Source: https://patents.google.com/patent/US20100321377A1/en
Timestamp: 2018-05-27 18:09:23
Document Index: 667439216

Matched Legal Cases: ['art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400', 'art 400']

US20100321377A1 - System and method for integrating multiple virtual rendering systems to provide an augmented reality - Google Patents
System and method for integrating multiple virtual rendering systems to provide an augmented reality Download PDF
US20100321377A1
US20100321377A1 US12456780 US45678009A US20100321377A1 US 20100321377 A1 US20100321377 A1 US 20100321377A1 US 12456780 US12456780 US 12456780 US 45678009 A US45678009 A US 45678009A US 20100321377 A1 US20100321377 A1 US 20100321377A1
US12456780
US8907941B2 (en )
There is provided a system and method for integrating multiple virtual rendering systems to provide an augmented reality. There is provided a method for integrating multiple virtual rendering systems for outputting a composite render to a display, comprising obtaining a first environment data from a first virtual rendering system using a first camera view, obtaining a second environment data from a second virtual rendering system using a second camera view, rendering the composite render by processing the first environment and the second environment, and outputting the composite render to the display. Additionally, the first environment data and second environment data may depend on synchronized or corresponding inputs, and display priority algorithms or masking algorithms may be used to determine virtual and real object display priority.
The present invention relates generally to digital video. More particularly, the present invention relates to digital video rendering.
Sports are widely watched and enjoyed by many people, from dedicated sports fans to casual spectators. While just watching the game or match by itself is already exciting, the addition of virtual contents, such as alternative or substitute player rendering, strategy simulations, alternative viewpoints, and other effects may deepen viewer appreciation and understanding of the game. With the advanced game analysis capabilities provided by these virtual contents, viewers can enjoy rich multimedia experiences with customized virtual contents. Additionally, by using video capture to supplement the virtual contents, “augmented reality” can be presented to the user with both virtual and real contents displayed seamlessly. This can be used to introduce, for example, a human navigator or commentator to point out and explain onscreen virtual contents of interest.
Traditionally, a virtual renderer is used to provide such virtual contents. While this method may suffice for simplistic renderings, this conventional approach lacks scalability and poses implementation problems for more advanced and complex rendering simulations. Improving such a virtual renderer to handle the demands of advanced rendering simulations is an arduous task requiring unreasonable amounts of development time and resources. Therefore, the traditional monolithic rendering model has proven to be less suitable for accommodating advanced rendering simulations, has provided a less than optimal viewing experience for viewers and has posed a difficult development hurdle for producers.
Accordingly, there is a need to overcome the drawbacks and deficiencies in the art by providing a way to present virtual contents supporting advanced simulations in a manageable and scalable manner.
There are provided systems and methods for integrating multiple virtual rendering systems integration to provide an augmented reality, substantially as shown in and/or described in connection with at least one of the figures, as set forth more completely in the claims.
FIG. 1 presents a system for integrating multiple virtual rendering systems to provide an augmented reality, according to one embodiment of the present invention;
FIG. 2 presents a diagram of real and virtual environments for use by a system for integrating multiple virtual rendering systems to provide an augmented reality using the same camera view, according to one embodiment of the present invention;
FIG. 3 presents a diagram of real and virtual environments for use by a system for integrating multiple virtual rendering systems to provide an augmented reality using different camera views, according to one embodiment of the present invention;
FIG. 4 shows a flowchart describing the steps, according to one embodiment of the present invention, by which a rendering device can render multiple virtual rendering systems in a displayable environment.
The present application is directed to a system and method for integrating multiple virtual rendering systems to provide an augmented reality. The following description contains specific information pertaining to the implementation of the present invention. One skilled in the art will recognize that the present invention may be implemented in a manner different from that specifically discussed in the present application. Moreover, some of the specific details of the invention are not discussed in order not to obscure the invention. The specific details not described in the present application are within the knowledge of a person of ordinary skill in the art. The drawings in the present application and their accompanying detailed description are directed to merely exemplary embodiments of the invention. To maintain brevity, other embodiments of the invention, which use the principles of the present invention, are not specifically described in the present application and are not specifically illustrated by the present drawings.
