Dynamic Vector Rasterization for 3D Text Rendering

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Solution Overview

Problem

Existing rendering techniques consume excessive resources and fail to accurately depict complex vector graphics, such as text, in three-dimensional environments, particularly when viewed from different angles or scales, and do not provide perspective-correct graphics for content imported from other environments.

Innovation Solution

The method involves rasterizing vector graphics on separated two-dimensional assets within a three-dimensional environment, using scale factors based on target resolutions and gaze direction to avoid over-sampling and undersampling, and employing variable rate rasterization to account for human vision fall-off, while ensuring user privacy by separating the rasterization process from other applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Use of energy by moving object

If existing rendering techniques are used to display vector graphics in 3D environments, then the rendering process can be performed, but excessive CPU and GPU resources are consumed

Engineering Contradiction:
ImproveCPU and GPU resource consumptionVSAvoidrendering accuracy
Core Design Contradiction:
Use of energy by moving objectVSReliability

Solution Approach 1:

The rendering process is segmented into separate stages: vector graphic rasterization is performed independently before 3D rendering, allowing optimization of each stage separately. The vector graphics are converted to textures in advance, reducing real-time rendering complexity and resource consumption during the main rendering loop.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Vector graphics are rasterized into textures in advance (preliminarily) before being used in the 3D rendering environment. This pre-processing step converts complex vector operations into simple texture sampling operations during rendering, significantly reducing GPU resource consumption while maintaining visual quality.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If existing rendering techniques are used for vector graphics, then rendering can be performed, but the graphics are not accurately legible from different viewpoints

Engineering Contradiction:
Improvetext legibility accuracyVSAvoidviewpoint independence
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The rasterization scale is made dynamic and adaptive based on the viewer's distance and angle relative to the 2D plane. The system calculates appropriate scale factors in real-time according to the camera position and viewing conditions, ensuring text remains legible and visually correct from any viewpoint in the 3D environment.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The rendering parameters (particularly scale and resolution) are changed dynamically based on viewing distance and angle. The system adjusts the rasterization scale factor according to the camera's position relative to each 2D asset, maintaining optimal text legibility and visual quality across different viewpoints.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If existing rendering techniques are used for imported 2D content, then the content can be displayed, but perspective correctness is not maintained

Engineering Contradiction:
Improveperspective accuracyVSAvoidrendering process complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The rendering pipeline is segmented to handle perspective correction separately. Vector graphics are rasterized with perspective awareness before being projected into the 3D environment, ensuring that 2D content maintains correct perspective relationships without requiring complex post-processing adjustments.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system replaces manual or post-hoc perspective correction mechanisms with an automated perspective-aware rasterization process. The rendering engine automatically calculates and applies appropriate perspective transformations during the rasterization stage, eliminating the need for manual adjustment while maintaining rendering simplicity.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

4Ease of manufacture

If uniform scale factors are applied to all vector graphics, then the rendering process is simple, but over-sampling and undersampling occur

Engineering Contradiction:
Improverendering process simplicityVSAvoidsampling accuracy
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

Different scale factors are applied to different regions and assets based on their specific characteristics, distance from the viewer, and importance. This local optimization ensures that critical areas (such as text and UI elements) are rendered with appropriate detail while less important areas use lower sampling rates, avoiding both over-sampling and undersampling.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The scale factor parameter is changed dynamically for each 2D asset based on its distance from the camera, its size, and its visual importance. This adaptive parameter adjustment optimizes sampling accuracy for each element individually, preventing uniform over-sampling of distant objects and undersampling of nearby critical elements.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20240377884A1Dynamic scale for vector graphic rendering
Publication Date: 2024.11.14 APPLE INC
  • US20240377884A1 patent drawing
  • US20240377884A1 patent drawing
  • US20240377884A1 patent drawing

AI summary

Various implementations disclosed herein include devices, systems, and methods for providing a view of a three-dimensional (3D) environment by rasterizing vector graphics (e.g., text) on separated two-dimensional (2D) assets within the 3D environment. For example, a process may include obtaining drawing commands corresponding to a vector graphic to be displayed. The process may further include obtaining fall-off data corresponding to changes in perception of resolution for different portions of a display and obtaining viewer position data corresponding to a viewpoint position for the view. The process may further include determining a scale factor for the rasterizing the vector graphic and providing a texture (e.g., image) on a surface of the asset within the 3D environment by rasterizing the vector graphic using the drawing commands and the scale factor. The process may further include rendering a view of the 3D environment based on the viewpoint position.