Transparent Polyhedron Rendering in AR via Fresnel Weighted Mixing

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current methods for rendering transparent polyhedra in Augmented Reality (AR) scenes fail to accurately adapt the visual effects to the AR environment, resulting in a poor sense of reality due to the neglect of light reflection, refraction, and scattering effects, leading to simplified and unrealistic visual representations.

Innovation Solution

A method and apparatus for rendering transparent polyhedra that involve obtaining reflected and refracted light colors from both the back and front faces, using contrast control maps, internal rendering effect maps, ambient maps, and dispersion maps, and weighted-mixing these colors according to Fresnel coefficients to achieve realistic rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If simplified rendering methods are used for transparent polyhedra, then rendering efficiency is improved, but visual realism deteriorates due to neglect of light reflection, refraction, and scattering effects

Engineering Contradiction:
Improverendering efficiencyVSAvoidvisual realism
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The rendering process is segmented into distinct stages: obtaining reflected light colors, sampling refracted light colors from background image or ambient map, and compositing these with weighted mixing. This segmentation allows each lighting effect to be calculated independently and efficiently, then combined to achieve realistic visual results without requiring complete ray tracing of all light paths.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent applies partial action by selectively rendering only the most visually significant light interactions (reflection and refraction) rather than all possible light paths. The Fresnel coefficient is used to weight the contribution of reflected versus refracted light, focusing computational effort on the dominant effect at each surface point while still achieving photorealistic appearance.

Inventive Principle:
Principle #16Partial or excessive action

2Manufacturing precision

If accurate light interaction simulation is implemented, then visual realism is improved, but computational complexity increases

Engineering Contradiction:
Improvevisual realismVSAvoidcomputational complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent introduces intermediary data structures (contrast control map, internal rendering effect map, ambient map, dispersion map) that pre-process and store lighting information. These maps act as intermediaries between the complex physics of light interaction and the final rendering output, allowing sophisticated optical effects to be achieved through map sampling and composition rather than direct physical simulation at render time.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The rendering approach changes parameters dynamically based on viewing angle and material properties. The Fresnel coefficient varies with the angle of incidence, automatically adjusting the weight between reflected and refracted light components. This parameter-based approach allows accurate light interaction simulation without requiring complex geometric calculations for each light ray.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If simple color composition is used, then rendering speed is improved, but adaptability to AR environment deteriorates

Engineering Contradiction:
Improverendering speedVSAvoidenvironmental adaptation
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent performs preliminary actions by pre-processing environmental information into ambient maps and background images before rendering. The contrast control map and internal rendering effect map are prepared in advance, storing lighting characteristics that can be quickly sampled during rendering. This preliminary preparation enables fast rendering while maintaining adaptability to different AR environments, as the pre-computed maps capture environmental lighting properties.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The rendering method uses universal maps (ambient map, background image) that can represent multiple different environments. The same rendering pipeline works across diverse AR scenarios by simply changing the sampled map data, making the system both fast and highly adaptable without requiring environment-specific rendering code.

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

Applied Scientific Principles

This section explains which scientific principles are used to turn an abstract innovation direction into a practical engineering solution.

Function Achieved in This Case

The method enhances the visual complexity and realism of transparent polyhedra by accurately simulating light interactions, adapting the visual effect to the AR scene, thereby improving the sense of reality.

Implementation Method 1

obtaining reflected light colors of respective positions on a back face of the transparent polyhedron; sampling on a contrast control map according to coordinates of the respective positions on the back face of the transparent polyhedron to obtain first color components; sampling on an internal rendering effect map according to the reflected light directions to obtain second color components

Methodology Applied
Scientific EffectLight reflection: Reflection

Implementation Method 2

sampling on a background image or an ambient map according to refracted light directions of the respective positions on the back face of the transparent polyhedron to obtain refracted light colors

Methodology Applied
Scientific EffectLight refraction: Refraction

Implementation Method 3

weighted-mixing the reflected light colors and the refracted light colors according to a Fresnel coefficient to obtain the colors of the respective positions on the back face of the transparent polyhedron

Methodology Applied
Scientific EffectFresnel effect:

Data Source

PatentUS20240265623A1Method and apparatus for rendering transparent polyhedron
Publication Date: 2024.08.08 BEIJING ZITIAO NETWORK TECH CO LTD
  • US20240265623A1 patent drawing
  • US20240265623A1 patent drawing
  • US20240265623A1 patent drawing

AI summary

There is provided a solution for rendering a transparent polyhedron. In a method, obtaining reflected light colors of respective positions on a back face of the transparent polyhedron; sampling on a background image or an ambient map according to the refracted light directions of respective positions on the back face to obtain refracted light colors; obtaining colors of respective positions on the back face according to the reflected light colors and the refracted light colors of respective positions on the back face; obtaining colors of respective positions on a front face of the transparent polyhedron; weighted-mixing the colors of respective positions on the back face and the colors of respective positions on the front face according to a first weighting coefficient to obtain rendering colors of respective positions of the transparent polyhedron; rendering the transparent polyhedron according to the rendering colors of respective positions of the transparent polyhedron.