Virtual Camera Group for Real-Time 360 VR Image Generation
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Solution Overview
Problem
Current VR image technologies face challenges in generating high-quality, real-time 360 VR images for in-game experiences with minimal camera distortion, particularly in e-sports content, as existing methods are inefficient and do not effectively utilize virtual cameras to cover all directions without slowing down game performance.
Innovation Solution
An apparatus and method utilizing a virtual camera group with strategically arranged virtual cameras performing equirectangular projection (ERP) mapping in a parallel pipeline structure to generate panoramic images, which are then encoded and combined with audio to produce a 360 VR image, optimizing camera placement to minimize distortion and enhance real-time rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If multiple virtual cameras are arranged to cover all directions for 360 VR image generation, then the coverage and quality of VR images are improved, but the computational complexity and processing time increase
Solution Approach 1:
The system divides the 360-degree panoramic view into multiple separate images captured by individual virtual cameras positioned at different locations and orientations. Each camera captures a portion of the overall scene, and these segmented images are then stitched together to form the complete panoramic view, enabling efficient parallel processing while maintaining comprehensive coverage
Solution Approach 2:
The virtual cameras are pre-positioned at optimized locations and orientations before the VR content is generated. This preliminary arrangement of cameras ensures that all necessary viewpoints are captured in advance, allowing the stitching process to work with pre-processed images rather than computing all perspectives in real-time, thus reducing processing time
2Manufacturing precision
If virtual cameras are arranged densely to minimize distortion, then the image quality is improved, but the device complexity and computational load increase
Solution Approach 1:
The system applies different camera arrangements and stitching parameters to different regions of the panoramic image. Areas requiring higher precision (such as the central viewing area) use cameras with optimized positioning and higher resolution, while peripheral areas use fewer cameras with lower specifications, thereby reducing overall system complexity while maintaining quality where it matters most
Solution Approach 2:
The system dynamically adjusts camera parameters such as field of view, resolution, and positioning based on the specific VR content being generated. By changing these parameters adaptively rather than using fixed high-specification settings for all cameras, the system achieves minimal distortion in critical areas while reducing the computational burden on less important regions
3Reliability
If real-time rendering is performed with multiple virtual cameras, then the VR experience quality is improved, but the game performance and speed are degraded
Solution Approach 1:
The system performs heavy computational tasks such as image stitching and rendering at specific intervals or frames rather than continuously processing every frame at full resolution. This periodic processing approach allows the game to maintain higher frame rates for gameplay while dedicating specific processing cycles to VR image generation, preventing constant computational overhead from degrading game speed
Solution Approach 2:
The system uses pre-rendered textures and assets that can be reused across multiple views and frames. Instead of rendering all scenes from all camera perspectives in real-time, the system creates base textures once and then generates different viewpoints by transforming and stitching these pre-existing copies, significantly reducing the computational load during gameplay while maintaining visual quality
Data Source
AI summary
An image acquisition apparatus for acquiring an in-game 360 virtual reality (VR) image by using a plurality of virtual cameras includes a virtual camera group taking in-game images by using the plurality of virtual cameras. The image acquisition apparatus may also include a renderer generating textures for the taken images, generating a panoramic image by performing an equirectangular projection (ERP) mapping of the generated textures, and encoding the generated panoramic image. The image acquisition apparatus may further include an image generator generating a 360 VR image by combining audio information with the encoded panoramic image.