FIG. 1 presents a system for integrating multiple virtual rendering systems to provide an augmented reality, according to one embodiment of the present invention. Network system 100 of FIG. 1 includes virtual rendering systems 110 a-110 b, video capturing system 120, composite rendering device 130, composite render 140, live broadcast link 145, and display 150. Virtual rendering system 110 a includes camera view 111 a, simulation input data 112 a, and virtual environment data 113 a. Virtual rendering system 110 b includes camera view 111 b, simulation input data 112 b, and virtual environment data 113 b. Video capturing system 120 includes camera view 121 and real environment data 123. Composite rendering device 130 includes processor 131, masking algorithm 132, display priority algorithm 133, and memory 134.
Virtual rendering system 110 a may comprise, for example, a personal computer using standard off-the-shelf components, or a videogame console. Virtual rendering system 110 a may then execute a customized simulation program for simulating a virtual environment according to simulation input data 112 a. As shown in FIG. 1, simulation input data 112 a is provided by composite rendering device 130; however, alternative embodiments may provide input data 112 a from other sources. For example, simulation input data 112 a may be provided by a keyboard, mouse, game-pad, or another input device connected directly to virtual rendering system 110 a or composite rendering device 130, or may be provided remotely though a network. Once virtual rendering system 110 a processes simulation input data 112 a, then virtual environment data 113 a may be produced, providing a detailed snapshot of object data and other parameters within the simulated virtual environment. As the simulation progresses, new data may be used from simulation input data 112 a, leading to updated values within virtual environment data 113 a. Composite rendering device 130 may continuously read updated values from virtual environment data 113 a, or may periodically poll virtual environment data 113 a. For example, to accommodate a 30 frames per second rate, virtual environment data 113 a may be updated and read at least 30 or more times per second, including object data and other environmental conditions.
Virtual environment data 113 a may contain various environmental data to represent a virtual three-dimensional world such as world settings, three-dimensional models and object data, spatial positioning, textures, behaviors, properties, and other data. Spatial positioning values for virtual environment data 113 a might be formatted using absolute values or by using values relative to camera view 111 a, which is provided by composite rendering device 130 in FIG. 1. Virtual environment data 113 a may also include a pre-rendered displayable version of the virtual three-dimensional world as defined by camera view 111 a and the data within virtual environment data 113 a. This displayable version may, for example, comprise a flattened two-dimensional rendering of the virtual three-dimensional world as specified from camera view 111 a, which may include three-dimensional camera positioning, lighting effects, and other rendering parameters. Alternatively, depending on the desired distribution of computing tasks, composite rendering device 130 may itself render the flattened two-dimensional rendering using virtual environment data 113 a, rather than relying on virtual rendering system 110 a to generate a pre-render.
Virtual rendering system 110 b may operate in a similar manner as virtual rendering system 110 a. Although virtual rendering system 110 b may execute independently of virtual rendering system 110 a, it may share similar datasets as virtual rendering system 110 a, as composite rendering device 130 provides both simulation input data 112 a and simulation input data 112 b. For example, composite rendering device 130 may provide a shared input of three-dimensional coordinates and behaviors to determine movement paths for objects in simulation input data 112 a and 112 b, but each virtual rendering system might utilize a different set of objects or models during each respective simulation. This may be utilized, for example, to run a simulation of a football play, but with virtual rendering system 110 a utilizing virtual players with college uniforms and virtual rendering system 110 b utilizing virtual players with professional uniforms. Although each virtual rendering system runs independently with virtual objects of differing appearances, the virtual objects between the two virtual rendering systems may follow the same movement paths and have corresponding locations within virtual three-dimensional space.
Of course, each virtual rendering system could also run a completely different simulation, for example by simulating two different play strategies, or by using different virtual objects representing different teams. Moreover, simulations are not limited to sports entertainment applications and could focus on other purposes such as educational or informational applications. Additionally, although only two virtual rendering systems are shown in FIG. 1, alternative embodiments may use multiple virtual rendering systems to generate multi-layered views, present several different strategies concurrently, or to simulate other complex behaviors that would lend themselves to a multiple rendering system approach.
