Immersive Content Rendering with Frustum-Limited Perspective Correction
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Solution Overview
Problem
Immersive content production systems face challenges in minimizing undesirable artifacts, such as view-dependent lighting effects, when capturing video of actors interacting with virtual environments displayed on surrounding LED or LCD screens.
Innovation Solution
The system performs two separate renderings of the virtual environment: a global view rendering that remains static and is used for lighting and reflection purposes, and a perspective-correct rendering that updates based on the camera's movement, limiting the perspective-correct rendering to the camera's frustum to reduce lighting artifacts.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If perspective-correct rendering is updated based on camera movement, then the virtual environment appears more realistic from the camera's viewpoint, but view-dependent lighting artifacts appear on performers and physical set elements
Solution Approach 1:
The rendering is divided into two separate renderings: a global view rendering that remains static and is used for lighting calculations, and a perspective-correct rendering that updates based on camera movement but is limited to the camera's frustum. This segmentation allows each rendering to serve its specific purpose without causing artifacts.
Solution Approach 2:
The perspective-correct rendering is applied locally only within the camera's frustum rather than globally across the entire virtual environment. This localized application ensures perspective accuracy where the camera views the scene while avoiding lighting artifacts in areas outside the frustum.
2Speed
If the virtual environment is updated in real-time at interactive frame rates, then the immersive experience is enhanced, but computational complexity and processing requirements increase
Solution Approach 1:
The rendering system is segmented into two separate rendering processes that can be executed independently at different frame rates. The global view rendering can be updated less frequently since it remains static, while only the perspective-correct portion within the frustum requires high-speed updates, reducing overall computational complexity.
Data Source
AI summary
An immersive content presentation system and techniques that can detect and correct lighting artifacts caused by movements of one or more taking camera in a performance area consisting of multiple displays (e.g., LED or LCD displays). The techniques include capturing, with a camera, a plurality of images of a performer performing in a performance area at least partially surrounded by one or more displays presenting images of a virtual environment. Where the images of the virtual environment within a frustum of the camera are updated on the one or more displays based on movement of the camera, and images of the virtual environment outside of the frustum of the camera are not updated based on movement of the camera. The techniques further include generating content based on the plurality of captured images.


