Synthetic Object Embedding in Real-World Video via Layered Rendering
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Solution Overview
Problem
Current video games and simulations lack fully life-like, photorealistic representations of real-world environments, and existing methods for incorporating interactive characters and special effects are either costly or limited in user control and interactivity.
Innovation Solution
A system and method for visualizing synthetic objects within a real-world video clip, allowing for the embedding of interactive 3D objects that can move independently within the video environment, using a 3D-enabled media player with a gaming engine, occlusion layers, and social network integration.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of manufacture
If real world video is used as background, then production cost and time are reduced, but the ability to include independently controlled interactive characters and special effects is limited
Solution Approach 1:
The system divides the video processing into separate functional layers: the original video background remains intact while synthetic objects (characters, effects) are rendered as independent overlay layers. This segmentation allows the video to serve as a static background while synthetic elements provide interactive functionality, resolving the contradiction between using simple video backgrounds and enabling complex interactivity.
Solution Approach 2:
The system merges real-world video footage with computer-generated synthetic objects into a composite visual output. The video provides the photorealistic background environment while synthetic objects add interactive characters and effects, combining the advantages of both approaches without requiring full 3D environment reconstruction.
2Adaptability or versatility
If 3D environments are built for video games, then interactive character control and user engagement are improved, but production cost and development time increase significantly
Solution Approach 1:
Instead of creating original 3D environments from scratch, the system copies and uses existing real-world video footage as the background environment. This eliminates the need for expensive 3D modeling, texturing, and lighting work while preserving the photorealistic quality of the setting. Synthetic objects are then overlaid on this copied video background to provide interactivity.
Solution Approach 2:
The system introduces dynamic synthetic objects (characters, effects) that can be independently controlled and animated over the static video background. This adds the dynamism and interactivity typically requiring full 3D environments, but achieves it more efficiently by combining static video with dynamic rendered elements.
3Ease of manufacture
If video recordings are used for rail games with limited viewing angles, then production cost is reduced, but user control over viewing angles and environment interaction is restricted
Solution Approach 1:
The system adds a new dimension of interaction by allowing synthetic objects to be positioned and viewed from multiple angles and depths within the 2D video plane. While the video background itself remains fixed, users can interact with and view synthetic characters and objects from various perspectives, effectively adding depth and angular control without changing the underlying video recording.
Data Source
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AI summary
Embodiments of the present invention provide a system and a method for visualizing synthetic objects within a real-world video clip. The embodiments allow interactive, synthetic objects or characters to appear as if they are "embedded" inside or form part of a video clip. These objects move independently of the environment within the video clip and are controlled by a user. In one embodiment the video frames are set as textures in the furthermost layer in a 3D environment viewer or 3D "engine". In another embodiment separate layers of video frames are superimposed with the synthetic objects on an output screen and synchronizing the movements and the field of view settings to give the perception that only one camera is used.