Partially Rendered Pixels for Real-Time Graphics Variation
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Solution Overview
Problem
Current methods for generating photorealistic 3D graphics in real time face challenges due to high computational requirements and bandwidth constraints, particularly in mobile and home user environments, where the tradeoff between processing power and bandwidth is problematic, limiting the variety and dynamic outcomes of video streams.
Innovation Solution
The approach involves saving high-resolution real-world backdrop images and modifying them with 3D virtual or real-world images, using Partially Rendered Pixels (PRP) that lack texture information, which is then combined with the backdrop scene, allowing for significant variation in video displays with reduced processing and bandwidth requirements by either processing on the consumer's device or pre-downloading backdrop scenes and overlay models, with animation data transmitted in real time.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If photorealistic 3D graphics are rendered in real time using standard geometry and texture models, then graphic output quality is improved, but computational requirements and bandwidth increase significantly
Solution Approach 1:
The patent segments the graphics rendering process into two distinct phases: an expensive offline pre-rendering phase that creates intermediate files with basic geometry and lighting information, and a lightweight real-time phase that applies texture maps and final shading. This segmentation allows the computationally intensive work to be done beforehand, while real-time processing requires minimal resources.
Solution Approach 2:
The patent performs preliminary rendering actions offline to create intermediate file formats that contain pre-calculated geometry, lighting, and scene structure. This preliminary action removes the burden of complex calculations from real-time processing, enabling high-quality graphics with minimal real-time computational requirements.
2Productivity
If photorealistic graphics are pre-rendered and downloaded to consumer devices, then real-time processing requirements are reduced, but bandwidth requirements increase and variety of options is restricted
Solution Approach 1:
The patent creates lightweight copies of graphics data in an intermediate format that preserves essential scene information while removing redundant detail. These intermediate files serve as efficient representations that can be transmitted with minimal bandwidth while still enabling high-quality real-time rendering when combined with texture maps.
Solution Approach 2:
The patent changes the parameter representation of graphics data by storing scene geometry and lighting information in a compressed intermediate format rather than full-resolution textures and models. This parameter transformation reduces data size for transmission while maintaining the ability to reconstruct high-quality images locally.
3Loss of energy
If pre-rendered graphics are downloaded in advance, then bandwidth requirements are reduced, but the variety of game playback options is significantly reduced
Solution Approach 1:
The patent introduces dynamics by separating static scene information (stored in intermediate files) from dynamic texture and material properties (applied in real-time). This allows the system to maintain low bandwidth requirements while enabling extensive variety through real-time texture swapping and material parameter adjustment without re-downloading entire graphics packages.
Data Source
AI summary
A method and system is provided of enhancing the variability of high-quality computer graphics from limited sources utilizing minimal processing and bandwidth in real time. An underlying backdrop 3D model is generated. Next, Partially Rendered Pixels (PRP) of animated 3D characters are generated having lighting and texture information compatible with the underlying backdrop 3D model. The texture and other ancillary data are removed or omitted from the PRP animated 3D characters leaving only a detailed skeletal model. The extracted texture and other ancillary data are placed in a separate PRP lookup table. A fully rendered video segment is created from the PRP and a selected set of texture and other ancillary data.


