Real-Time Moving Picture Insertion in 3D Graphics via Texture Mapping
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Solution Overview
Problem
Existing methods fail to efficiently insert moving pictures into 3D graphics without pre-processing, particularly in real-time, and struggle to provide dynamic user interfaces within 3D environments, such as games, limiting the ability to display advertisements and interactive content.
Innovation Solution
A method involving receiving moving picture data from a server, capturing frame images at predetermined intervals, setting textures with insertion coordinates, and rendering these images within a 3D environment using a moving picture player and 3D engine, allowing for real-time insertion and dynamic user interface creation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If moving picture data is inserted into 3D graphic without pre-process, then the complexity of server processing is reduced, but the real-time rendering performance deteriorates
Solution Approach 1:
The patent applies preliminary action by pre-generating texture images from moving picture frames and storing them in texture memory before they are needed for 3D rendering. This allows the rendering system to directly use pre-processed textures without performing complex processing in real-time, thus maintaining both reduced server complexity and good rendering performance.
Solution Approach 2:
The patent introduces an intermediary texture memory system that acts as a buffer between the moving picture data source and the 3D rendering engine. This intermediary layer pre-converts moving picture frames into texture formats suitable for 3D rendering, eliminating the need for real-time processing while ensuring compatibility between different data formats.
2Adaptability or versatility
If moving picture is captured and rendered in real-time, then the advertising impact is enhanced, but the processing time and computational resources increase
Solution Approach 1:
The patent implements periodic action by capturing moving picture frames at predetermined time intervals rather than continuously. This approach maintains the dynamic visual impact needed for effective advertising while significantly reducing the processing burden compared to continuous real-time capture and rendering.
Solution Approach 2:
The patent applies partial action by selectively processing only specific frames of the moving picture at predetermined intervals rather than processing every frame. This provides sufficient visual impact for advertising purposes while avoiding the excessive computational resources that would be required for complete real-time processing.
3Stability of the object's composition
If frame capture images are drawn at predetermined time intervals, then the synchronization with 3D picture updates is improved, but the smoothness of moving picture playback deteriorates
Solution Approach 1:
The patent applies dynamics by making the frame capture interval adaptive rather than completely fixed. The system adjusts the capture frequency based on the specific requirements of each moving picture and the performance capabilities of the rendering system, allowing optimization between synchronization stability and playback smoothness for different scenarios.
Data Source
AI summary
Disclosed is a method and a computer readable recording medium for inserting moving picture into 3D picture. The disclosed method comprises the steps of (a) Receiving a moving picture data from a server; (b) calling a player to play the moving picture data; (c) drawing a frame image of the moving picture played by the player on a predetermined moving picture drawing memory area at a predetermined time interval; (d) setting a texture for the frame image stored in the moving picture drawing memory area, the texture including insertion coordinate information of 3D picture where the texture is inserted; (e) rendering the texture corresponding to the frame image on the 3D picture according to texture setting information.


