Mixed Reality Video Rendering via Virtual Camera Alignment

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Solution Overview

Problem

Current mixed reality systems that incorporate head-mounted displays (HMDs) require high computational resources to generate immersive experiences for both the user and spectators, making it challenging to render rich interactive experiences with reduced computational resources.

Innovation Solution

The implementation of a multi-pass processing technique that captures and adjusts the game play point of view (POV) to align with a camera POV, allowing for the creation of mixed reality videos by combining the user's game play performance with the in-game interaction view, using metadata to replay and composite the videos, and optionally using a 3D avatar for the player.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If real-time rendering of mixed reality video is performed by simultaneously generating multiple game views and processing player video, then immersive spectator experience is achieved, but computational resource consumption increases significantly

Engineering Contradiction:
Improvespectator viewing experienceVSAvoidcomputational resource consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system performs a calibration process before actual game playback to determine the spatial relationship between the camera and HMD. This pre-computed transformation matrix is stored and reused during spectator mode, avoiding the need for real-time coordinate transformations and view alignment calculations, thus reducing computational load during resource-constrained operation

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

Instead of rendering the game environment from multiple perspectives simultaneously, the system captures a single game view from the HMD and uses the pre-computed transformation to virtually reposition and reorient this single view to match the camera's perspective. This copying and transforming approach replaces the need for multiple independent rendering operations, significantly reducing GPU and CPU resource consumption

Inventive Principle:
Principle #26Copying

2Productivity

If multiple video processing operations are performed simultaneously including view generation, video capture, and compositing, then mixed reality video is produced, but processing time increases

Engineering Contradiction:
Improvevideo rendering outputVSAvoidprocessing time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The calibration data including camera position, orientation, and transformation matrices is computed and stored before spectator mode activation. During actual video generation, the system only needs to apply these pre-computed transformations to the captured HMD video stream, rather than performing complex geometric calculations in real-time, thus reducing processing time

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The video processing pipeline is divided into distinct stages: capture phase (recording HMD and camera video), calibration phase (computing transformation relationships), and compositing phase (combining videos with background removal). By segmenting these operations and pre-computing transformation data, the system avoids performing all operations simultaneously, reducing peak processing time and enabling efficient real-time or near-real-time playback

Inventive Principle:
Principle #1Segmentation

3Ease of operation

If game view is rendered from player's POV without adjustment, then user immersion is maintained, but alignment with external camera view deteriorates

Engineering Contradiction:
Improveuser immersionVSAvoidview alignment accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The system introduces a virtual camera as an intermediary element. This virtual camera is positioned and oriented according to the pre-computed transformation matrix that maps the relationship between the physical camera and the HMD's coordinate system. The game view is re-rendered from this virtual camera's perspective, automatically achieving alignment with the external camera while preserving the first-person gameplay experience for the spectator

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system dynamically adjusts the virtual camera parameters (position, orientation, field of view) based on the pre-computed transformation data. By changing these camera parameters rather than modifying the fundamental first-person perspective, the system achieves view alignment with the external camera while maintaining the immersive first-person gameplay experience, resolving the contradiction between immersion and alignment accuracy

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11468605B2VR real player capture for in-game interaction view
Publication Date: 2022.10.11 SONY INTERACTIVE ENTERTAINMENT LLC
  • US11468605B2 patent drawing
  • US11468605B2 patent drawing
  • US11468605B2 patent drawing

AI summary

A method is provided for rendering a mixed reality video. The method includes operations for capturing a head mounted display (HMD) game play by a user of a video game that is being executed on a computing system where the HMD game play is being captured from game play point of view (POV). The method further includes operations for identifying, by the computing system, a coordinate location of a camera that has a camera POV used to view the user during the HMD game play. In addition, the method further includes replaying the HMD game play to adjust the game play POV so that it substantially aligns with the camera POV. Moreover, the method includes rendering the mixed reality video by compositing video from the HMD game play after adjusting the game play POV and video from the camera POV. Rendering the mixed reality video also includes removing the background captured in the video from the camera POV so that the user appears partially within a scene of the video game when rendered in the mixed reality video.