Static Rendering for Videoconference Virtual Environments

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Solution Overview

Problem

Conventional videoconferencing technologies lack the social interaction and immersive experience of in-person meetings, and face performance issues with large participant numbers due to bandwidth and hardware limitations, leading to slow performance and reduced realism in virtual environments.

Innovation Solution

A computer-implemented method for efficient rendering of a three-dimensional virtual environment, where a virtual camera determines movement to render fixed and dynamic objects separately, creating a combined image by stitching static and dynamic elements, and optimizing graphics quality based on device capabilities, allowing for improved social interaction and realistic rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If video streams from multiple participants are transmitted in real-time, then social interaction and communication capability are improved, but network bandwidth consumption and device performance requirements increase

Engineering Contradiction:
Improvesocial interaction capabilityVSAvoidnetwork bandwidth consumption
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent segments the rendering process by separating static background elements from dynamic participant elements. The background environment is pre-rendered and reused across frames, while only dynamic elements (participants, avatars, camera movements) are re-rendered. This segmentation significantly reduces the computational load and bandwidth requirements for transmitting video streams while maintaining social interaction capabilities.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies preliminary action by pre-rendering static background environments and preparing them for reuse. Instead of rendering the entire scene from scratch for each frame, the system prepares background assets in advance and only updates dynamic portions, reducing real-time processing requirements and enabling smoother multi-participant interactions.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If high-quality graphics rendering is performed for realistic virtual environments, then immersion and social experience are improved, but computing power requirements and device performance increase

Engineering Contradiction:
Improveimmersive experience qualityVSAvoidcomputing power consumption
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The rendering system is segmented into static background components and dynamic participant components. Static backgrounds are rendered once or infrequently, while dynamic elements are updated only when necessary. This segmentation allows high-quality graphics for immersive experiences without requiring continuous high computing power consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies local quality by rendering different parts of the virtual environment at different quality levels and update frequencies. Static backgrounds maintain high visual quality for immersion but are updated less frequently, while dynamic participant elements receive updates based on their movement and importance. This localized quality approach balances immersive experience with computing power constraints.

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If the entire virtual environment is re-rendered for every frame update, then rendering accuracy and visual quality are maintained, but rendering time and system performance decrease

Engineering Contradiction:
Improverendering accuracyVSAvoidrendering speed
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent divides the rendering process into static background rendering and dynamic element rendering. By segmenting the scene graph into immutable background objects and mutable participant objects, the system can update only the necessary portions for each frame, maintaining rendering accuracy while significantly improving rendering speed and system performance.

Inventive Principle:
Principle #1Segmentation

4Adaptability or versatility

If videoconferencing systems support large numbers of participants, then collaboration capability and group interaction are improved, but network bandwidth and device performance deteriorate

Engineering Contradiction:
Improvemulti-participant collaboration capabilityVSAvoidsystem performance stability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The system segments participant rendering into individual update cycles rather than rendering all participants simultaneously. Each participant's avatar and video feed are updated independently based on their movement and activity, allowing the system to support large numbers of participants while maintaining performance stability through distributed, incremental updates.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS11704864B1Static rendering for a combination of background and foreground objects
Publication Date: 2023.07.18 KATMAI TECH INC
  • US11704864B1 patent drawing
  • US11704864B1 patent drawing
  • US11704864B1 patent drawing

AI summary

Disclosed herein is a web-based videoconference system that allows for video avatars to navigate within a virtual environment. Various methods for efficient modeling, rendering, and shading are disclosed herein.