Virtual Camera Array for VR Game Streaming
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
Current technologies face challenges in capturing and streaming real-time live game plays of existing video games in virtual reality environments due to resource-intensive rendering and streaming requirements, as well as limitations in traditional controls and user interfaces, which hinder mass adoption and immersion.
Innovation Solution
A system that generates spherical videos from computer games using a server with virtual camera arrays, allowing for recording and streaming of game environments and play, enabling immersive 360-degree viewing with minimal modifications to existing games and reduced processing load on user devices.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If 360-degree rendering and recording is performed for VR game replay, then immersive VR content quality is improved, but processing power requirements and resource consumption increase significantly
Solution Approach 1:
The patent divides the VR content creation process into two distinct phases: (1) an offline rendering phase that pre-renders 360-degree game environments and stores them in a database, and (2) a real-time streaming phase that assembles pre-rendered environments with live game footage. This segmentation allows computationally intensive rendering to be performed beforehand when processing power is available, while streaming uses minimal processing power.
Solution Approach 2:
The system performs preliminary action by pre-rendering complete 360-degree game environments, camera views, and game state data before they are needed for streaming. These pre-rendered assets are stored in a database and can be quickly assembled during live streaming without requiring real-time rendering power.
2Manufacturing precision
If traditional video games are converted to VR counterparts, then immersive experience is improved, but control compatibility and interface adaptation become more complex
Solution Approach 1:
The patent creates a virtual copy of the traditional game environment with embedded cameras positioned at strategic locations. These virtual cameras capture the game world from multiple angles, allowing VR viewers to experience the game from different perspectives without modifying the original game's control scheme or interface. The copy maintains full compatibility with the source game while providing immersive VR viewing.
3Productivity
If real-time live game play capture and streaming is implemented, then live streaming capability is improved, but processing power and memory management requirements increase
Solution Approach 1:
The system separates live game capture from VR environment rendering. The game engine captures only essential game data (player positions, actions, game state) with minimal processing, while the pre-rendered 360-degree environments are assembled from stored assets. This segmentation eliminates the need for real-time rendering during streaming, dramatically reducing processing and memory requirements.
Solution Approach 2:
The patent introduces a database as an intermediary between game capture and VR streaming. Game data is stored in the database in a structured format, and pre-rendered environments are retrieved from the same database during streaming. This intermediary layer allows efficient data management and reduces the computational burden during live streaming by eliminating real-time processing steps.
Data Source
AI summary
Methods and systems for generating spherical game videos for virtual reality (VR) streaming and replay are disclosed. The method, when executed by a processor, comprises first recording game environment around a virtual camera array inserted into a source computer game that lacks spherical video output, using a first subset of virtual cameras within the virtual camera array. Next, receiving game metadata of a source game play of the source game, configuring a local game play according to the received game metadata, recording a video of the local game play using a second subset of virtual cameras, wherein the second subset of virtual cameras is not equal to the first subset of virtual cameras, and generating a spherical video from the recorded game environment and the recorded local game play. The present invention aids the mass adoption of VR technology by easily generating VR content from existing computer games.


