Vertex Repositioning for Single-Camera 360 Stereoscopic Rendering
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Solution Overview
Problem
Traditional techniques for capturing 360-degree stereoscopic video from synthetic sources, such as game engines, are complex, time-consuming, and error-prone, making them inaccessible for regular users and inefficient for content developers.
Innovation Solution
A computing device and method that reposition vertices of a three-dimensional scene to compensate for camera location variations in directional stereoscopic projection, allowing for the generation of stereoscopic images from a single camera location using vertex offset engines and shaders, reducing the number of renderings needed.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If traditional techniques are used to capture 360-degree stereoscopic video from synthetic sources, then the quality and accuracy of the stereoscopic content can be maintained, but the process becomes complex, time-consuming, and error-prone
Solution Approach 1:
The patent uses vertex copying and duplication techniques where vertices from a single camera location rendering are copied and repositioned to simulate multiple camera locations. This allows stereoscopic content to be generated from a single rendering pass rather than requiring multiple complex renderings from different camera positions, thereby maintaining accuracy while reducing process complexity
Solution Approach 2:
The patent applies preliminary vertex repositioning and offset calculations before the final rendering stage. By pre-calculating vertex positions and offsets that account for camera location variations, the system prepares the 3D scene in advance so that a single rendering pass can produce accurate stereoscopic content without requiring complex post-processing or multiple rendering passes
2Reliability
If traditional multi-camera or multi-rendering techniques are used, then comprehensive stereoscopic coverage can be achieved, but the time and processor cycles required increase significantly
Solution Approach 1:
The patent merges multiple camera location perspectives into a single rendering pass by repositioning vertices to account for different camera positions. Instead of performing separate renderings for each camera location, the system combines the effects of multiple camera perspectives by transforming vertex positions, achieving comprehensive stereoscopic coverage in one rendering operation and significantly reducing capture time
Solution Approach 2:
The patent changes the parameter space by transforming vertex coordinates and applying offset vectors that encode camera location variations. By modifying vertex position parameters rather than changing camera position parameters, the system achieves the same stereoscopic effect with a single rendering pass, reducing both time and computational resource requirements
3Ease of operation
If conventional rendering methods are used without vertex repositioning, then the rendering process is simpler, but the ability to compensate for camera location variations is lost
Solution Approach 1:
The patent replaces the mechanical approach of physically moving cameras to different locations with a computational approach using vertex repositioning and offset vectors. Instead of changing camera positions in the virtual scene, the system transforms vertex positions mathematically to achieve the same effect, maintaining rendering simplicity while gaining accurate camera location compensation through coordinate transformations
Data Source
AI summary
Systems, methods, and computing devices for capturing synthetic stereoscopic content are provided. An example computing device includes at least one processor and memory. The memory stores instructions that cause the computing device to receive a three-dimensional scene. The instructions may additionally cause the computing device to reposition vertices of the three-dimensional scene to compensate for variations in camera location in a directional stereoscopic projection and generate a stereoscopic image based on the repositioned vertices. An example method includes projecting a three-dimensional scene onto a left eye image cube and a right eye image cube and repositioning vertices of the three-dimensional scene to adjust for rendering from a single camera location. The method also includes mapping pixels of a stereoscopic image to points on the left eye image cube and the right eye image cube and generating the stereoscopic image using the values of the mapped pixels.


