Digital Video Rendering via Depth-Based Occlusion Culling

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Solution Overview

Problem

Current 3D viewing technologies are limited by the need for specialized equipment that only occupies a part of the field of vision, restricting the immersive experience and not suitable for use in small spaces or on the move.

Innovation Solution

A method and apparatus for rendering digital images and video content where objects are only rendered when they are visible through other objects, using dependency information and stencil buffers to control visibility, allowing for more realistic and immersive 3D viewing across a larger field of view.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If traditional 3D viewing equipment is used, then 3D viewing capability is achieved, but the viewing area occupies only part of the field of vision

Engineering Contradiction:
Improveviewing areaVSAvoidfield of vision coverage
Core Design Contradiction:
Area of stationary objectVSAdaptability or versatility

Solution Approach 1:

The patent transitions from traditional 2D screen viewing to 3D spatial rendering by introducing depth information and volumetric visualization. The system renders objects with three-dimensional properties and depth cues, allowing the viewing experience to extend beyond the flat screen into the viewer's peripheral vision, effectively utilizing the third dimension to expand the perceived viewing area.

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

2Adaptability or versatility

If specialized 3D viewing equipment is used, then immersive 3D experience is achieved, but the equipment is not suitable for use in small spaces or on the move

Engineering Contradiction:
Improveportability and space flexibilityVSAvoidequipment requirements
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent uses computer-generated imagery (CGI) to create virtual copies of three-dimensional scenes and objects that can be rendered and displayed on standard screens. Instead of requiring complex physical 3D equipment, the system generates synthetic 3D content that simulates immersive experiences, allowing portability and flexibility while maintaining the visual effects of sophisticated 3D systems.

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If objects are rendered when visible through other objects, then sense of depth and space is enhanced, but rendering complexity increases

Engineering Contradiction:
Improverendering accuracyVSAvoidrendering process complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent implements preliminary depth sorting and occlusion culling before the actual rendering process. Objects are pre-sorted by depth information and visibility relationships are determined in advance, allowing the rendering system to efficiently process only the visible portions of objects that should be seen through other objects. This preliminary organization reduces the computational complexity during the actual rendering phase while maintaining accurate depth and occlusion effects.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10115227B2Digital video rendering
Publication Date: 2018.10.30 NOKIA TECHNOLOGIES OY
  • US10115227B2 patent drawing
  • US10115227B2 patent drawing
  • US10115227B2 patent drawing

AI summary

The invention relates to methods, apparatuses and computer program products for rendering of digital image and video content. First information of a first graphic object for rendering a second graphic object and second information of the second graphic object for rendering the second graphic object are formed or received. Dependency information between the first and second graphic objects is formed or received, where the dependency information comprises information for rendering the second graphic object depending on overlapping of said first graphic object and the second graphic object in a viewing direction. The second graphic object is rendered by creating second pixel data using the second information of the second graphic object and the first information of the first graphic object, where the rendering of the second graphic object is carried out for such part of the second graphic object that is overlapped by the first graphic object in the viewing direction.