Vertex Shader Modification for Stereoscopic Graphics Conversion
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Solution Overview
Problem
Conventional graphics processing units (GPUs) primarily generate 3D graphics from a single point of view, limiting the creation of stereoscopic views which require two images, one for each eye, to provide a more immersive and realistic 3D experience.
Innovation Solution
Modifying the instructions of a vertex shader program executed on a GPU to generate two stereoscopic images by adding displacement instructions and modifying viewport commands, allowing the GPU to produce left-eye and right-eye images that are displayed separately on the screen, enabling the brain to combine them into a perceived 3D volume.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a GPU generates graphics from a single point of view (mono view), then the device complexity and computational overhead are reduced, but the stereoscopic viewing experience and 3D perception are limited
Solution Approach 1:
The patent segments the mono view rendering process into two separate stereoscopic view renderings. By modifying the vertex shader to generate two distinct images (left-eye and right-eye views) with different viewport configurations, the system achieves stereoscopic capability without requiring complete architectural changes to the GPU pipeline. This segmentation allows the existing GPU to produce stereoscopic output through instruction modification rather than hardware redesign.
Solution Approach 2:
The patent changes key rendering parameters including viewport dimensions, viewport origin coordinates, and shader execution parameters to generate two distinct images from a single scene. By adjusting these parameters between render passes and modifying vertex displacement in the shader, the system transforms a mono view renderer into a stereoscopic renderer, enabling 3D perception without adding complex new hardware components.
2Adaptability or versatility
If instructions are modified to generate two stereoscopic images, then the 3D perception and viewing experience are enhanced, but the computational overhead and processing time increase
Solution Approach 1:
The patent performs preliminary modifications to the vertex shader program before rendering, embedding the logic to generate both left-eye and right-eye views within a single shader execution. By pre-configuring the shader with dual viewport handling and vertex displacement calculations, the system avoids the need for separate post-processing steps to create stereoscopic pairs, thereby reducing overall processing time and computational overhead.
3Adaptability or versatility
If vertex shader instructions are modified to produce stereoscopic views, then application compatibility is maintained, but the shader program complexity increases
Solution Approach 1:
The modified vertex shader is designed to perform multiple functions: it can render to a single viewport for backward compatibility or split rendering across two viewports for stereoscopic output. By incorporating conditional logic and parameter-based viewport selection, the shader becomes a universal rendering solution that maintains compatibility with existing applications while enabling advanced stereoscopic features through instruction modification rather than application redesign.
Data Source
AI summary
The example techniques of this disclosure are directed to generating a stereoscopic view from an application designed to generate a mono view. For example, the techniques may modify source code of a vertex shader to cause the modified vertex shader, when executed, to generate graphics content for the images of the stereoscopic view. As another example, the techniques may modify a command that defines a viewport for the mono view to commands that define the viewports for the images of the stereoscopic view.


