A one or two player virtual reality game efficiently detects and tracks a distinctively colored glove. According to the preferred basketball embodiment, a single player equipped with the distinctively colored glove is matched up against a virtual opponent. The object of the game is for the real player to put a virtual basketball into a virtual basketball hoop before his/her virtual opponent steals the ball. Initially, the background site is scanned, and then the operator with the glove is scanned. A table of colors is then established which are unique only to the glove. A player is then scanned against the background to identify which color glove will have the least conflict with colors worn by the player. During play, the player is scanned at 30 frames a second and the information is stored in a frame buffer. A prediction is made of the location of the glove in subsequent frames based upon its previously known location and velocity. Therefore, a search for the glove can be made of... |
Citations|
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Claims1. A virtual reality game method for use by at least one human player who wears at least one identifiable object having a unique color, said game comprising the steps of: - (a) scanning a background and creating a first color table of background colors;
- (b) scanning said identifiable object;
- (c) creating a second color table with colors distinctive only to said identifiable object by deleting all colors that said identifiable object has in common with said background;
- (d) repeatedly scanning said player wearing said identifiable object against said background and creating frames of pixels in a frame buffer representative of said colors in said scan;
- (e) identifying said colors in said frames that are unique to said identifiable objects;
- (f) predicting an area, less than a full frame, where said identifiable object will be located in subsequent frames;
- (g) scanning said predicted area to locate said identifiable object; and,
- (h) using said identifiable object to manipulate a virtual object toward a virtual goal.
2. The method of claim 1 further comprising the step of: - (i) locating the centroid of said identifiable object in order to establish specific x and y coordinates for said identifiable object.
3. The method of claim 2 further comprising the steps of: - (j) attaching said virtual object to said identifiable object in a display;
- (k) detecting the movement of said identifiable object to distinguish between at least two different gestures involving said identifiable object; and,
- (l) propelling said virtual object toward said goal in response to the recognition of one of said at least two gestures made by said identifiable object.
4. The method of claim 3 wherein said identifiable object comprises a glove and said virtual object comprises a ball and wherein said method further comprises the step of: - (m) determining the direction and velocity of said gesture detected in step (k) and crediting the player with a score if said direction and velocity are substantially in the direction of said goal.
5. The method of claim 4 further comprising the steps of: - (n) determining the height of said player by detecting when a scan of said player against said background first comes into contact with a non-background object; and,
- (o) automatically scaling the height of a virtual opponent in proportion to the height of said player.
6. The method of claim 5 further comprising the step of: - (p) performing a coarse-to-fine search by searching only a limited number of lines of said predicted area from step (g) first, and then increasing the number of lines searched until said glove is located.
7. The method of claim 6 further comprising the step of: - (q) increasing the size of said predicted search area to a larger search area if said glove is not located.
8. The method of claim 7 further comprising the step of: - (r) searching the entire frame stored in said frame buffer, beginning with the center thereof, if said glove is not located in said predicted search area determined by step (g) or in said larger search area as determined in step (q).
9. The method of claim 8 further comprising the step of: - (s) increasing the population of identifiable object color specific pixels by merging a first table of possible colors with a second master table of glove colors and then increasing the merged table of glove colors by filling in the voids surrounded by glove colors and by allowing neighboring colors on the edges of said glove colors in the merged table to take on glove specific color values.
10. The method of claim. 9 further comprising the step of: - (t) organizing pixels in said color tables by chroma X, chroma Y and luma, wherein each pixel is formatted initially by two bits of chroma X, followed by two bits of chroma Y, and followed by six bits of luma,
- wherein said color values in said color tables are first compared using said above information as a means of rapid comparison of said values.
11. The method of claim 10 further comprising the step of: - (u) determining the width of said player so that said player's location can interact with a background.
12. The method of claim 10 further comprising the step of: - (v) determining the outline of said player so that said player can interact with a background.
13. The method of claim 3 wherein said game includes two players each wearing different identifiable object gloves, and wherein said two players play against each other to put said virtual object in said virtual goal. 14. The method of claim 3 wherein predetermined gestures made by said identifiable object cause the image of said player to move with respect to said display, - wherein the movement of said player causes the player to appear as though the player was in an environment having gravity substantially smaller than that of the earth.
15. A virtual reality game apparatus for use by at least one player having on his person an identifiable object having a distinctive color, said apparatus comprising: - scanning means for scanning said player and for storing said information in a frame buffer;
- color identifying means for determining which of said colors of said identifiable object is most accurately identifiable and, for locating said identifiable object from the information in said frame buffer based upon its distinctive color when said player is wearing said identifiable object; and,
- display means for displaying said player and said identifiable object having said most accurately identifiable color in a virtual reality setting,
- wherein said player is correctly positioned within said virtual reality setting based upon the location of said identifiable object with said most accurately identifiable color.
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