Mesh Vertex Budget Allocation for Immersive 3D Rendering

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Solution Overview

Problem

Three-dimensional volumetric content files are large, costly, and time-consuming to store and transmit, and computationally expensive to render, limiting their use in real-time and on-demand applications due to high vertex requirements for mesh rendering.

Innovation Solution

A system that allocates mesh vertices budgets based on geometric complexity of objects in a scene, allowing for adaptive down-sampling and metadata-driven vertex reduction, enabling efficient compression and real-time rendering of 3D volumetric content by identifying areas with varying complexity and applying appropriate vertex budgets.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high vertex requirements are used for mesh rendering to maintain image quality, then rendering quality is improved, but storage and transmission costs increase, and computational intensity increases

Engineering Contradiction:
Improverendering qualityVSAvoidvertex count
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The patent applies different mesh vertex budgets to different areas of the scene based on their geometric complexity. Complex objects receive higher vertex budgets to maintain rendering quality, while simple objects receive lower budgets to reduce overall vertex count. This resolves the contradiction by making rendering quality local rather than uniform across the entire scene.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent changes the parameter of vertex count dynamically based on object complexity characteristics. By analyzing geometric complexity and adjusting vertex budgets accordingly, the system maintains adequate rendering quality for complex objects while reducing total vertex count to lower storage and transmission requirements.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If high vertex requirements are used for mesh rendering, then rendering quality is improved, but transmission time and processing speed worsen

Engineering Contradiction:
Improverendering qualityVSAvoidtransmission speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

By applying vertex budgets locally to different scene areas based on complexity, the patent reduces the total number of vertices that need to be transmitted while maintaining rendering quality where it matters most. This resolves the contradiction by optimizing the balance between quality and transmission efficiency through spatially varying vertex allocation.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent extracts and identifies only the essential geometric features of objects, allocating vertices primarily to areas of high geometric complexity. This selective approach removes unnecessary vertices from simple objects, reducing overall data transmission requirements while preserving rendering quality for complex structures.

Inventive Principle:
Principle #2Taking out (Extraction)

3Ease of operation

If uniform vertex allocation is used across all objects, then processing simplicity is maintained, but rendering efficiency for complex scenes deteriorates

Engineering Contradiction:
Improveprocessing simplicityVSAvoidrendering efficiency
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent implements non-uniform vertex allocation by analyzing geometric complexity and assigning different vertex budgets to different objects and scene areas. This resolves the contradiction by automating the complex allocation process through complexity analysis, maintaining processing simplicity through systematic rules while achieving superior rendering efficiency for complex scenes.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent introduces dynamic vertex budget allocation that adapts to the specific characteristics of each object in the scene. By making vertex allocation dynamic and responsive to geometric complexity, the system achieves both processing simplicity through automated rules and high rendering efficiency through adaptive resource distribution.

Inventive Principle:
Principle #15Dynamics

4Manufacturing precision

If detailed mesh representation is used for all objects, then image quality is improved, but computational intensity and storage requirements increase

Engineering Contradiction:
Improveimage qualityVSAvoidcomputational intensity
Core Design Contradiction:
Manufacturing precisionVSUse of energy by stationary object

Solution Approach 1:

The patent applies detailed mesh representation locally only to objects with high geometric complexity that require it for visual quality, while using coarser representations for simple objects. This resolves the contradiction by concentrating computational resources where they provide the most benefit, maintaining image quality for complex objects while reducing overall computational intensity through selective detail allocation.

Inventive Principle:
Principle #3Local quality

Data Source

PatentUS11861788B1Resolution budgeting by area for immersive video rendering
Publication Date: 2024.01.02 APPLE INC
  • US11861788B1 patent drawing
  • US11861788B1 patent drawing
  • US11861788B1 patent drawing

AI summary

One or more computing devices implement a mesh analysis for evaluating meshes to be rendered when rendering immersive content. The mesh analysis identifies objects in a three-dimensional scene and determines geometrical complexity values for the objects. Objects with similar geometrical complexities are grouped into areas and a mesh vertices budget is determined for the respective areas. Metadata indicating the area definitions and corresponding mesh vertices budgets are generated. The metadata may be uploaded to a server to simplify meshes in the scene prior to streaming to a client, or the metadata may be provided to a client for use in simplifying the meshes as part of rendering the scene.