3D Model Occlusion Reduction for XR Rendering
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Solution Overview
Problem
Current XR technologies face challenges in optimizing 3D model files for display, particularly on lower-end devices due to large file sizes and computational intensity, leading to crashes and loss of visual fidelity during rendering.
Innovation Solution
The method involves an occlusion reduction process, selective decimation, texture reduction, and instancing, which identifies and removes non-visible mesh sections, reduces imperceptible features, and optimizes texture formats, allowing for smaller file sizes without compromising visual fidelity.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If high-quality 3D model files with detailed mesh sections are used, then visual fidelity is improved, but file size increases and lower-end devices crash during rendering
Solution Approach 1:
The patent applies local quality by differentiating between visible and non-visible mesh sections. Ray casting is performed from camera positions to identify which mesh sections are actually visible in the AR scene. Only visible sections are retained in the optimized model file, while non-visible sections are removed. This allows the model to maintain high visual fidelity for visible portions while reducing overall file size and computational load, preventing crashes on lower-end devices.
2Loss of information
If all mesh sections are retained in the model file, then complete geometric representation is preserved, but file size becomes excessively large for mobile devices
Solution Approach 1:
The patent extracts only the necessary geometric information from the complete 3D model. By performing ray casting from specific camera positions and identifying visible mesh sections, the system extracts only those portions of the geometry that will actually be displayed in the AR experience. This extraction process removes redundant non-visible mesh sections, significantly reducing file size while preserving the geometric completeness of visible elements.
3Measurement precision
If ray casting is performed from multiple camera positions, then occlusion accuracy is improved, but computational load increases
Solution Approach 1:
The patent applies partial action by performing ray casting from a limited set of representative camera positions rather than all possible positions. The system identifies key camera positions that provide sufficient coverage of the AR scene and performs occlusion analysis only from those positions. This partial approach achieves adequate occlusion accuracy for the intended use case while significantly reducing the computational load compared to exhaustive multi-position ray casting.
Applied Scientific Principles
This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.
Function Achieved in This Case
This approach enables the rendering of detailed 3D models on lower-end AR platforms, reducing file size and computational load while maintaining visual quality, thus allowing developers to create content for a broader range of devices and enabling seamless AR experiences.
Implementation Method 1
determining an occlusion value for each of the one or more points on the surface of the mesh section by performing a ray cast rendering of each of the one or more points
Data Source
AI summary
Systems and methods for optimizing a model file include an occlusion reduction process. The occlusion reduction process includes acts of: i) identifying one or more points on a mesh section of a model, ii) determining an occlusion value for each of the one or more points on the surface of the mesh section by performing a ray cast rendering of each of the one or more points, iii) determining whether the one or more occlusion values meet or exceed a predetermined occlusion threshold value, and iv) removing the mesh section from the model. Systems and methods for optimizing a model file may include other optimization processes, such as an instancing step, a selective decimation step, a texture reduction step, and/or a texture formatting step.


