Raycasting Algorithm for VR Lens Distortion Rendering

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Solution Overview

Problem

Conventional rendering techniques for virtual reality and augmented reality are computationally inefficient and lack flexibility due to assumptions based on uniform ray distribution and pin-hole cameras, which do not hold for non-pinhole virtual cameras and curved viewing surfaces, leading to suboptimal renderings and high computational costs.

Innovation Solution

A primary visibility algorithm using a bounding volume hierarchy and a two-level frustum culling/entry point search algorithm, combined with multi-sample anti-aliasing, to accelerate and optimize raycasting, enabling real-time performance and flexible rendering of graphics features like lens distortion and wide field of view.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional uniform raycasting is used for rendering, then the implementation is simple, but the computational efficiency is low and it does not adapt to curved viewing surfaces

Engineering Contradiction:
Improverendering speedVSAvoidalgorithm complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent divides the viewing surface into multiple discrete points rather than treating it as a continuous uniform grid. This segmentation allows the rendering system to handle curved surfaces by calculating rays from specific discrete points, improving computational efficiency while adapting to non-pinhole camera models.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies different ray distribution strategies to different regions of the viewing surface. By using discrete point sampling instead of uniform distribution, the system optimizes rendering for specific local characteristics of curved surfaces and non-pinhole optics, achieving better overall performance.

Inventive Principle:
Principle #3Local quality

2Manufacturing precision

If uniform ray distribution is assumed, then the algorithm is simpler to implement, but it produces suboptimal renderings for non-pinhole cameras and curved displays

Engineering Contradiction:
Improverendering accuracyVSAvoidalgorithm complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent changes the fundamental parameter of ray distribution from uniform to discrete point-based sampling. This parameter change enables accurate rendering for non-pinhole camera models and curved viewing surfaces by matching the actual optical characteristics rather than assuming idealized uniform distribution.

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If conventional rasterization techniques are used, then hardware implementation is easier, but flexibility for advanced graphics features like lens distortion is limited

Engineering Contradiction:
Improvegraphics feature flexibilityVSAvoidrendering pipeline complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent creates a universal rendering approach that can handle multiple graphics features including lens distortion, curved viewing surfaces, and non-pinhole camera models through a single discrete point raycasting framework. This multi-functional approach eliminates the need for separate post-processing pipelines for different effects.

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Productivity

If conventional rendering is used for VR displays, then the pipeline is simpler, but it requires multiple passes and post-processing to achieve optical distortion effects

Engineering Contradiction:
Improverendering efficiencyVSAvoidoptical distortion accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies optical distortion corrections and viewing surface transformations during the initial raycasting phase rather than as post-processing steps. By performing these transformations preliminarily when generating rays from discrete points, the system achieves accurate optical effects in a single pass, improving rendering efficiency.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11138782B2Systems and methods for rendering optical distortion effects
Publication Date: 2021.10.05 META PLATFORMS TECHNOLOGIES LLC
  • US11138782B2 patent drawing
  • US11138782B2 patent drawing
  • US11138782B2 patent drawing

AI summary

In one embodiment, a computing system may determine an orientation in a three-dimensional (3D) space and generate a plurality of coordinates in the 3D space based on the determined orientation. The system may access pre-determined ray trajectory definitions associated with the plurality of coordinates. The system may determine visibility information of one or more objects defined within the 3D space by projecting rays through the plurality of coordinates, wherein trajectories of the rays from the plurality of coordinates are determined based on the pre-determined ray trajectory definitions. The system may then generate an image of the one or more objects based on the determined visibility information of the one or more objects.