Light Field Rendering Null Radiance Term Bandwidth

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Solution Overview

Problem

Current methods for generating visual representations in augmented and virtual reality are computationally intensive and require high bandwidth, particularly when using light fields, which can lead to inefficient use of computing resources and bandwidth, especially when rendering scenes with objects that do not benefit from light field representation.

Innovation Solution

The approach extends the plenoptic function to include a null radiance term, allowing for selective use of light field data and alternative representations based on the probability of a light ray being viewed, reducing computational intensity and bandwidth by transmitting only necessary light field data and using traditional representations for non-critical elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If light field data is used to characterize every light ray at every point in the representation, then image quality is improved, but computational intensity and bandwidth requirements increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidcomputational intensity
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent applies local quality by differentiating between critical and non-critical portions of the scene, applying light field representation only where needed. The system identifies occluded objects and determines which portions require light field data versus traditional rendering, thereby reducing overall computational intensity while maintaining image quality in critical areas.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent segments the scene into different portions based on occlusion characteristics and criticality. By dividing the rendering task into light field portions and traditional rendering portions, the system reduces the computational burden of characterizing every light ray while preserving image quality where it matters most.

Inventive Principle:
Principle #1Segmentation

2Manufacturing precision

If light field representation is used for all portions of the scene, then image quality is improved, but bandwidth requirements increase significantly

Engineering Contradiction:
Improveimage qualityVSAvoidbandwidth
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent applies local quality by transmitting light field data only for critical portions of the scene that require it, rather than for the entire scene. This selective transmission reduces bandwidth requirements while maintaining image quality in areas where light field representation provides the most benefit.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent extracts and transmits only the necessary light field data for critical scene portions, separating it from non-critical portions that can be rendered using traditional methods. This extraction approach reduces the quantity of data that needs to be transmitted over the network.

Inventive Principle:
Principle #2Taking out (Extraction)

3Quantity of substance

If traditional rendering methods are used, then bandwidth requirements are reduced, but image quality suffers particularly for occluded objects

Engineering Contradiction:
ImprovebandwidthVSAvoidimage quality
Core Design Contradiction:
Quantity of substanceVSManufacturing precision

Solution Approach 1:

The patent applies local quality by identifying specific portions of the scene (occluded objects) that require light field representation to maintain image quality, while allowing traditional rendering methods for non-critical portions. This selective approach ensures image quality where it matters most while reducing overall bandwidth requirements.

Inventive Principle:
Principle #3Local quality

4Measurement precision

If light field data is transmitted for all light rays, then rendering accuracy is improved, but transmission time increases due to round-trip latency

Engineering Contradiction:
Improverendering accuracyVSAvoidtransmission time
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The patent applies local quality by transmitting light field data only for critical light rays and scene portions that require high rendering accuracy, rather than for all light rays. This selective transmission reduces the total transmission time while maintaining rendering accuracy where it is most needed.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent implements partial action by transmitting only the necessary portion of light field data required for accurate rendering of critical scene elements, rather than transmitting complete light field data for all portions. This partial transmission approach reduces transmission time while maintaining sufficient rendering accuracy.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10565773B1Efficient light field video streaming
Publication Date: 2020.02.18 NOKIA TECHNOLOGIES OY
  • US10565773B1 patent drawing
  • US10565773B1 patent drawing
  • US10565773B1 patent drawing

AI summary

Methods, devices, and computer program products are provided for rendering selective light field representations for new images of a scene by extending the plenoptic function range to include a null radiance term such that rays characterized by the extended plenoptic function L(x, y, z, θ, ϕ) may return the null radiance term to denote that an instantiator should use a non-light field model or rendering engine to generate an appropriate replacement for that ray. Multiple viewers can be grouped based upon viewer behavior and/or virtual viewpoint within the scene. Round-trip time for sending/receiving communications between a server or processor and one or more user devices, as well as viewer behavior, can be used to predict for which light rays the corresponding light field data needs to be transmitted based on a probability that the light ray will be called upon during near-future rendering for a user.