Occlusion in Mixed Reality Architectural Design
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Solution Overview
Problem
Conventional three-dimensional rendering software fails to properly occlude virtual objects behind real objects in mixed reality design spaces, limiting the accuracy of architectural designs.
Innovation Solution
A method that captures data from a real environment, extracts real objects, and projects them within a rendered three-dimensional architectural design space, ensuring proper occlusion by adjusting the position of real and virtual objects based on their depth and location relative to the camera, using image processing and sensor data for accurate rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If conventional three-dimensional rendering software is used to display virtual architectural components, then the design space can be visualized, but real objects cannot be properly occluded behind virtual components
Solution Approach 1:
The patent introduces a depth buffer mechanism that adds a dimensional layer for tracking real object positions. By mapping real objects onto planes at different depths and using a depth buffer to record their positions, the system achieves proper occlusion rendering where virtual components correctly obscure real objects based on their spatial relationships, resolving the occlusion accuracy problem.
2Measurement precision
If multiple planes are used to project real objects at different depths, then occlusion accuracy improves, but device complexity increases
Solution Approach 1:
The patent segments the three-dimensional design space into multiple discrete planes at different depths. Each plane projects real objects captured from the environment, allowing precise depth measurement and occlusion rendering. This segmentation approach manages complexity by breaking down the continuous three-dimensional space into manageable planar layers, each handled independently by the rendering system.
Solution Approach 2:
The depth buffer acts as an intermediary data structure that mediates between the multiple planes projecting real objects and the final rendered output. It stores depth information from all planes and enables the rendering system to determine which objects should be visible or occluded, simplifying the overall system architecture while maintaining high measurement precision.
3Reliability
If real objects are extracted and projected on additional planes, then occlusion relationships are preserved, but processing time increases
Solution Approach 1:
The system performs preliminary extraction and projection of real objects onto depth-coded planes before the final rendering process. By pre-processing the real environment data, organizing objects into depth-stratified planes, and populating the depth buffer in advance, the system reduces processing time during actual rendering while maintaining accurate occlusion relationships.
Data Source
AI summary
A method for incorporating a real object at varying depths within a rendered three-dimensional architectural design space can include capturing data from a real environment, wherein the real environment comprises at least one real object within a physical architectural space. The method can also comprise extracting the at least one real object from the captured data from the real environment. Further, the method can include providing a rendered three-dimensional architectural design space comprising at least one virtual architectural component. The method can also include projecting the captured data from the real environment on a first plane within the rendered three-dimensional architectural design space and projecting the extracted at least one real object on a at least one additional plane within the rendered three-dimensional architectural design space, such that the rendered at least one real object is properly occluded within the rendered three-dimensional architectural design space.


