Real-time 3D Volumetric Rendering via Particle Presorting

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Solution Overview

Problem

Traditional methods for rendering large three-dimensional volumetric models are computationally expensive and view-dependent, making real-time navigation and rendering on personal computers with typical graphics processors impractical, especially for models with emissive, occlusive, and translucent particles.

Innovation Solution

Presorting particles along a small number of predefined viewing directions allows for real-time rendering by enabling seamless navigation and image rendering without the need for continuous re-sorting, using distributed computing resources to perform presorting and rendering.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If continuous re-sorting of particles is performed for each view change, then rendering correctness is maintained, but computational cost becomes prohibitively expensive for real-time rendering

Engineering Contradiction:
Improverendering correctnessVSAvoidreal-time rendering speed
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent applies preliminary action by pre-sorting particles along a fixed coordinate axis (e.g., z-axis) before rendering. This presorting is performed once and stored, eliminating the need for continuous re-sorting during view changes. The sorted particle data is then reused for multiple viewing angles, significantly reducing computational cost while maintaining acceptable rendering correctness for volumetric models.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent segments the particle sorting problem by dividing particles into discrete sortable entities along a fixed axis. Each particle is assigned a sort key based on its position along the fixed coordinate axis, creating independent sort segments that can be pre-computed and stored separately, enabling efficient retrieval without full re-sorting operations.

Inventive Principle:
Principle #1Segmentation

2Productivity

If GPU sorting and clustering approaches are used, then sorting speed is improved, but device complexity and resource requirements increase

Engineering Contradiction:
Improvesorting speedVSAvoidgraphics processor requirements
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent uses copying by creating a fixed-coordinate sorted representation of particle data that can be stored and reused. Instead of implementing complex GPU-based sorting algorithms, the system creates a simplified copy of particle data sorted along a fixed axis, which can be efficiently stored in memory and reused across multiple rendering operations without requiring specialized hardware sorting capabilities.

Inventive Principle:
Principle #26Copying

3Productivity

If presorting along fixed viewing directions is implemented, then real-time navigation is enabled, but adaptability to arbitrary view changes is reduced

Engineering Contradiction:
Improvereal-time navigation capabilityVSAvoidview-dependent sorting flexibility
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by enabling smooth transitions between different fixed-coordinate sorted representations. When the viewing direction changes significantly, the system can dynamically switch between pre-computed sorted datasets or interpolate between them, maintaining real-time performance while adapting to different viewing scenarios. This dynamic switching capability balances the trade-off between presorting efficiency and view adaptability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10019834B2Real-time rendering of volumetric models with occlusive and emissive particles
Publication Date: 2018.07.10 MICROSOFT TECHNOLOGY LICENSING LLC
  • US10019834B2 patent drawing
  • US10019834B2 patent drawing
  • US10019834B2 patent drawing

AI summary

Methods, devices, and computer-readable media that allow real-time rendering while navigating virtually about or through a digital 3-D volumetric model. Examples provide techniques to facilitate real-time rendering while navigating through and around the 3-D volumetric model that can have many thousands of particles, where the particles can have emissive, occlusive, and translucent properties. Such complex particles of the 3-D volumetric model are presorted along predefined viewing directions in order to enable real-time rendering from when a navigation control has been entered. Presorting of data may be performed at a processing device(s) located across a public or private network from a user's device on which the real-time rendering is performed.