Interactive 3D Scene Editing via Segmented Ray Tracing

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Solution Overview

Problem

Current ray tracing techniques for rendering virtual 3D scenes are computationally expensive, leading to long rendering times that hinder interactive editing and feedback for artists, while faster alternatives like rasterization and progressive rendering compromise visual quality and scalability.

Innovation Solution

A method that divides the rendering process into an interactive phase using modified ray tracing techniques for fast preview rendering and a refinement phase with full ray tracing, allowing users to select rendering modes that prioritize speed and quality based on user interactions, ensuring accurate final-frame results and tighter feedback loops.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If ray tracing techniques are used to render virtual scenes, then visual quality is improved, but rendering time increases

Engineering Contradiction:
Improvevisual qualityVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The rendering process is divided into two distinct phases: an interactive phase using modified ray tracing for fast previews, and a refinement phase using full ray tracing for final high-quality images. This segmentation allows the system to deliver both quick feedback and high visual quality without requiring full ray tracing for every interaction.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

During the interactive phase, the system performs partial ray tracing by limiting the number of bounces and computations to what is necessary for acceptable previews, rather than performing complete full-quality ray tracing. This partial action provides sufficient visual feedback for artistic decisions while maintaining interactivity.

Inventive Principle:
Principle #16Partial or excessive action

2Productivity

If rasterization techniques are used to achieve faster rendering, then rendering speed is improved, but visual quality deteriorates

Engineering Contradiction:
Improverendering speedVSAvoidvisual quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent replaces traditional rasterization techniques with modified ray tracing for the interactive phase. This substitution maintains the speed advantage needed for interactivity while improving visual quality to include accurate reflections, shadows, and global illumination that rasterization cannot provide.

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

3Productivity

If progressive rendering is used to achieve interactive feedback, then rendering speed is improved, but image frame quality deteriorates

Engineering Contradiction:
Improveinteractive feedback speedVSAvoidimage frame quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system changes key ray tracing parameters during the interactive phase, such as limiting the number of light bounces, reducing sampling density, and optimizing recursion depth. These parameter adjustments enable faster rendering while maintaining sufficient visual quality for artistic decision-making, unlike progressive rendering which produces blocky images.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11847731B2Interactive editing of virtual three-dimensional scenes
Publication Date: 2023.12.19 DISNEY ENTERPRISES INC
  • US11847731B2 patent drawing
  • US11847731B2 patent drawing
  • US11847731B2 patent drawing

AI summary

Techniques are disclosed for interactive editing of virtual three-dimensional scenes. In the disclosed techniques, rendering is divided into (1) an interactive phase during which a user interactively edits a virtual scene while preview image frames are rendered using a modified ray tracing technique, and (2) a refinement phase during which full ray tracing is performed to show the user a final rendered image frame. The modified ray tracing technique may limit the number of bounces of light rays and/or the computations performed at each bounce, thereby reducing computational expense relative to a full ray tracing technique. Further, the modified ray tracing technique may be user-selectable and associated with a particular department within an animation studio.