World Space Grid Rendering for Ocean Surface Stability
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Solution Overview
Problem
Existing visual surface rendering systems using projected grid techniques often result in artifact effects such as flickering or shuddering of terrain surfaces, particularly in ocean environments, due to the movement of the projected grid as the viewpoint changes.
Innovation Solution
A system and method that constructs a grid in world space based on viewpoints, using concentric rings with radially intersecting edges, where the radii are adjusted to compensate for rotational and translational changes in the viewpoint, keeping vertices stationary or nearly stationary, thereby reducing aliasing effects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If a projected grid technique is used to generate terrain surfaces, then the terrain surface can be rendered in the field of view, but the projected grid moves as the viewpoint moves causing artifact effects such as flickering or shuddering
Solution Approach 1:
Instead of projecting the grid from the viewpoint onto the terrain surface (traditional approach), the patent inverts the approach by constructing the grid in world space first and then transforming it to the viewpoint. This inversion allows the grid to maintain its structural integrity while adapting to viewpoint changes, eliminating the flickering and shuddering artifacts caused by the traditional projection method.
Solution Approach 2:
The patent implements dynamic adaptation of the grid to viewpoint changes through view transformation. The grid construction process dynamically adjusts the grid parameters and transformation matrices based on the current viewpoint position and orientation, allowing the grid to smoothly follow viewpoint movements without causing visual artifacts. This dynamic approach replaces the static projection method that caused instability.
2Device complexity
If the projected grid is constructed with uniform spacing, then the grid construction is simple, but the circular edges farther from the center are less densely arranged causing reduced visual quality in distant areas
Solution Approach 1:
The patent applies local quality by varying the grid density based on the radial distance from the center. The grid construction uses a non-uniform spacing scheme where the spacing between circular edges decreases as the radius increases, creating higher density in distant areas. This local adaptation of grid density ensures consistent visual quality across the entire field of view while maintaining reasonable construction complexity through the use of mathematical formulas.
Data Source
AI summary
An enhanced system and method for rendering virtual surface is disclosed. A grid may be constructed in a world space to provide positions that facilitate the rendering of the virtual surface. The grid may be constructed by intersecting circular lines and radial lines. The distance of circular lines with respect to one another may be determined by intersecting tessellation level and binary tree. Motion caused by a viewpoint transformation may be compensated by adjusting the grid. Rotational change of the viewpoint may compensated by rotating the grid according a degree of grid edge. Translational change of the viewpoint may be compensated by moving or rotating the grid in a direction opposite to the translational change.


