Depth Ray Layer for 3D Visual Noise Reduction
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Solution Overview
Problem
Ensuring adequate contrast between foreground and background objects in 3D virtual reality and augmented reality applications is challenging due to shifting alignments, with existing methods causing user discomfort or computational inefficiencies.
Innovation Solution
Implementing a depth ray layer that alters pixel values based on a color gradient assigned to depth, selectively masking background objects to improve contrast while preserving object shapes and depths, using a depth ray shader to apply a smooth color ramp that adjusts pixel values according to their distance from the user.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If traditional rendering methods are used to maintain 3D scene fidelity, then object depth and shape are preserved, but visual noise increases and contrast between foreground and background objects deteriorates
Solution Approach 1:
The patent segments the 3D scene into foreground and background portions using depth map information. The background portion is selectively replaced with a depth ray layer while the foreground objects remain unchanged, achieving both noise reduction and foreground-background separation.
Solution Approach 2:
The patent introduces a depth ray layer as an intermediary element between the user and the 3D scene. This layer uses depth information to selectively mask background objects and apply color gradients, reducing visual noise while preserving the perception of object depth and shape through depth-based transparency variations.
2Object-affected harmful factors
If background objects are heavily masked to improve contrast, then visual noise is reduced, but the user's perception of object depth and shape is disrupted
Solution Approach 1:
The patent applies different masking qualities to different spatial locations. The depth ray layer uses depth-based transparency where background objects closer to the user have lower transparency (less masking) and objects farther away have higher transparency (more masking), preserving local depth cues while reducing overall visual noise.
Solution Approach 2:
The patent changes the transparency parameter of the depth ray layer based on depth information. By varying transparency as a function of depth, the system maintains object shape and depth perception while controlling the amount of background noise reduction applied at different depths.
3Manufacturing precision
If complex algorithms are used to enhance contrast dynamically, then contrast between foreground and background is improved, but computational costs increase
Solution Approach 1:
The patent performs preliminary actions by pre-calculating depth information during the standard 3D rendering process and storing it in a depth map. This depth map is then reused by the depth ray layer to determine masking and color gradient application, avoiding the need for complex real-time contrast calculations.
Solution Approach 2:
The depth map, originally calculated for standard 3D rendering purposes, is reused for multiple functions: maintaining geometric accuracy, enabling depth-based masking, and driving the color gradient application in the depth ray layer. This multi-functionality eliminates the need for separate contrast enhancement calculations.
Data Source
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AI summary
The described technology includes a depth ray shader stored in memory and executable to receive a depth map defining a depth in association with each pixel in a three-dimensional scene and define a color gradient between a first pixel value and a second pixel value, wherein each sequential step in the color gradient between the first pixel value and the second pixel is assigned to a corresponding depth of increasing magnitude relative to a reference point. The depth ray shader is further executable to provide an instruction to a graphics engine to cause the graphics engine to apply a depth ray layer to a select portion of the three-dimensional scene, the depth ray layer altering each pixel in the selected portion to assume a pixel value defined within the color gradient to correspond to a depth of the pixel specified by the depth map.