WebGL 3D Mesh Hologram Rendering on Mobile Devices

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Solution Overview

Problem

Processing and presenting high-quality holographic videos face significant technical challenges, particularly in compressing, decompressing, transmitting, and rendering them interactively in web environments, especially on mobile devices.

Innovation Solution

A system for web-based interactive 3D textured mesh hologram rendering on mobile devices, comprising a mesh loader, mesh decoder, mesh decoder manager, player manager, renderer, and camera controller, which manages compressed mesh sequences, decodes them in real-time, synchronizes texture video, and renders using a WebGL engine on an HTML5 canvas, allowing user interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If holograms are rendered in native applications using low-level languages and APIs, then rendering quality is improved, but device compatibility and ease of operation deteriorate

Engineering Contradiction:
Improverendering qualityVSAvoiddevice compatibility
Core Design Contradiction:
Manufacturing precisionVSEase of operation

Solution Approach 1:

The patent replaces native low-level rendering APIs with WebGL, a web-based graphics API that runs in browser environments. This substitution enables hologram rendering to occur within standard web browsers without requiring native application installation, thereby maintaining rendering quality while significantly improving device compatibility and ease of operation across mobile devices.

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

2Speed

If compressed mesh sequences are decoded and rendered in real-time on mobile devices, then interactivity is improved, but processing complexity and energy consumption worsen

Engineering Contradiction:
ImproveinteractivityVSAvoidprocessing complexity
Core Design Contradiction:
SpeedVSDevice complexity

Solution Approach 1:

The patent implements a mesh decoder that performs preliminary decoding of compressed mesh sequences into vertex data before rendering. By pre-processing the mesh data and organizing it into structured formats (vertices, indices, attributes), the system reduces real-time processing complexity during interactive rendering, enabling smooth playback on mobile devices without excessive computational burden.

Inventive Principle:
Principle #10Preliminary action

3Manufacturing precision

If mesh and texture video are decoded and synchronized, then rendering accuracy is improved, but processing time worsens

Engineering Contradiction:
Improverendering accuracyVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent implements a player manager that continuously decodes mesh sequences and texture video frames in synchronization, maintaining continuous playback without interruption. The system manages multiple decoders working in parallel to decode mesh and texture data simultaneously, ensuring that both streams remain synchronized while minimizing total processing time through efficient resource utilization.

Inventive Principle:
Principle #20Continuity of useful action

Data Source

PatentUS11398059B2Processing 3D video content
Publication Date: 2022.07.26 BEIJING DAJIA INTERNET INFORMATION TECH CO LTD
  • US11398059B2 patent drawing
  • US11398059B2 patent drawing
  • US11398059B2 patent drawing

AI summary

A mobile device comprises: a mesh loader manages configured to download compressed mesh sequences from a remote server into a local storage buffer; a mesh decoder that is configured to decode compressed mesh sequences into frames of meshes in real-time; a mesh decoder manager that is configured to request compressed mesh sequences from the mesh loader and to request the mesh decoder to decode the compressed mesh sequences; a player manager that is configured to decode texture video and to request corresponding decoded mesh from the mesh decoder manager and to maintain synchronizations between requesting the corresponding decoded mesh and decoding the texture video; and a renderer that is configured to render, using a rendering engine, the decoded mesh on a canvas; and a camera controller that is configured to detect one or more user actions and control a hardware camera in accordance with the one or more user actions.