Virtual Light Source Occlusion Mapping for Realistic 3D Diffused Rendering
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Solution Overview
Problem
Existing techniques for casting light effects from virtual light sources in extended reality environments require high processing power and often fail to achieve a realistic look and feel, particularly due to the need for extensive ray tracing in every frame.
Innovation Solution
A method that utilizes 3D reconstruction to determine the locations of a user's surrounding environment, associates these locations with visible portions of a virtual light source, and stores this data for quick reference, allowing efficient rendering of diffused light patterns without constant ray tracing, thereby enhancing realism.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If ray tracing is performed for every frame to achieve realistic light occlusion effects, then the realism of virtual light source illumination is improved, but the processing time and computational resources required increase significantly
Solution Approach 1:
The system performs ray tracing in advance to pre-calculate light paths and occlusion relationships between objects and light sources. These pre-computed results are stored and reused across multiple frames, eliminating the need to perform expensive ray tracing calculations for every frame while maintaining realistic lighting effects.
Solution Approach 2:
Instead of performing actual ray tracing for each frame, the system creates simplified representations or proxies of the light transport information based on initial ray tracing results. These copies are then used to generate illumination effects in subsequent frames, significantly reducing computational overhead while preserving visual realism.
2Reliability
If extensive ray tracing is performed to accurately simulate light occlusion by objects, then the quality of light rendering is improved, but the processing power required increases
Solution Approach 1:
The system performs computationally intensive ray tracing calculations in advance when the scene is static or changes minimally. The results are cached and reused for subsequent frames, transferring the processing power burden from real-time rendering to pre-processing, thereby enabling high-quality lighting without continuous high power consumption.
Solution Approach 2:
The system divides the scene into static and dynamic components. Ray tracing is performed only for static geometry and light sources, while dynamic objects utilize pre-computed light maps and simplified occlusion checks. This segmentation allows high-quality rendering of static elements without requiring continuous full-scene ray tracing.
3Measurement precision
If ray tracing is performed constantly to update light occlusion effects, then the accuracy of illumination rendering is improved, but the processing efficiency decreases
Solution Approach 1:
The system performs accurate ray tracing in advance to establish baseline light paths and occlusion relationships. These pre-computed accurate results serve as the foundation for subsequent rendering, allowing the system to maintain high measurement precision for illumination while achieving high processing efficiency through reuse of cached data.
Solution Approach 2:
Instead of performing ray tracing continuously for every frame, the system executes it periodically or only when scene geometry or light source positions change significantly. Between these periodic updates, the system uses interpolated or cached results, maintaining acceptable accuracy while dramatically improving processing efficiency.
Data Source
AI summary
Various implementations disclosed herein include devices, systems, and methods that generate a depiction of a portion of a physical environment illuminated based on light provided by identified portions of a virtual light source. For example, an example process may include obtaining sensor data, generating a three-dimensional (3D) reconstruction based on the sensor data, positioning a virtual light source relative to the 3D reconstruction, identifying a portion of the virtual light source based on unobstructed paths between the portion of the physical environment and the virtual light source, associating the portion of the virtual light source with the portion of the physical environment, and generating a view that includes a depiction of a portion of a physical environment illuminated based on light provided by the identified portions of the virtual light source.


