Adaptive Depth of Field Sampling for Rendering Aliasing

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Solution Overview

Problem

Computer graphics rendering techniques face challenges in reducing aliasing effects, particularly for distant objects, which result in pixellated blurs rather than recognizable blurs, due to inadequate sampling frequencies, leading to increased computational resources and time requirements.

Innovation Solution

Adaptive sampling methods are employed, where the field of view is partitioned into depth regions, and the number of sample rays increases monotonically with distance, allowing for more efficient sampling of distant objects while reducing redundant computations.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If the number of image sample points is increased to reduce aliasing of distant objects, then image quality is improved, but rendering time and computing resources increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent applies local quality by varying the number of sample rays based on depth region. Distant objects receive more sample rays (5-10 samples) to maintain quality, while close objects receive fewer samples (1-2 samples), optimizing the balance between image quality and rendering time across different spatial regions

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the scene into multiple depth regions (foreground, midground, background) and applies different sampling strategies to each region. This segmentation allows the renderer to allocate computational resources efficiently based on the specific needs of objects at different distances

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If the number of sample rays is increased for distant objects to eliminate aliasing, then sampling frequency is improved, but redundant computations increase

Engineering Contradiction:
Improvesampling frequencyVSAvoidcomputational efficiency
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The patent applies local quality by varying the number of sample rays based on depth region. Distant objects receive more sample rays (5-10 samples) to maintain quality, while close objects receive fewer samples (1-2 samples), optimizing the balance between image quality and rendering time across different spatial regions

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent dynamically adjusts the number of sample rays based on the depth of each object. The sampling frequency is not fixed but adapts continuously, increasing for distant objects and decreasing for close objects, thereby eliminating redundant computations while maintaining appropriate sampling frequency

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8493383B1Adaptive depth of field sampling
Publication Date: 2013.07.23 PIXAR CORP
  • US8493383B1 patent drawing
  • US8493383B1 patent drawing
  • US8493383B1 patent drawing

AI summary

Adaptive sampling alleviates aliasing by partitioning the field of view of an image sample point into depth regions. Portions of the scene are sampled within a depth region using sample rays. If a sample ray is not completely occluded in the depth region, corresponding sample rays are evaluated in adjacent depth regions. Sample rays can be recursively evaluated in further depth regions until all the subsamples intersect opaque objects or a depth limit or transparency threshold is reached. The value of an image sample point is the weighted combination of sample rays. The number of sample rays in each depth region may increase monotonically with distance along a line of sight from an image sample point for effects such as reflection, refraction, and illumination. The number of sample rays in each depth region may increase monotonically with distance from a focal plane for effects such as depth of field.