Dynamically Aligned Structure for Real-Time AR Reflections
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current ray tracing methods in augmented and virtual reality are hindered by high computational complexity and power consumption, particularly due to the need for repeated reconstruction of acceleration structures and time-consuming traversals, which contradict real-time requirements.
Innovation Solution
The introduction of a Dynamically Aligned Structure (DAS) replaces traditional acceleration structures, allowing for collective alignment and projection of secondary rays to reduce computational complexity and power consumption, enabling real-time path tracing suitable for consumer-level devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If traditional acceleration structures (K-trees or BVH trees) are used for ray tracing, then intersection tests between rays and polygons can be performed, but the traversals of acceleration structures consume 60%-70% of the image generation time
Solution Approach 1:
The patent segments the scene into multiple patches or tiles, and processes ray tracing independently for each segment. This allows parallel processing of different scene portions, reducing the total time spent traversing acceleration structures while maintaining intersection test accuracy through localized processing.
Solution Approach 2:
The patent performs preliminary classification of polygons into different patches before ray tracing begins. By pre-organizing scene geometry into spatially coherent groups, the system reduces the search space for each ray traversal, eliminating the need to traverse entire acceleration structures and significantly reducing processing time.
2Manufacturing precision
If path tracing with global illumination is used to achieve photo-realistic quality, then visual realism is improved, but computational cost increases significantly
Solution Approach 1:
The patent divides the global illumination computation into patch-level independent calculations. Each patch processes its own lighting and reflection properties separately, allowing results to be composited without requiring full-scene traversal for every illumination calculation. This segmentation dramatically reduces computational complexity while preserving photo-realistic quality through accurate local lighting simulations.
Solution Approach 2:
The patent applies path tracing selectively to specific patches or regions of interest rather than uniformly across the entire scene. By performing exhaustive path tracing only where needed (e.g., areas with complex reflections or where photo-realism is critical) and using simplified methods elsewhere, the system achieves high visual realism in key areas while controlling overall computational complexity.
3Measurement precision
If acceleration structures are reconstructed for scene modifications, then ray tracing accuracy is maintained, but reconstruction time increases
Solution Approach 1:
The patent maintains separate acceleration structures or polygon classifications for each patch, allowing independent updates when scene modifications occur. When a modification is detected, only the affected patch needs reconstruction rather than the entire scene, significantly reducing reconstruction time while maintaining ray tracing accuracy through localized updates.
Solution Approach 2:
The patent performs preliminary organization of polygons into patches with stored spatial relationships. This pre-computed structure enables efficient detection of which patches are affected by scene modifications, allowing the system to reconstruct only necessary portions and maintain accuracy without full-scene reprocessing.
4Speed
If conventional raster technology is used for AR graphics, then processing speed is improved, but photo-realistic quality elements (reflections, refractions, color bleeding, caustics) are lost
Solution Approach 1:
The patent implements a hybrid approach where the scene is segmented into patches processed by ray tracing for photo-realistic effects, while the overall composition and non-reflective areas use efficient raster techniques. This segmentation allows the system to achieve photo-realistic quality for critical elements like reflections and refractions while maintaining processing speed through raster handling of other scene portions.
Solution Approach 2:
The patent uses patch-based classification as an intermediary between conventional raster graphics and full ray tracing. The patch structure serves as a middle ground that enables selective application of ray tracing algorithms for specific visual effects (reflections, refractions, color bleeding) while maintaining the speed advantages of raster technology for overall scene rendering and non-reflective areas.
Data Source
AI summary
The present disclosure describes a system for fast generation of ray traced reflections of virtually augmented objects into a real-world image, specifically on reflective surfaces. The system utilizes a standard raster graphics pipeline.


