Virtual Environment Rendering via Shared Map and Projection
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Solution Overview
Problem
Conventional virtual reality systems face challenges in rendering visual scenes efficiently, especially when multiple users are involved, due to high computational requirements and synchronization issues, making them less effective for complex environments and multi-user scenarios.
Innovation Solution
A system comprising a server arrangement that generates and renders images based on user orientations within a virtual environment, with computing devices receiving and displaying these images while determining user head movements, allowing for a 360° user-independent environment view and efficient rendering of visual orientations.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If conventional virtual reality systems use 3D engines for optimizing planar representation of 3-dimensional space, then the rendering efficiency is improved for single user scenarios, but the system becomes inefficient when multiple users are involved due to synchronization issues and high computational requirements
Solution Approach 1:
The patent divides the virtual environment rendering into separate components: a shared environment map that contains all environmental information (lights, materials, geometry) and individual view-specific renderings for each user. This segmentation allows the environment to be rendered once and reused by multiple users, while only the final view-dependent projections need to be customized per user, significantly reducing computational overhead for multi-user scenarios.
Solution Approach 2:
The patent creates a master environment map that serves as a template for all user views. Instead of rendering the complete 3D environment separately for each user, the system copies the environment representation into a shared data structure that can be efficiently projected into different view configurations, reducing redundant computational work.
2Ease of operation
If conventional virtual reality systems configure content in computing devices for each user, then individual user experience is optimized, but extensive computational power and memory are consumed
Solution Approach 1:
The patent merges all environmental information (lighting, materials, geometry) into a single shared environment map that is accessible to all users. This consolidation eliminates the need to duplicate these expensive-to-render elements in each user's computing device, while still allowing individual view customization through projection transformations.
Solution Approach 2:
The system performs preliminary rendering of the complete environment into the environment map before user-specific viewing. This pre-computed environment contains all necessary information for any possible view, allowing individual users to obtain their specific perspective through efficient projection operations rather than complete re-rendering.
3Adaptability or versatility
If conventional virtual reality systems support multiple users, then multi-user functionality is achieved, but synchronization of content across individual user devices becomes problematic
Solution Approach 1:
The environment map serves as a universal data structure that contains all environmental information needed by any user regardless of their specific view or device capabilities. This single universal representation can be efficiently projected into any number of user-specific views without requiring synchronization of multiple separate environment representations across devices.
Data Source
AI summary
A system for providing a virtual environment on an at least one computing device. The system includes, a server arrangement to generate at least one first image associated with the virtual environment on at least one first virtual pattern, render visual orientations associated with the at least one first image on a render target, and generate at least one second image; and at least one computing device, communicably coupled with the server arrangement, to receive the at least one second image from the server arrangement, render each of the render targets of the at least one second image on an at least one second virtual pattern, determine the movement of head of the at least one user, and provide the virtual environment on a display arrangement based on a movement of head of the at least one user.

