Methods and Systems for Determining Decal Projections Intersecting Spatial Units in a Frame of a Game Space
US-2024408486-A1 · Dec 12, 2024 · US
US2018276879A1 · US · A1
| Field | Value |
|---|---|
| Publication number | US-2018276879-A1 |
| Application number | US-201815881554-A |
| Country | US |
| Kind code | A1 |
| Filing date | Jan 26, 2018 |
| Priority date | Mar 23, 2017 |
| Publication date | Sep 27, 2018 |
| Grant date | — |
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In various embodiments, a finite aperture omni-directional camera is modeled by aligning a finite aperture lens and focal point with the omni-directional part of the projection. For example, each point on an image plane maps to a direction in camera space. For a spherical projection, the lens can be orientated along this direction and the focal point is picked along this direction at focal distance from the lens. For a cylindrical projection, the lens can be oriented along the projected direction on the two dimensional (2D) xz-plane, as the projection is not omni-directional in the y direction. The focal point is picked along the (unprojected) direction so its projection on the xz-plane is at focal distance from the lens. The final outgoing ray can be constructed by sampling of point on this oriented lens and shooting a ray from there through the focal point.
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What is claimed is: 1 . A method of generating an image, said method comprising: a) accessing a first data model of an environment captured by a virtual reality camera system, said data model representing an image backplate; b) accessing a second data model of objects within a virtualized three dimensional (3D) space, wherein said image backplate is within said space; c) simulating a presence of at least one light source, or camera, within said space and casting a ray from said light source, or said camera into the space, to a point, p, in said space, possibly after interacting with objects in the second data model, using ray tracing techniques; d) simulating a finite aperture with respect to a camera capturing a two dimensional (2D) projection of a 3D scene by projecting a ray from said point p, through a focal point of said camera, to a lens point l within said finite aperture of said camera; e) provided said point p lies within said backplate and is not occluded from a camera performing the following: e 1 ) based on the point p, performing inverse mapping to obtain an orientation in camera space corresponding to said point p and said lens point l, wherein said orientation is defined by two values; e 2 ) based on said orientation, performing inverse mapping to obtain a pixel, s, on a capture plane of said camera corresponding to said point p and said lens point l; and e 3 ) using said pixel s, looking up a color value within the first data model corresponding to pixel s, and using this color value to compute a ray tracing value at said point p; and f) provided said point p lies within an object of said objects and is not occluded from a camera, performing the following: f 1 ) based on the point p, performing inverse mapping to obtain a orientation in camera space corresponding to said point p and said lens point l, wherein said orientation is defined by two values; f 2 ) based on said orientation, performing inverse mapping to obtain a pixel, s, on a capture plane of said camera corresponding to said point p and said lens point l; and f 3 ) at said pixel s of said capture plane, rendering energy contribution from said point p. 2 . The method as described in claim 1 wherein said virtual reality (VR) camera system is a cylindrical VR 360 camera system and wherein further said two values comprise theta and h and wherein theta is a camera angle within an xz-plane of said space associated with point p and wherein h is a height in a y coordinate in said camera space associated with said point p. 3 . The method as described in claim 1 wherein said virtual reality camera system is a spherical VR 360 camera system and wherein further said two values comprise theta and phi and wherein theta is a camera angle within an xz-plane of said space associated with point p and wherein phi is tilt angle of said camera system with respect to y-axis of said space and associated with said point p. 4 . The method as described in claim 1 wherein said d) simulating said finite aperture with respect to said camera capturing a 2D projection of a 3D scene comprises projecting a plurality of rays from said point p, through said focal point of said camera, to a plurality of lens points l across said finite aperture of said camera and further comprising performing said e) or said f) for each of said plurality of lens points lto determine a corresponding plurality of pixels s. 5 . The method as described in claim 1 wherein said first data model comprises pixels that are referenced by said two values. 6 . The method as described in claim 1 wherein said ray tracing techniques are Monte Carlo ray tracing techniques. 7 . The method as described in claim 1 wherein said method is performed by at least a processor. 8 . The method as described in claim 1 wherein said method is performed by at least a graphics processing unit. 9 . A method of generating an image, said method comprising: a) accessing a first data model of an environment captured by a virtual reality camera system, said data model representing an image backplate; b) accessing a second data model of objects within a virtualized three dimensional (3D) space, wherein said image backplate is within said space; c) provided a given pixel, s, perform a mapping to a camera orientation, wherein said orientation is defined by two values; d) provided a lens point, I, generating a camera ray through a focal point f, of said oriented camera; e) computing incoming energy along said ray using ray tracing techniques; f) rendering energy contribution at the pixel s of a capture plane; and g) repeating said c)-f) for a second lens position l for each pixel s. 10 . The method as described in claim 9 wherein said virtual reality (VR) camera system is a cylindrical VR 360 camera system and wherein further said two values comprise theta and h and wherein theta is a camera angle within an xz-plane of said space associated with pixel s and wherein h is a height in a y coordinate in said camera space associated with said pixel s. 11 . The method as described in claim 9 wherein said virtual reality camera system is a spherical VR 360 camera system and wherein further said two values comprise theta and phi and wherein theta is a camera angle within an xz-plane of said space associated with pixel s and wherein phi is tilt angle of said camera system with respect to y-axis of said space and associated with said pixel s. 12 . The method as described in claim 9 wherein said first data model comprises pixels that are referenced by said two values. 13 . The method as described in claim 9 wherein said ray tracing techniques are Monte Carlo ray tracing techniques. 14 . The method as described in claim 9 wherein said virtual reality (VR) camera system is a cylindrical VR 360 camera system or a spherical VR 360 camera system.. 15 . The method as described in claim 9 wherein said method is performed by at least a processor. 16 . The method as described in claim 9 wherein said method is performed by at least a graphics processing unit. 17 . A computer system comprising: a processor; and a memory coupled to said processor; wherein said memory comprises instructions for implementing a method of generating an image, said method comprising: a) accessing a first data model of an environment captured by a virtual reality camera system, said data model representing an image backplate; b) accessing a second data model of objects within a virtualized three dimensional (3D) space, wherein said image backplate is within said space; c) simulating a presence of at least one light source, or camera into the space, within said space and casting a ray from said light source, or said camera, to a point, p, in said space, possibly after interacting with objects in the second data model, using ray tracing techniques; d) simulating a finite aperture with respect to a camera capturing a two dimensional (2D) projection of a 3D scene by projecting a ray from said point p, through a focal point of said camera, to a lens point l within said finite aperture of said camera; e) provided said point p lies within said backplate and is not occluded from a camera performing the following: e 1 ) based on the point p, performing inverse mapping to obtain an orientation in camera space corresponding to said point p and said lens point l, wherein said orientation is defined by two values; e 2 ) based on said orientation, performing inverse mapping to obtain a pixel, s, on a capture plane of said camera corresponding to said point p and said lens poi
Shading · CPC title
from three-dimensional [3D] object models, e.g. computer-generated stereoscopic image signals · CPC title
Ray-tracing · CPC title
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