Video Game Perspective Reconstruction for Arbitrary Camera Viewing
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Solution Overview
Problem
Conventional systems do not allow users to select arbitrary perspectives within a video game environment for viewing gameplay content, limiting customization of the viewing experience.
Innovation Solution
A media guidance application identifies the video game and retrieves video game engine data to recreate gameplay on a compatible platform, enabling users to change perspectives via user commands and re-render gameplay from a non-curated viewing angle.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional systems use predetermined camera angles for viewing gameplay content, then the system complexity is reduced and ease of operation is improved, but the adaptability and customization options are limited
Solution Approach 1:
The system creates a virtual copy of the gameplay environment from the original video stream by extracting game state data and reconstructing it in a virtual game engine. This copy can then be viewed from any perspective without affecting the original video content, enabling arbitrary camera angles while maintaining system efficiency.
Solution Approach 2:
The system transitions from viewing gameplay in a fixed two-dimensional video stream to interacting with a three-dimensional reconstructed game environment. This allows users to move the camera anywhere in 3D space around the virtual players and court, providing unlimited viewing angles rather than predetermined 2D perspectives.
2Ease of operation
If the system allows users to select arbitrary positions and camera angles in the video game environment, then viewing customization is improved, but the device complexity and processing requirements increase
Solution Approach 1:
The virtual game engine serves multiple functions simultaneously: it reconstructs the game environment from video data, maintains real-time game state synchronization, and renders arbitrary camera perspectives. This multi-functionality reduces the need for separate systems for each task, managing complexity through consolidation.
Solution Approach 2:
The system dynamically adjusts the camera position and angle based on user input while maintaining synchronization with the original gameplay. The virtual environment responds in real-time to camera movement commands, allowing fluid exploration of different perspectives without pre-defining all possible viewing angles.
3Adaptability or versatility
If the system replicates gameplay on a video game platform to enable perspective changes, then adaptability is improved, but the loss of time for data processing and rendering increases
Solution Approach 1:
The system performs preliminary extraction of game state data from the video stream and pre-renders the virtual game environment before user perspective selection occurs. This preparation work is done in advance, so when users request perspective changes, the system only needs to adjust camera parameters rather than reconstructing the entire environment, significantly reducing processing time.
Solution Approach 2:
The virtual game engine maintains continuous rendering of the game environment at the original frame rate while simultaneously processing perspective change requests. Rather than pausing to re-render, the system continuously updates the virtual scene, allowing seamless perspective transitions without interrupting the viewing experience or adding significant processing delays.
Data Source
AI summary
Systems and methods are described for creating a non-curated viewing perspective in a video game platform based on a curated viewing perspective. For example, a user may be viewing a gameplay video of a video game. The user may be interested in viewing the same gameplay from a different perspective in the video game. Accordingly, a media guidance application may identify the video game in the video and retrieve video game engine data associated with the video game, to replicate, on a video game console, the gameplay depicted in the video. The user may be able to change the perspective (e.g., in-game position of the camera and the camera angle) within the replicated video game platform, via user commands. In response to receiving a user command to change the curated viewing perspective to a non-curated viewing perspective, the media guidance application may re-render the gameplay from the non-curated viewing perspective.


