Spherical Light Field Rendering Using Depth Map Interpolation

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Solution Overview

Problem

Current 3D rendering engines require significant human effort and resources to create realistic models, and the handmade nature of 3D models and texture maps results in rendering outcomes that lack authenticity and realism, failing to accurately represent real objects.

Innovation Solution

An all-around spherical light field rendering method using multi-viewpoint images, which involves pre-calculating depth maps of reference cameras, back-projecting pixels, and interpolating reference cameras to achieve real-time rendering from various perspectives, reducing the need for manual texture mapping and enhancing realism.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If traditional 3D model and texture mapping rendering is used, then rendering can be performed with standard engines, but the rendering results lack realism and authenticity

Engineering Contradiction:
Improverealism of rendering resultsVSAvoidease of creating rendering data
Core Design Contradiction:
ReliabilityVSEase of manufacture

Solution Approach 1:

The patent uses multi-viewpoint images taken by a camera to directly copy real object appearances, replacing handmade 3D models and texture maps. This copying approach preserves all visual details of real objects, achieving photorealistic rendering results without manual modeling effort.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces the mechanical process of manual model building and texture debugging with an automated optical system. A camera captures multi-viewpoint images that are directly processed into rendering data, substituting human manual work with automated image capture and processing mechanisms.

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

2Productivity

If handmade 3D models and texture maps are used, then rendering can be performed with traditional engines, but significant time and human resources are required

Engineering Contradiction:
Improvespeed of rendering data productionVSAvoidtime spent on model building and texture debugging
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent performs preliminary action by capturing multi-viewpoint images of the real object before rendering. These pre-captured images contain all necessary visual information, eliminating the need for time-consuming manual model building and texture creation during the rendering process.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses the real object itself to generate rendering data. The object serves its own purpose by being photographed from multiple viewpoints, and these self-captured images directly become the rendering input, eliminating the need for external modelers and texture artists.

Inventive Principle:
Principle #25Self-service

3Reliability

If multi-viewpoint images are used for spherical light field rendering, then realism and authenticity are enhanced, but computing resources are required for real-time rendering

Engineering Contradiction:
Improveauthenticity of rendering resultsVSAvoidcomputing resource consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent segments the spherical light field into multiple discrete viewpoint images captured by a camera array. Each viewpoint image is processed independently, and the segmented views are interpolated during rendering to construct the final image, reducing computational complexity compared to processing the entire light field at once.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses a finite set of discrete multi-viewpoint images rather than continuous light field data. This partial sampling approach provides sufficient realism for practical applications while significantly reducing the computational resources needed compared to capturing and processing every possible viewpoint.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS10909752B2All-around spherical light field rendering method
Publication Date: 2021.02.02 PLEX VR DIGITAL TECH CO LTD
  • US10909752B2 patent drawing
  • US10909752B2 patent drawing
  • US10909752B2 patent drawing

AI summary

The present invention relates to an all-around spherical light field rendering method, comprising: a preparation step, i.e., preparing to input and load related files; pre-computing a latticed depth map of positions of reference cameras which are densely covered on a sphere; moving a rendering camera, enabling the moving range of the rendering camera to be the surface of the sphere, and calculating and identifying the reference cameras surrounding the rendering camera around the rendering camera; performing back projection on pixels of the rendering camera, and performing depth test with the four reference cameras; and interpolating the reference cameras passing through the depth test, thereby obtaining a finally rendered pixel value. By means of the present invention, the rendering results can be rapidly seen in real time; an object can be observed from any angle on the spherical surface, and a real immersion feeling can be felt.