Stereoscopic Panorama Rendering via Depth Buffer and Camera Distance Data

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Solution Overview

Problem

Conventional stereoscopic capture and render techniques face challenges in providing immersive 3D experiences due to high computational requirements and image distortions, especially on mobile devices which lack the processing power of larger machines, affecting the realism and immersion of panoramic videos and games.

Innovation Solution

A system and method for capturing and rendering stereoscopic panoramic content using a stereoscopic cube map that includes visual information and camera distance data, allowing for efficient rendering of stereoscopic images during gameplay or video playback, while reducing distortions by capturing camera distance information and using realistic camera models.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If conventional stereoscopic rendering techniques are used to provide immersive 3D panoramic content, then image quality and realism are improved, but computational requirements become prohibitively high for mobile devices

Engineering Contradiction:
Improveimage qualityVSAvoidcomputational requirements
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The system performs preliminary capture of depth information during the rendering process, storing depth values in a depth buffer for subsequent use. This pre-captured depth data enables efficient compositing of dynamic elements without requiring full re-rendering, significantly reducing computational requirements for mobile devices while maintaining image quality

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The rendering process is segmented into separate components: static background rendering using pre-captured panoramas, depth buffer generation for static elements, and dynamic element compositing using the depth buffer. This segmentation allows mobile devices to avoid computationally expensive full-scene rendering while preserving realism

Inventive Principle:
Principle #1Segmentation

2Device complexity

If simplistic camera models are used for stereoscopic capture, then device complexity is reduced, but image distortions increase reducing realism

Engineering Contradiction:
Improvecamera model complexityVSAvoidimage realism
Core Design Contradiction:
Device complexityVSManufacturing precision

Solution Approach 1:

The system modifies camera model parameters to better match human anatomy, specifically positioning the center of rotation behind the camera plane at a distance equal to the focal length. This parameter adjustment eliminates radial distortion in stereoscopic images while maintaining reasonable device complexity, as it only requires changing the mathematical model rather than adding hardware

Inventive Principle:
Principle #35Parameter changes

3Adaptability or versatility

If high-resolution stereoscopic panoramas are rendered in real-time during gameplay, then immersion is improved, but processing time and computational resources increase

Engineering Contradiction:
ImproveimmersionVSAvoidprocessing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

High-resolution stereoscopic panoramas are pre-rendered and stored as cube maps before gameplay. During gameplay, the system only needs to composite dynamic elements onto these pre-rendered backgrounds using the depth buffer, reducing real-time processing time from full-scene rendering to much faster element compositing operations

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system uses pre-captured static panorama images as background copies, then composites dynamic gameplay elements onto these copies using depth buffer information. This approach avoids re-rendering the entire high-resolution scene during gameplay, significantly reducing processing time while maintaining immersion

Inventive Principle:
Principle #26Copying

Data Source

PatentUS10957011B2System and method of capturing and rendering a stereoscopic panorama using a depth buffer
Publication Date: 2021.03.23 HIDDEN PATH ENTERTAINMENT INC
  • US10957011B2 patent drawing
  • US10957011B2 patent drawing
  • US10957011B2 patent drawing

AI summary

A system and method of capturing and rendering stereoscopic panoramic content is provided. The system may capture information from a virtual scene to generate a stereoscopic panorama in the form of a stereoscopic cube map. Using the pre-captured cube map, the system may render stereoscopic images during gameplay, image viewing, and/or playback of a three dimensional video. The system may capture camera distance information during capture for use in distortion reduction during image rendering and playback. The system may implement additional distortion reduction measures. Further, the system may use the capture camera distance information to write to depth buffers corresponding to rendered images for use when introducing dynamic gameplay elements into the scene. Additionally, the system may use realistic camera models to simulate human anatomy and reduce distortions associated with simplistic camera models.