Automated Camera Path Generation for Volumetric Replay
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Solution Overview
Problem
The manual selection of camera paths in immersive sports media systems is costly, non-scalable, and introduces latency, negatively impacting the user viewing experience during the playback of 3D video recordings of live games.
Innovation Solution
An automated method for generating camera paths using camera calibration data and trajectory data associated with projectiles in a game, which determines pre-highlight, post-highlight, and intermediate camera angles to create a 360-degree volumetric content replay, reducing latency and enhancing scalability.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If manual selection of camera paths is used, then the quality of camera path selection can be maintained, but the cost increases and scalability decreases
Solution Approach 1:
The system enables automated camera path selection that operates independently without manual intervention. The processor automatically determines camera paths by analyzing game data, player positions, and trajectory information, making the system self-sufficient and eliminating the need for human operators to select camera paths manually.
Solution Approach 2:
The patent replaces the manual mechanical process of camera path selection with an automated computational system. The processor uses algorithms to analyze game state data, calculate optimal camera angles, and generate camera paths automatically, substituting human decision-making with machine-based computational analysis.
2Measurement precision
If manual selection of camera paths is used, then the quality of camera path selection can be maintained, but the scalability is reduced
Solution Approach 1:
The automated system performs camera path selection independently without requiring human operators, enabling the system to handle multiple game feeds and highlight moments simultaneously. This self-service capability allows the system to scale from single-game to multi-game operations without proportionally increasing manual labor requirements.
Solution Approach 2:
The automated camera path selection system is designed to handle multiple types of sports games, different camera configurations, and various highlight moment types uniformly. The same processing algorithms can be applied across different game scenarios, making the system versatile and easily scalable to different applications without requiring game-specific manual configuration.
3Measurement precision
If manual selection of camera paths is used, then the camera path quality can be maintained, but latency is introduced
Solution Approach 1:
The system performs preliminary analysis of game data, player positions, and trajectory information in advance to pre-determine optimal camera paths. By preparing camera path options beforehand based on anticipated highlight moments and player movements, the system reduces the time required for real-time camera path selection during actual highlight events.
Solution Approach 2:
The automated computational system replaces manual camera path selection with algorithm-based determination that operates at machine speed. The processor can evaluate multiple camera path options and select the optimal path in milliseconds, eliminating the time delay inherent in human decision-making while maintaining or improving path selection quality.
4Productivity
If automated generation of camera paths is used, then latency is reduced and scalability is enhanced, but the complexity of the system increases
Solution Approach 1:
The system uses camera calibration data and pre-stored game data as intermediary information layers between the raw game feed and the final camera path selection. These intermediary data structures organize and pre-process information in a standardized format, simplifying the automated decision-making process and reducing the computational complexity required for real-time camera path determination.
Data Source
AI summary
Methods, systems and apparatuses may provide for technology that automatically determines, based on camera calibration data and trajectory data associated with a projectile in a game, a plurality of camera angles. The technology may also automatically generate, based on the plurality of camera angles, a camera path for a volumetric content replay of a three-dimensional (3D) region of interest around a highlight moment in the game.