Video capturing system 120 may capture a real life environment, as opposed to the virtual environments of virtual rendering systems 110 a-110 b. The real life environment may include, for example, a person such as a talent personality or sports commentator to point out and explain the events occurring within the virtual simulations, enhancing the broadcast with augmented reality. In alternative embodiments, other objects could be captured by video capturing system 120, such as the sports match or another locale. Techniques such as blue screen or green screen technology might be utilized to isolate objects from background surroundings in the real life environment. In this manner, the talent personality can be isolated and cleanly inserted into broadcast footage.
Additionally, camera view 111 b might be adjusted by composite rendering device 130 to zoom, pan, or implement other dynamic camerawork. To assist in these camera adjustments, a real-time location tracking system might be utilized, using technology such as a radio frequency identification (RFID) tag on the body of the talent, allowing video capturing system 120 to store positioning data within real environment data 123 such as the position of the talent in real space. In turn, composite rendering device 130 can use this positioning data to control camera view 121 or to help align a video capture stored in real environment data 123 with rendered virtual objects obtained from virtual rendering systems 110 a-110 b. If the real environment and the virtual environments both represent the same space, for example both representing a playing field, then camera view 121 might be synchronized to follow the movements of camera view 111 a or camera view 111 b.
After composite rendering device 130 receives virtual environment data 113 a-113 b and real environment data 123, processor 131 in communication with memory 134 for storing the object data from the received environmental data therein and to process and render into composite render 140. As shown in FIG. 1, processor 131 may utilize masking algorithm 132 and display priority algorithm 133 to resolve object priority between the object data when creating composite render 140. For example, masking algorithm 132 may be configured to hide particular objects, and display priority algorithm 133 may be configured to display particular objects in a defined order or to substitute for other objects. These determinations may be based from the data received from the environmental data, from absolute global rules, or from some combination of the two.
Once composite rendering device 130 determines object display priority to properly generate composite render 140, composite render 140 can then be sent over live broadcast link 145 to display 150. Live broadcast link 145 may comprise, for example, a satellite uplink to a television studio, from where it is disseminated to the general public. Display 150 may then represent, for example, a television of a viewer watching the broadcast. As previously discussed, the object data from the rendering and capturing sources may be updated continuously or periodically, allowing composite rendering device 130 to render composite render 140 continuously or periodically in turn, adjusted to standard broadcast video framerates or other convenient time periods. In this manner, multiple systems may be integrated in real-time to keep up with the demands of fast-paced event coverage such as live sports programs, but the system presented in FIG. 1 could also work for pre-recorded contents as well.
FIG. 2 presents a diagram of real and virtual environments for use by a system for integrating multiple virtual rendering systems to provide an augmented reality using the same camera view, according to one embodiment of the present invention. Diagram 200 of FIG. 2 includes virtual object data 213 a-213 b, real object data 223, composite rendering device 230, and composite render 240. Virtual object data 213 a includes objects 214 a-214 c. Virtual object data 213 b includes objects 214 d-214 f. Real object data 223 includes object 214 g. Composite render 240 includes objects 214 a and 214 e-214 g. With regards to FIG. 2, it should be noted that virtual object data 213 a corresponds to a subset of virtual environment data 113 a from FIG. 1, that virtual object data 213 b corresponds to a subset of virtual environment data 113 b, that real object data 223 corresponds to a subset of real environment data 123, that composite rendering device 230 corresponds to composite rendering device 130, and that composite render 240 corresponds to composite render 140.
As shown in FIG. 2, both virtual object data 213 a and virtual object data 213 b have virtual objects in corresponding positions, with the position of object 214 a corresponding to object 214 d, the position of object 214 b corresponding to object 214 e, and the position of object 214 c corresponding to object 214 f. As previously discussed, this situation may represent, for example, a virtual football team, with virtual object data 213 a representing the virtual football team wearing college uniforms, and virtual object data 213 b representing the virtual football team wearing professional uniforms. Both corresponding sets of virtual objects may be provided the same movement patterns by composite rendering device 230 or another master control device, moving synchronously to maintain position correspondence as each simulation progresses in time.
