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
Engineering 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
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.
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.
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
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.
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
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.
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
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.
Data Source
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.


