Virtual Channel Rendering via Room Model for Seamless World Transitions
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Solution Overview
Problem
In augmented reality, the existing scene superposition solution for rendering virtual channels in multi-world virtual scenes results in poor image rendering performance and low picture fluency due to hardware limitations, leading to world jumps and wall penetration issues when users cross between worlds.
Innovation Solution
A method and apparatus that utilize a room model to generate virtual channels with extremely small thickness, accommodating the render camera in rooms with different structures based on movement trajectories to avoid wall penetration and ensure seamless world transitions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If scene superposition solution is used to render virtual channels in multi-world virtual scenes, then virtual channel display is achieved, but image rendering performance deteriorates and picture fluency decreases due to hardware limitations
Solution Approach 1:
The patent extracts the render camera from the traditional scene superposition approach and places it within a dedicated room structure. By separating the camera accommodation function from the general scene rendering, the system achieves better rendering performance while managing hardware complexity through targeted optimization of the room-specific rendering pipeline.
Solution Approach 2:
The room acts as an intermediary structure between different worlds. Instead of directly superimposing virtual channels in the existing scene, the render camera is intermediated within the room to achieve seamless transitions, thereby improving image rendering performance while maintaining virtual channel functionality.
2Productivity
If virtual channel thickness is reduced to enable seamless world transitions, then picture fluency improves, but wall penetration issues occur when users cross between worlds
Solution Approach 1:
The room is generated in advance before the render camera reaches the virtual channel location. This preliminary generation of the room structure ensures that when the camera enters the virtual channel, the accommodation space is already prepared, preventing wall penetration issues while maintaining thin virtual channel thickness for smooth transitions.
Solution Approach 2:
The patent creates a copy of the necessary spatial accommodation within the room structure. Instead of relying on the physical virtual channel thickness, the system copies the required spatial buffer into the room, which prevents wall penetration while allowing the virtual channel itself to remain extremely thin for high picture fluency.
3Stability of the object's composition
If room structure is generated to accommodate render camera in intermediate states, then world transition smoothness improves, but device computational load increases
Solution Approach 1:
The room structure is dynamically generated based on the render camera's current state and movement trajectory. Rather than pre-generating all possible room configurations, the system adapts the room generation to the actual intermediate states detected during camera movement, thereby improving world transition smoothness while controlling computational load through dynamic rather than static room creation.
Solution Approach 2:
The system changes parameters such as room size, shape, and position based on the detected intermediate state and camera trajectory. By adjusting these parameters dynamically rather than using fixed room configurations, the patent achieves smooth world transitions while optimizing computational resources by only generating the necessary room variations required for the current camera state.
Data Source
AI summary
This application discloses methods and apparatus for rendering a virtual channel in a multi-world virtual scene. The method includes generating a virtual scene for displaying a virtual channel, a first world, and a second world, the virtual channel being used for a render camera to move between the first and second worlds; and receiving a control request for triggering the render camera to move in the virtual scene; and identifying a location of the render camera in response to the control request to obtain a movement trajectory of the render camera during movement in the virtual scene. The method further includes detecting a world state according to the movement trajectory; determining whether the world state is an intermediate state; in response to determining the world state is the intermediate state, generating a room for accommodating the render camera; and displaying in the virtual scene the room.


