Dynamic Soft Shadow Rendering in VR

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional methods for creating soft shadows in real-time on untethered VR devices, such as head-mounted displays, are computationally expensive and exceed thermal limits due to the need for multiple rendering passes and high processing power, resulting in lower image quality and potential overheating.

Innovation Solution

A method to generate dynamic soft shadows in a single pass using a shader script that determines shadow position, size, fading, and sharpness based on the position and size of the shadow casting element and light vector, eliminating the need for multiple render passes and lightmap generation, thus reducing computational resources required.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If multiple rendering passes and sampling are used to achieve soft shadow effect, then shadow quality is improved, but computational cost and power consumption increase significantly

Engineering Contradiction:
Improveshadow qualityVSAvoidpower consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent changes the rendering approach by using a single-pass technique with modified shadow map parameters. Instead of multiple rendering passes, it uses a conventional shadow map with adjusted sampling parameters and a soft shadow shader that calculates penumbra regions through mathematical operations on shadow coordinates, achieving soft shadows with reduced computational cost.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent extracts the soft shadow calculation from the traditional multi-pass rendering process. By separating the shadow mapping step from the soft shadow rendering step, it allows the use of a conventional shadow map without requiring multiple passes, thus reducing power consumption while maintaining shadow quality.

Inventive Principle:
Principle #2Taking out (Extraction)

2Manufacturing precision

If multiple rendering passes are used to generate soft shadows, then shadow realism is improved, but processing time and computational resources increase

Engineering Contradiction:
Improveshadow realismVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent modifies the shadow rendering parameters by using a single-pass approach with adjusted sampling rates and shadow map resolutions. The soft shadow shader performs coordinate transformations and blending operations that achieve realistic soft shadows without the time cost of multiple rendering passes.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent uses a conventional shadow map as a base and creates soft shadows by copying and transforming shadow information through shader operations. Instead of generating multiple shadow maps through multiple passes, it copies shadow data and processes it mathematically to produce penumbra effects, reducing processing time.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If higher processing power is used to render realistic shadows in real-time, then shadow quality is improved, but heat generation increases and thermal limits are exceeded

Engineering Contradiction:
Improveshadow qualityVSAvoidheat generation
Core Design Contradiction:
Manufacturing precisionVSTemperature

Solution Approach 1:

The patent changes the processing parameters by implementing a single-pass shadow rendering technique. This reduces the computational load and power consumption, thereby decreasing heat generation and preventing thermal limits from being exceeded while still delivering realistic shadow quality through optimized shader calculations.

Inventive Principle:
Principle #35Parameter changes

4Ease of manufacture

If conventional shadow rendering techniques are used on untethered VR devices, then implementation simplicity is maintained, but computational cost exceeds device capabilities

Engineering Contradiction:
Improveimplementation simplicityVSAvoidcomputational power
Core Design Contradiction:
Ease of manufactureVSPower

Solution Approach 1:

The patent adjusts the rendering parameters to be compatible with untethered VR device capabilities. By using a single-pass technique with optimized shadow map parameters and efficient shader operations, it maintains implementation simplicity while reducing computational power requirements to fit within device constraints.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentEP3791364B1Dynamic soft shadow
Publication Date: 2024.12.04 MICROSOFT TECHNOLOGY LICENSING LLC
  • EP3791364B1 patent drawingFigure 1A~1E
  • EP3791364B1 patent drawingFigure 2
  • EP3791364B1 patent drawingFigure 3

AI summary

Dynamic soft shadows may be generated without resorting to computationally-expensive multiple render passes and sampling, or lightmap generation. With disclosed systems and methods, a dynamic soft shadow may be rendered in a single pass, which is sufficiently efficient to run on an untethered virtual reality (VR) device, such as a head mounted device (HMD). Despite the efficiency, the shadow quality may be markedly superior to those generated with other methods. In some embodiments, a script may be used with a shader to render a shadow having a realistic size, shape, position, fading factor and sharpness, based on a position and size of a shadow casting element and a light vector.