Augmented Reality Broadcast System Using Robotic Camera Synchronization
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Solution Overview
Problem
Real-time three-dimensional graphics rendering in videogames limits graphical quality, making it distinguishable from actual life games and potentially reducing viewer engagement in competitive multiplayer game broadcasts.
Innovation Solution
Integration of a virtual rendering system and a video capture system using flexible camera control to create an augmented reality, where virtual and real environments are combined using robotic cameras synchronized with virtual camera paths, allowing for high-quality, photo-realistic composite renders.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If real-time three-dimensional graphics rendering is used in videogames, then user input response capability is improved, but graphical quality deteriorates
Solution Approach 1:
The system divides the broadcast content into two distinct segments: pre-recorded real game footage (captured via video capture system) and virtual game rendering (generated via virtual rendering system). These segments are then composited together, allowing the pre-recorded segment to provide high graphical quality while the virtual segment maintains real-time responsiveness to commentary and analysis requirements.
Solution Approach 2:
The patent merges two separate systems - a video capture system that records actual gameplay footage and a virtual rendering system that generates real-time 3D graphics. By combining these systems into a unified augmented reality broadcast platform, the solution achieves both high graphical quality (from captured footage) and real-time responsiveness (from virtual rendering).
2Manufacturing precision
If pre-recorded footage is used instead of real-time rendering, then graphical quality is improved, but flexibility in camera control and real-time interaction deteriorates
Solution Approach 1:
The patent introduces an augmented reality composition system as an intermediary between the pre-recorded video footage and the final broadcast output. This intermediary layer allows virtual camera controls, overlays, and effects to be applied to the pre-recorded footage in real-time, providing camera flexibility and adaptability without compromising the high graphical quality of the original captured gameplay.
3Manufacturing precision
If expensive proprietary systems are used to improve graphical quality, then visual experience is improved, but system complexity and infrastructure requirements deteriorate
Solution Approach 1:
Instead of requiring expensive proprietary gaming hardware and engines, the system captures gameplay footage from ordinary commodity videogame systems and creates a visual copy for broadcast purposes. This copying approach allows high-quality broadcast graphics to be achieved without modifying or upgrading the original game hardware, thereby reducing system complexity and infrastructure requirements.
Data Source
AI summary
There is provided a system and method for integrating a virtual rendering system and a video capture system using flexible camera control to provide an augmented reality. There is provided a method comprising receiving input data from a plurality of clients for modifying a virtual environment presented using the virtual rendering system, obtaining, from the virtual rendering system, a virtual camera configuration of a virtual camera in the virtual environment, programming the video capture system using the virtual camera configuration to correspondingly control a robotic camera in a real environment, capturing a video capture feed using the robotic camera, obtaining a virtually rendered feed using the virtual camera showing the modifying of the virtual environment, rendering the composite render by processing the feeds, and outputting the composite render to the display.


