0-phase Motion Vectors with Depth for Frame Interpolation
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Solution Overview
Problem
Current 3D computer graphics rendering technologies face challenges in accurately interpolating frames and converting framerates and resolutions due to the lack of depth information in motion vectors, leading to misrepresentation of motion in complex scenes and increased computational power requirements.
Innovation Solution
The generation and use of 1-phase and 0-phase motion vectors with associated depth values, forming textures that include depth information, allowing for more accurate frame interpolation and reduced computational demands by separating objects with and without motion vectors, and dynamically adjusting sampling resolution.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If traditional motion vectors without depth information are used for frame interpolation, then the rendering process is simpler and faster, but the accuracy of motion representation deteriorates leading to artifacts in complex scenes
Solution Approach 1:
The patent extends traditional 2D motion vectors by adding a depth dimension to create 3D motion vectors. Each motion vector now includes dx, dy components for screen space displacement and dz for depth displacement, enabling accurate representation of motion in three-dimensional space and resolving depth ambiguities in complex scenes with overlapping objects at different distances
Solution Approach 2:
The patent introduces depth textures as an intermediary data structure that stores depth information for each pixel. These depth textures serve as a mediator between the 3D scene geometry and the motion vector calculation, providing the necessary depth context to disambiguate motion vectors without requiring full 3D scene reconstruction
2Reliability
If all frames are rendered at high framerate to maintain quality, then the visual quality is improved, but the computational power consumption increases
Solution Approach 1:
The patent applies partial action by selectively processing only certain frames at full rendering quality while generating intermediate frames through interpolation. The system renders key frames at high quality and uses 3D motion vector-based interpolation to generate intermediate frames, reducing the number of full rendering operations while maintaining visual quality
Solution Approach 2:
The patent performs preliminary action by pre-calculating and storing depth information in depth textures and pre-computing 3D motion vectors between key frames. This preliminary processing enables efficient frame interpolation without requiring full scene reconstruction during the interpolation phase, reducing real-time computational power consumption
3Measurement precision
If motion vectors are calculated for every pixel to maximize accuracy, then the precision of frame interpolation is improved, but the processing time and computational load increase
Solution Approach 1:
The patent segments the image into macroblocks or pixel groups and calculates representative 3D motion vectors for each segment rather than every individual pixel. This segmentation approach maintains interpolation accuracy within each segment while dramatically reducing the total number of motion vector calculations required
Solution Approach 2:
The patent uses copying by replicating and applying the same 3D motion vector to multiple pixels within a segment or block. Instead of calculating unique motion vectors for every pixel, the system calculates representative vectors for segments and copies them across the segment, significantly reducing computational load while maintaining acceptable precision
Data Source
AI summary
Various methods are provided for the generation of motion vectors in the context of 3D computer-generated images. In one example, a method includes generating, for each pixel of one or more objects to be rendered in a current frame, a 1-phase motion vector (MV1) and a 0-phase motion vector (MV0), each MV1 and MV0 having an associated depth value, to thereby form an MV1 texture and an MV0 texture, each MV0 determined based on a camera MV0 and an object MV0, and outputting MV1 texture and the MV0 texture for image processing.


