 24, 2020, granted, now 11,237,625.
Application 17/103,734 is a continuation of application No. 16/588,902, filed on Sep. 30, 2019, granted, now 10,866,632, issued on Dec. 15, 2020.
Application 16/588,902 is a continuation of application No. 15/605,852, filed on May 25, 2017, granted, now 10,429,923, issued on Oct. 1, 2019.
Application 15/605,852 is a continuation in part of application No. 15/587,173, filed on May 4, 2017, granted, now 10,261,594, issued on Apr. 16, 2019.
Application 15/587,173 is a continuation of application No. 14/626,898, filed on Feb. 19, 2015, granted, now 9,696,795, issued on Jul. 4, 2017.
Claims priority of provisional application 62/116,366, filed on Feb. 13, 2015.
Prior Publication US 2022/0147137 A1, May 12, 2022
This patent is subject to a terminal disclaimer.
Int. Cl. G06F 3/03 (2006.01); G02B 27/00 (2006.01); G06F 1/16 (2006.01); G06F 3/01 (2006.01); G06T 19/00 (2011.01)
CPC G06F 3/011 (2013.01) [G02B 27/00 (2013.01); G06F 1/163 (2013.01); G06F 3/017 (2013.01); G06F 3/0304 (2013.01); G06T 19/006 (2013.01); G06T 2215/16 (2013.01)] 20 Claims
OG exemplary drawing
 
1. A method of determining a friction response to a soft contact collision between at least one of a set of virtual objects defined according to virtual object definitions and a portion of a colliding hand that collides in a logical frame defined by a real time physics engine (RTPE) including a simulation of rigid bodies in a physical system that satisfies a human visual system's expectations for interactions with virtual objects in a virtual environment, using real motions of one or more hands in a three-dimensional (3D) sensory space, the method including:
determining a first solution of interactions between at least one virtual object in a set of virtual objects simulated as rigid bodies and a representation of at least one hand, the first solution including a friction response to a soft contact collision between the at least one virtual object of the set of virtual objects and a portion of the at least one hand colliding with the at least one virtual object;
determining a second solution of interactions between the at least one virtual object in the set of virtual objects simulated as rigid bodies absent any effects of the at least one hand; and
integrating the first solution with the second solution; wherein results of the second solution are prioritized over results of the first solution.