Virtual Reality Reprojection for Single-Render Stereo Views

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Solution Overview

Problem

Traditional VR rendering methods require separate image rendering for each eye, which is computationally intensive and challenging to achieve real-time performance on consumer-grade hardware, especially in mobile devices with limited computing capability.

Innovation Solution

The You Only Render Once (YORO) approach optimizes VR rendering by generating binocular images from a monocular image through a single rendering process, utilizing a reprojection matrix and filter-based patching to fill in missing information, reducing computational complexity by half compared to conventional methods.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If separate images are rendered for each eye to create stereoscopic effect, then visual fidelity is improved, but computational intensity increases significantly

Engineering Contradiction:
Improvevisual fidelityVSAvoidcomputational efficiency
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The patent merges the rendering process by rendering a single image and then using reprojection to generate both left and right eye views from that one rendered frame. This combines what would traditionally be two separate rendering operations into a single operation, significantly reducing computational intensity while maintaining stereoscopic visual fidelity through the reprojection technique

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

The patent creates a copy of the rendered image by reprojection to generate the second eye view from the first eye view. Instead of rendering two separate images, the system renders one image and then creates a reprojected copy with adjusted perspective, reducing computational load while preserving the stereoscopic effect

Inventive Principle:
Principle #26Copying

2Manufacturing precision

If separate frames are rendered for left and right eyes, then stereoscopic quality is improved, but processing power requirements increase

Engineering Contradiction:
Improvestereoscopic qualityVSAvoidprocessing power
Core Design Contradiction:
Manufacturing precisionVSPower

Solution Approach 1:

The patent combines two separate rendering operations into a single rendering operation followed by a reprojection step. By rendering only one frame and then using reprojection to generate both eye views, the system reduces processing power requirements while maintaining stereoscopic quality through mathematical perspective transformation

Inventive Principle:
Principle #5Merging (Combining)

3Productivity

If real-time performance is achieved through optimized rendering, then productivity is improved, but visual fidelity may be compromised

Engineering Contradiction:
Improvereal-time performanceVSAvoidvisual fidelity
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent replaces the mechanical approach of rendering two separate images with a mathematical reprojection approach. By using reprojection matrices and perspective transformation calculations, the system achieves real-time performance through a single render followed by efficient mathematical operations, maintaining visual fidelity through accurate perspective reconstruction

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS20250322594A1Optimized virtual reality system
Publication Date: 2025.10.16 THE REGENTS OF THE UNIVERSITY OF COLORADO
  • US20250322594A1 patent drawing
  • US20250322594A1 patent drawing
  • US20250322594A1 patent drawing

AI summary

A computer system for rendering three-dimensional video includes one or more processors and computer-readable media storing executable instructions. When executed by the processors, these instructions configure the system to receive virtual reality (VR) scene data for a first eye viewpoint and reproject at least a portion of this data to a second eye viewpoint. The system identifies individual pixels missing in the second eye viewpoint and patches these pixels by sampling colors from adjacent pixels. This approach facilitates efficient rendering of VR scenes by ensuring continuity and visual coherence between different eye viewpoints, enhancing the immersive experience in virtual reality environments.