Non-linear Depth Rendering for Stereoscopic Animation

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Solution Overview

Problem

Current stereoscopic image generation techniques face challenges in creating aesthetically appealing 3D images without 'cardboarding' effects and efficient use of storytelling space, as linear depth rendering methods often result in wasted space and undesirable parallax levels.

Innovation Solution

Implementing non-linear rendering methods that use curved ray tracing and look-up tables to define pixel disparity, allowing for more artistic control and elimination of wasted space by varying the depth function between objects and cameras.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

If linear depth rendering methods are used, then the rendering process is simple and straightforward, but wasted storytelling space occurs and parallax levels become excessive

Engineering Contradiction:
Improverendering process simplicityVSAvoidwasted storytelling space
Core Design Contradiction:
Ease of manufactureVSLoss of substance

Solution Approach 1:

The patent applies parameter changes by transitioning from linear to non-linear depth rendering functions. This changes the mathematical relationship between object depth and pixel disparity, allowing for more efficient utilization of storytelling space while maintaining rendering feasibility through computed lookup tables.

Inventive Principle:
Principle #35Parameter changes

Solution Approach 2:

The patent implements curvature by using non-linear depth rendering functions that curve the relationship between depth and disparity. This curved approach eliminates wasted space in the storytelling space by optimally distributing depth information across the available pixel disparity range.

Inventive Principle:
Principle #14Spheroidality (Curvature)

2Ease of manufacture

If linear depth rendering is used, then implementation is straightforward, but cardboarding effects occur and depth perception becomes unnatural

Engineering Contradiction:
Improveimplementation simplicityVSAvoidcardboarding effects
Core Design Contradiction:
Ease of manufactureVSObject-affected harmful factors

Solution Approach 1:

The patent changes the rendering parameter from linear to non-linear depth functions, which transforms how depth is mapped to pixel disparity. This parameter transformation eliminates cardboarding effects by creating more natural depth transitions while preserving implementation feasibility through pre-computed lookup tables.

Inventive Principle:
Principle #35Parameter changes

3Loss of substance

If non-linear rendering methods are used, then storytelling space is utilized efficiently and depth perception is enhanced, but rendering complexity increases

Engineering Contradiction:
Improvewasted storytelling spaceVSAvoidrendering complexity
Core Design Contradiction:
Loss of substanceVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-computing non-linear depth rendering lookup tables before the actual rendering process. This advance preparation stores the complex non-linear transformations in advance, allowing the main rendering process to simply look up values rather than perform complex calculations in real-time, thus reducing rendering complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses copying by creating lookup tables that store pre-computed depth rendering values. These tables serve as copies of the complex non-linear transformations, allowing the rendering system to efficiently retrieve depth information without repeatedly performing complex non-linear calculations.

Inventive Principle:
Principle #26Copying

4Manufacturing precision

If non-linear depth functions are applied, then parallax levels are optimized and depth rendering is improved, but computational requirements increase

Engineering Contradiction:
Improvedepth rendering precisionVSAvoidcomputational energy
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent performs preliminary computation by pre-calculating non-linear depth rendering values and storing them in lookup tables. This advance computation shifts the computational energy requirement to an offline preparation phase, allowing the actual rendering process to use minimal energy by simply retrieving pre-computed values.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent creates copied representations of complex depth calculations in the form of lookup tables. These tables store the results of energy-intensive non-linear computations, enabling the rendering system to achieve high depth rendering precision without repeatedly expending computational energy during the rendering process.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS8228327B2Non-linear depth rendering of stereoscopic animated images
Publication Date: 2012.07.24 DISNEY ENTERPRISES INC
  • US8228327B2 patent drawing
  • US8228327B2 patent drawing
  • US8228327B2 patent drawing

AI summary

A method for rendering stereoscopic images with non-linear depth variation. The method includes storing content in memory that is ready for rendering, e.g., computer animated images including animated objects or models. A processor is operated to position stereo or horizontally offset cameras and to render the images based on a non-linear relationship between disparity assigned to one or more of the animated objects and a distance between the cameras and the objects. The non-linear relationship is defined by a function or algorithm callable by the processor such as a function that defines a curved depth variation for the computer animated scene. In other cases, the non-linear relationship is defined by stored table, and the rendering includes using the distance between the cameras and an object to retrieve the disparity value to assign to that object. More than one non-linear relationship may be used to render objects with differing depth variations.