Virtual Camera Control via Physical Device Positioning
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Solution Overview
Problem
Current methods for creating high-quality camera scenes in 3D video games are labor-intensive and involve manual processes, requiring significant trial and error for animators to set up camera paths, which is time-consuming and inefficient.
Innovation Solution
A camera control device that allows users to physically navigate a virtual 3D environment and capture electronic images or videos, which can then be integrated into games, reducing the effort required for creating camera scenes and enabling live streaming or instant replays.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual processes are used to set up camera paths in 3D virtual environments, then camera scenes can be created with high quality, but the process is labor-intensive and time-consuming
Solution Approach 1:
The patent uses motion capture technology to record real-world camera movements and operations, then copies this data to control virtual cameras in 3D environments. This allows animators to capture authentic camera paths and perspectives without manually setting them up, dramatically reducing the time required while maintaining high quality camera scenes that reflect real-world cinematography principles
Solution Approach 2:
The patent replaces manual mechanical processes of setting up camera paths and positioning virtual cameras with automated motion capture systems. The motion capture technology uses sensors and tracking systems to automatically record and reproduce camera movements, substituting the labor-intensive manual mechanical adjustment process with an automated electronic system that preserves cinematic quality
2Manufacturing precision
If animators manually set up camera paths through trial and error, then camera positioning can be optimized, but the process requires significant effort and iterations
Solution Approach 1:
The motion capture system performs self-service by automatically capturing, processing, and applying camera movement data without requiring manual intervention for each adjustment. The system autonomously handles the complex task of translating real-world camera operations to virtual environments, eliminating the need for repeated trial and error iterations while maintaining precise camera positioning
Solution Approach 2:
The motion capture system provides real-time feedback by continuously monitoring and recording actual camera movements, then using this data to control virtual cameras. This feedback loop ensures that virtual camera positioning accurately reflects real-world cinematographic principles, achieving optimal positioning without requiring multiple manual trial and error iterations
3Manufacturing precision
If traditional methods are used to capture virtual environments, then cinematic quality can be achieved, but the process cannot support live streaming or instant replays
Solution Approach 1:
The patent transforms the static, pre-rendered approach to virtual camera work into a dynamic system using motion capture technology. The captured motion data can be applied in real-time to virtual cameras, enabling both high-quality cinematic rendering and live streaming capabilities. This dynamic approach allows the system to adapt to different requirements, including instant replays and live broadcasts, while maintaining cinematic quality through the use of authentic motion capture data
Data Source
AI summary
A technology is described for capturing electronic images of a three-dimensional environment using a virtual camera. In one example of the technology, positioning data may be obtained for a camera control device in a physical environment. The positioning data may define a physical position and physical orientation of the camera control device in the physical environment. A virtual camera may be placed and controlled in a virtual three-dimensional (3D) environment using in part the positioning data for the camera control device to determine a virtual position and virtual orientation of the virtual camera in the virtual 3D environment. A view of the virtual 3D environment, from a viewpoint of the virtual camera, may be determined using the virtual position and virtual orientation of the virtual camera in the virtual 3D environment, and electronic images of the virtual 3D environment may be rendered as defined by the view.


