Vertex Shift for 360 Stereoscopic Rendering Efficiency

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Solution Overview

Problem

Traditional GPU rendering pipelines are inefficient for rendering 360 stereoscopic content due to their design limitations, which require multiple passes to generate eye views from multiple viewpoints, leading to increased processing overhead and inefficiency in rendering large volumes of 360 stereoscopic content.

Innovation Solution

The implementation of 'vertex shifting' techniques within the GPU rendering pipeline allows for the rendering of 360 stereoscopic content in a single pass, using specialized vertex shaders to simulate multiple viewpoints, thereby reducing the number of passes through the pipeline and improving efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional GPU rendering pipelines are used to render 360 stereoscopic content, then multiple passes are required to generate eye views from multiple viewpoints, but this leads to increased processing overhead and reduced rendering efficiency

Engineering Contradiction:
Improverendering efficiencyVSAvoidprocessing overhead
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent merges multiple viewpoint renderings into a single rendering pass by combining left and right eye viewpoints in the geometry shader. Instead of performing separate rendering passes for each viewpoint, the system processes both viewpoints simultaneously within the same pipeline pass, significantly improving rendering efficiency while reducing processing overhead.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent introduces an additional dimension to the rendering process by utilizing the geometry shader stage to handle multiple viewpoints. By leveraging the vertex and geometry shader capabilities, the system adds a new dimension of parallel processing within the GPU pipeline, allowing simultaneous generation of multiple eye views without requiring additional passes through the rendering pipeline.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Adaptability or versatility

If standard GPU rendering pipelines are used, then rendering is designed for single viewpoint frames, but this limits the ability to render multiple viewpoints efficiently in a single pass

Engineering Contradiction:
Improvemulti-viewpoint rendering capabilityVSAvoidrendering throughput
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The patent makes the rendering pipeline dynamic by enabling the geometry shader to conditionally generate different viewpoint outputs based on input data. The system dynamically switches between rendering left eye, right eye, or both viewpoints simultaneously within the same pass, providing adaptability for different stereoscopic content requirements while maintaining high rendering throughput.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The geometry shader is made universal by designing it to handle multiple functions: it can render single viewpoint frames, stereoscopic left eye views, right eye views, or dual viewpoint combinations all within the same shader program and rendering pass. This multi-functionality eliminates the need for separate specialized pipelines for different viewpoint requirements.

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

Data Source

PatentUS10453247B1Vertex shift for rendering 360 stereoscopic content
Publication Date: 2019.10.22 META PLATFORMS INC
  • US10453247B1 patent drawing
  • US10453247B1 patent drawing
  • US10453247B1 patent drawing

AI summary

A 360 video system can render 360 stereoscopic content based on a virtual environment using a standard GPU rendering pipeline. In some embodiments, in order to improve efficiency in generating 360 stereoscopic content, a vertex shift technique can be used to approximate multiple viewpoints in a single 360 stereoscopic eye view. When rendering the virtual environment, each triangle of the virtual environment can be shifted to represent the view from a viewpoint corresponding to that triangle. Using vertex shift techniques, a virtual environment can be rendered into a 360 stereoscopic eye view in one pass of a GPU rendering pipeline, according to some embodiments.