3D Scene Simplification via Ray Feedback

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Solution Overview

Problem

Existing light transport algorithms based on ray tracing often require a large number of rays for high-quality rendering, leading to scene misrepresentations due to simplification, which result in unwanted artifacts in rendered images.

Innovation Solution

A computer graphics method that constructs a simplified representation of a three-dimensional scene by casting rays, adjusting the representation using known rays and object surface intersections, and shrinking splats to eliminate spurious intersections, ensuring consistency with the original scene for accurate rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a simplified representation is created using standard k-nearest neighbor search, then the rendering process becomes faster and more efficient, but the simplified representation may not faithfully represent the original three dimensional scene, leading to artifacts in rendered images

Engineering Contradiction:
Improverendering speedVSAvoidscene representation accuracy
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent uses feedback by casting rays against the simplified representation and comparing the results with the original scene data. The simplified representation is then adjusted based on this feedback to eliminate inconsistencies and artifacts, ensuring faithfulness to the original scene while maintaining rendering efficiency

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The patent performs preliminary actions by pre-adjusting the simplified representation before final rendering. Rays are cast and intersections are computed in advance to identify and correct potential artifacts, so that the simplified representation is optimized for both speed and accuracy before the actual rendering process

Inventive Principle:
Principle #10Preliminary action

2Manufacturing precision

If a large number of rays are required for high quality rendering, then the rendering quality improves with acceptable noise level, but the complexity of the rendering process increases significantly

Engineering Contradiction:
Improverendering qualityVSAvoidrendering process complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent creates a simplified copy of the three dimensional scene that can be used for rendering instead of working with the full complexity of the original scene. This copy captures the essential geometric and material properties needed for high-quality rendering while reducing the computational complexity of the rendering process

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent segments the rendering process into two stages: first creating a simplified representation of the scene, then using this simplified model for ray tracing. This segmentation allows the complex task of high-quality rendering to be broken down into manageable steps, reducing overall process complexity

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS9171394B2Light transport consistent scene simplification within graphics display system
Publication Date: 2015.10.27 NVIDIA CORP
  • US9171394B2 patent drawing
  • US9171394B2 patent drawing
  • US9171394B2 patent drawing

AI summary

Method including casting a first plurality of rays towards an original 3-D scene comprising objects with object surfaces. Method also includes constructing a simplified representation of the original 3-D scene and adjusting the simplified representation to be consistent with the original 3-D scene. Simplified representation is adjusted by using known rays and object surface intersections obtained from the casting, to produce an adjusted simplified representation. Method further includes steps for rendering a high quality image: casting a second plurality of rays toward the adjusted simplified representation and testing the second plurality of rays for points of intersection with the object surfaces within the adjusted simplified representation, estimating incoming light within the adjusted simplified representation at the points of intersection with the object surfaces, examining material properties of the object surfaces, and calculating a color and light intensity for a plurality of pixels associated with the second plurality of rays.