Sparse Voxel Raycasting for Low-Latency Computer Vision

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Solution Overview

Problem

Current computing systems face challenges in processing and rendering large volumetric data sets efficiently, particularly in augmented, virtual, and mixed reality applications, due to constraints in memory, processing resources, and power, which can lead to latency issues and motion sickness in users.

Innovation Solution

The implementation of a sparse volumetric data structure, such as a sparse sexaquaternary tree (SST) format, that allows for efficient storage and processing of 3D data by tagging voxels as occupied or empty, enabling the removal of empty space and utilizing hardware acceleration for rapid updates in 3D renderers, thereby reducing latency and improving processing speed.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If a separate graphics processing unit (GPU) and computer vision subsystem are used in parallel, then processing capability is improved, but device complexity and power consumption increase

Engineering Contradiction:
Improveprocessing capabilityVSAvoiddevice complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent combines the computer vision subsystem and graphics processing unit into a single integrated processor. The processor includes a vision processing pipeline with depth estimation networks, voxelization units, and a rendering pipeline with rasterization units and depth buffer management, all unified in one device rather than using separate GPU and CV subsystems.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The integrated processor performs multiple functions including depth estimation from RGB images, voxelization of 3D space, rendering of virtual objects, and composite image generation. This multi-functional approach replaces the need for separate specialized hardware components.

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

2Measurement precision

If dense volumetric data structures are used to represent 3D space, then processing accuracy is improved, but memory requirements and processing time increase

Engineering Contradiction:
Improveprocessing accuracyVSAvoidmemory requirements
Core Design Contradiction:
Measurement precisionVSQuantity of substance

Solution Approach 1:

The patent extracts and processes only the relevant portions of 3D space by using depth estimation to identify occupied voxels and empty space removal to eliminate unoccupied regions. This selective processing approach maintains accuracy for visible regions while reducing overall memory requirements.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The system applies different processing quality levels to different regions of 3D space. Occupied voxels containing visual information are processed with high accuracy, while empty spaces are removed or represented with minimal data, optimizing the balance between precision and memory usage.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If depth estimation and voxelization are performed in software, then flexibility is improved, but processing speed and real-time performance decrease

Engineering Contradiction:
ImproveflexibilityVSAvoidprocessing speed
Core Design Contradiction:
Adaptability or versatilityVSSpeed

Solution Approach 1:

The patent replaces software-based depth estimation and voxelization with dedicated hardware circuits including depth estimation networks, voxelization units, and rendering pipelines implemented in silicon. This hardware implementation provides both the flexibility of programmable logic and the speed of fixed-function circuits.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS12122420B2Computer vision system
Publication Date: 2024.10.22 MOVIDIUS LTD
  • US12122420B2 patent drawing
  • US12122420B2 patent drawing
  • US12122420B2 patent drawing

AI summary

A raycaster performs a raycasting algorithm, where the raycasting algorithm takes, as an input, a sparse hierarchical volumetric data structure. Performing the raycasting algorithm includes casting a plurality of rays from a reference point into the 3D volume, and, for each of the plurality of rays, traversing the ray to determine whether voxels in the set of voxels are intersected by the ray and are occupied, where the ray is to be traversed according to an approximate traversal algorithm.