3D Scene Rendering Volume for Exploring Congested Immersive Views
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Solution Overview
Problem
In immersive environments, congested 3D scenes obstruct the field of view, making it difficult for users to explore and interact with objects due to the need for manual ghosting or hiding of objects, which is inefficient and cumbersome, especially in densely populated spaces.
Innovation Solution
A computer-implemented method that dynamically modifies the rendering of a 3D scene based on the 3D positions of a user's head and hand tracking devices, using a convex volume that adapts in shape and size to allow intuitive exploration without altering the near clipping plane, enabling users to modify the rendering by actuating hand tracking devices to widen or thin the volume, thereby adjusting the visible region.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If manual ghosting or hiding of objects is used to deal with field of view obstruction, then the user can see through obstructing objects, but the operation becomes inefficient and cumbersome in densely populated spaces
Solution Approach 1:
The system automatically identifies and ghosts objects that obstruct the user's view without requiring manual selection. The virtual camera detects obstructing objects and applies ghosting rendering automatically, allowing the user to simply move the head to explore while the system handles the complex task of identifying and modifying obstructing objects.
Solution Approach 2:
The system performs preliminary ghosting of objects that are likely to obstruct the view based on the virtual camera's field of view analysis. By pre-identifying and ghosting potential obstructing objects before the user encounters them, the system prepares the scene for smooth exploration without requiring reactive manual intervention.
2Ease of operation
If the near clipping plane is set close to the virtual camera to avoid obstruction, then the view is less obstructed, but too many objects are removed from the rendered scene
Solution Approach 1:
Instead of uniformly adjusting the near clipping plane, the system applies ghosting selectively to specific obstructing objects while maintaining the original clipping plane settings. This allows different parts of the scene to have different rendering treatments - obstructing objects are ghosted while non-obstructing objects remain normally rendered, preserving both visibility and object information.
3Adaptability or versatility
If manual selection and ghosting of object parts is performed, then the rendering of specific objects can be modified, but the process requires multiple button presses and is cumbersome
Solution Approach 1:
The system automatically identifies which objects need ghosting based on virtual camera field of view analysis and performs the ghosting operation automatically. The user simply needs to move the head to trigger exploration, and the system handles object identification, selection, and rendering modification without requiring manual button presses or complex interactions.
4Adaptability or versatility
If objects are ghosted manually layer by layer, then deep exploration of congested scenes is possible, but the process is inefficient and requires repeated operations
Solution Approach 1:
The system automatically performs multi-layer ghosting by analyzing the virtual camera's field of view and identifying all obstructing objects across multiple layers. When the user moves the head, the system simultaneously ghosts all necessary objects rather than requiring layer-by-layer manual selection, enabling efficient deep exploration of congested scenes.
Solution Approach 2:
The system pre-identifies all obstructing objects across multiple layers based on the virtual camera's current and predicted field of view. By preparing the ghosting state for multiple layers in advance, the system enables seamless deep exploration without requiring repeated user interactions for each layer.
Data Source
AI summary
A computer-implemented method for modifying the rendering of a region of a 3D scene in an immersive environment, the region being computed based on a 3D position of a head tracking device and a 3D position of at least one hand tracking device.


