3D Point Cloud Image Rendering with Segmented Background Textures
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Solution Overview
Problem
The transmission of high-resolution environment images is data-intensive and faces constraints due to data transmission limitations, necessitating improved methods for communicating image content efficiently.
Innovation Solution
Foreground objects are extracted from images and represented as point clouds, allowing for separate processing and transmission from background textures, with the background being rendered first and foreground objects superimposed using point cloud rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If high-resolution environment images are transmitted to simulate an environment, then image quality and realism are improved, but data transmission requirements increase significantly
Solution Approach 1:
The environment is segmented into background and foreground components. The background is represented as a static 3D model with texture maps, while the foreground contains moving objects. This segmentation allows the majority of the environment (background) to be transmitted once in compressed form, while only changes (foreground objects) are transmitted continuously, significantly reducing data transmission requirements while maintaining high visual quality.
Solution Approach 2:
Foreground objects are extracted from the full environment images and separated from the background. By identifying and extracting only the moving or changing elements (foreground), the system transmits minimal data representing only what has changed, rather than transmitting entire high-resolution images continuously. This extraction principle directly addresses the data transmission problem while preserving image quality where needed.
2Loss of information
If entire environment images are transmitted and processed, then complete environmental information is provided, but processing load increases significantly
Solution Approach 1:
The processing system segments environmental information into background (static) and foreground (dynamic) components. The background is processed once to create a 3D model structure, while only foreground objects require continuous processing. This segmentation dramatically reduces the processing load for real-time rendering while maintaining complete environmental information representation.
Solution Approach 2:
The background environment is processed in advance to create a static 3D model with texture maps before real-time rendering begins. This preliminary processing eliminates the need to continuously process the entire environment, reducing real-time processing load to only foreground object updates while preserving complete environmental information in the pre-processed background model.
3Quantity of substance
If foreground objects are extracted and processed separately from background, then data transmission efficiency is improved, but system complexity increases
Solution Approach 1:
The system segments the visual scene into background and foreground, using depth information to separate static environmental elements from dynamic objects. This segmentation enables efficient data transmission by sending compressed background models once and only foreground updates continuously. The added complexity of depth processing and object separation is offset by the significant gains in transmission efficiency and real-time performance.
Solution Approach 2:
Depth maps serve as an intermediary data structure that facilitates the separation of foreground and background. By introducing depth information as an intermediate processing step, the system can efficiently identify and extract foreground objects without requiring complex direct analysis of full images, thus managing system complexity while achieving improved data transmission efficiency.
Data Source
AI summary
A background image is also generated, e.g., by filling portions of a captured image where a foreground object was extracted and communicated to the playback device, Foreground objects are identified and point cloud representations of the foreground objects are generated and communicated to a playback device so that they can be used in generating images including the background which is communicated separately. In the case of a point cloud representation a number of points in an environment, e.g., 3D space, are communicated to the playback device along with color information. Thus in some embodiments a foreground object is represented as a set of points with corresponding color information on a per point basis. Foreground object information is communicated and processed in some embodiments at a different rate, e.g., faster rate, then the background textures. The playback device renders images which are sent to the display by first rendering a background layer using the communicated background information, e.g., background texture(s), UV map and environmental geometry, e.g., mesh, to which the background textures are applied.


