Virtual Shadow Rendering on Transparent Occluding AR Planes

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Existing methods for rendering shadows in augmented reality applications result in unrealistic 3D shadow properties when virtual objects interact with transparent occluding AR planes, leading to shadows being cast on multiple surfaces or the transparent plane casting shadows on surfaces behind it, making seamless integration of virtual and real-world objects difficult.

Innovation Solution

A method and system for rendering virtual shadows on transparent occluding AR planes using a virtual directional light source, where the shadow is projected onto the plane using a shadow buffer, allowing for realistic shadowing without casting shadows on underlying surfaces, and enabling ambient occlusion and depth of field effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If shadow mapping technique is used to render shadows in AR, then shadow casting functionality is achieved, but shadows are cast on multiple surfaces or transparent planes cast shadows on surfaces behind them, resulting in unrealistic 3D shadow properties

Engineering Contradiction:
Improverealism of shadow renderingVSAvoidseamless integration of virtual and real-world objects
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent segments the shadow rendering process into distinct components: transparent occluding planes are separated from background surfaces, and shadow casting is selectively applied only to appropriate surfaces. This segmentation prevents the unrealistic effect of shadows being cast on multiple surfaces or through transparent planes, thereby improving shadow realism while maintaining seamless integration.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If transparent occluding AR planes are generated onto real-world surfaces, then occlusion functionality is achieved, but shadow rendering becomes unrealistic with shadows appearing on multiple surfaces or the transparent plane casting shadows

Engineering Contradiction:
Improveocclusion capabilityVSAvoidrealism of shadow properties
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent applies local quality by giving different properties to different parts of the scene. Transparent occluding planes have transparency enabled but shadow receiving disabled, while background surfaces have shadow receiving enabled. This localized differentiation allows occlusion functionality to be maintained while preventing unrealistic shadow casting on transparent surfaces, thereby improving shadow realism.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If virtual objects are mixed into scenes with real-world objects, then interactivity is enhanced, but shadow rendering produces unrealistic properties making seamless integration difficult

Engineering Contradiction:
Improveinteraction between virtual and real-world objectsVSAvoidrealism of shadow properties
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent introduces an intermediary mechanism in the form of a shadow buffer that mediates between virtual objects and surfaces. The shadow buffer selectively receives shadow information from virtual objects and projects it only onto appropriate background surfaces, not onto transparent occluding planes. This intermediary prevents unrealistic shadow properties while maintaining enhanced interactivity between virtual and real-world objects.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10891796B2Systems and methods for augmented reality applications
Publication Date: 2021.01.12 SQUARE ENIX EUROPE
  • US10891796B2 patent drawing
  • US10891796B2 patent drawing
  • US10891796B2 patent drawing

AI summary

Methods, systems and processor-readable storage media for rendering a virtual shadow onto a real-world surface in an image are described. Using an augmented reality application running on a computing device having a camera, the method comprises capturing an image of a scene and detecting a real-world surface therein. A transparent occluding virtual plane is rendered onto the real-world surface. A texture associated with a virtual object is then written to a shadow buffer and projected onto the transparent occluding virtual plane.