Dynamic Visual Effect Rendering in VR Video via Mask Buffer Segmentation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Virtual reality (VR) videos require additional bandwidth and computing resources due to the rendering of interactive visual effects, leading to potential video jitter, rebuffering, and delays, which disrupt the viewing experience.

Innovation Solution

The system generates visual effects dynamically at runtime by pre-downloading and processing mask information in a separate mask buffer, eliminating the need for additional bandwidth during video playback and optimizing rendering without affecting the VR video rendering process.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If visual effects are encoded in a separate video and downloaded during VR video playback, then the visual effect can be presented to the user, but the bandwidth requirement increases and causes video jitter and rebuffering

Engineering Contradiction:
Improvevisual effect presentationVSAvoidvideo playback stability
Core Design Contradiction:
Adaptability or versatilityVSReliability

Solution Approach 1:

The patent applies preliminary action by pre-downloading mask information before VR video playback begins. The mask information is stored in a buffer and processed in advance, so that when the VR video plays back, the visual effects can be generated without requiring additional bandwidth during playback, thus preventing video jitter and rebuffering.

Inventive Principle:
Principle #10Preliminary action

2Adaptability or versatility

If the renderer renders both the VR video and visual effect simultaneously, then the complete interactive experience is provided, but the rendering process experiences delays

Engineering Contradiction:
Improveinteractive video experienceVSAvoidrendering delay
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent applies segmentation by separating the rendering process into two independent parts: the VR video rendering and the visual effect generation. The visual effect is generated by processing mask information separately from the main VR video rendering pipeline. This segmentation allows both processes to occur without interfering with each other, eliminating rendering delays while maintaining the complete interactive experience.

Inventive Principle:
Principle #1Segmentation

3Adaptability or versatility

If visual effects are rendered at runtime, then interactive choices can be presented to the user, but additional computing resources are required

Engineering Contradiction:
Improveinteractive choice presentationVSAvoidcomputing resource consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent applies preliminary action by pre-processing and buffering mask information before runtime. Instead of generating visual effects from scratch during interactive playback, the system has already prepared the mask data in advance. This reduces the computational burden at runtime, requiring only simple processing of the pre-prepared mask information to generate visual effects, thereby reducing computing resource consumption while maintaining interactivity.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS10529129B2Dynamic selection mechanism for interactive video
Publication Date: 2020.01.07 HULU LLC
  • US10529129B2 patent drawing
  • US10529129B2 patent drawing
  • US10529129B2 patent drawing

AI summary

In one embodiment, a method retrieves mask information for creating a visual effect in a three-dimensional (3D) video. The mask information includes an outline of an object. The video is stored in a first buffer. The mask information is processed in a second buffer to create a mesh that extrudes from the outline of the object. The mesh includes values that describe a shading of the mesh and the mesh being formed around the outline of the object. The method then adjusts the values of the mesh in the second buffer to minimize discontinuities in gradients created in the mesh. When a time to display the visual effect is reached in the video, the method renders the mesh from the second buffer with video from the first buffer to form the visual effect around the object to indicate that an interaction with the object is available in the video.