Additionally, data for real object data 223 may be provided to composite rendering device 230. The environment shown in real object data 223 may represent, for example, a television studio or a mobile production facility, with object 214 g representing the talent that will be explaining virtual object data 213 a-213 b. As previously discussed, object 214 g might be tracked using a RFID tag or another mechanism for determining the position of object 214 g.
Once composite rendering device 230 receives data for objects 214 a-214 g, it may need to decide how to resolve object priority in the case of overlap or other conflicts. As previously discussed, this could be accomplished by using various masking or priority algorithms. As shown in composite render 240 of FIG. 2, a priority algorithm might decide that objects from virtual object data 213 a have viewing precedence for objects to the left of the middle field divider, and that objects from virtual object data 213 b have viewing precedence for objects to the right of the middle field divider. Thus, for the conflict between object 214 a and 214 d, object 214 a is selected to display since it is located to the left of the middle field divider. Conversely, for the conflict between object 214 b and 214 e, object 214 e is selected to display since it is located to the right of the middle field divider. The same logic can be applied to the conflict between object 214 c and 214 f to select object 214 f for display.
Additionally, the position of object 214 g within composite render 240 might be adjusted to avoid interference with other virtual objects, and a feedback display monitor may be provided at the site depicted in real object data 323 to assist the talent or announcer in accurately navigating the scene in relation to the movement of virtual objects onscreen. Once composite render 240 is sent to a suitable display, a viewer can observe the left side of the field having players wearing college uniforms, the right side of the field having players wearing professional uniforms, and a real life talent or announcer navigating the virtually created scene. Of course, the decision to divide the playing field into two different uniform types is arbitrary, and any number of layering or differentiating effects can be enabled using this multiple virtual rendering system integration technique. Moreover, it is not necessary to blend all virtual environments into one unified environment, since split screen displays, picture-in-picture (PIP) windows, and other methods of concurrently presenting multiple environments could be used as well.
FIG. 3 presents a diagram of real and virtual environments for use by a system for integrating multiple virtual rendering systems to provide an augmented reality using different camera views, according to one embodiment of the present invention. Diagram 300 of FIG. 3 includes virtual object data 313 a-313 b, real object data 323, composite rendering device 330, and composite render 340. Virtual object data 313 a includes objects 314 a-314 c. Virtual object data 313 b includes objects 314 d-314 e. Real object data 323 includes object 314 g. Composite render 340 includes objects 314 a, 314 e, and 314 g. With regards to FIG. 3, it should be noted that virtual object data 313 a corresponds to a subset of virtual environment data 113 a from FIG. 1, that virtual object data 313 b corresponds to a subset of virtual environment data 113 b, that real object data 323 corresponds to a subset of real environment data 123, that composite rendering device 330 corresponds to composite rendering device 130, and that composite render 340 corresponds to composite render 140.
FIG. 3 depicts a configuration where the objects of virtual object data 313 a are viewed from a different camera view than the objects of virtual object data 313 b. For example, virtual object data 313 a might represent a camera view centering on the 20-yard line for one end-zone, whereas virtual object data 313 b might represent a camera view centering on the 50-yard line. These different camera views can be used, for example, to show the tactics of the offense and defense simultaneously, or to focus on the sending and receiving sides of a pass, or to otherwise focus on multiple areas of the virtual field for illustrative or strategic analysis. As before in FIG. 2, a person is captured in real object data 323 as object 314 g for providing analysis through augmented reality.
Since virtual object data 313 a-313 b use different camera views, it may make less sense to overlay them within composite render 340 as previously with FIG. 2 in composite render 240. Thus, as an alternative, a split screen view is utilized for composite render 340, where a zigzag line divides the left side for virtual object data 313 a and the right side for virtual object data 313 b. As previously discussed, a masking algorithm might be implemented to show only the left half of virtual object data 313 a and the right half of virtual object data 313 b, resulting in a composite image similar to composite render 340. Additionally, object 314 g, the talent personality or commentator, is also rendered as well. Since both camera views provided by virtual object data 313 a-313 b are shown side by side, the talent personality can easily walk between both camera views, smoothly explaining the action from one view to another. Of course, a split screen implementation is only one method of showing concurrent camera views. Other methods, such as cascaded windows, tiled window grids, picture-in-picture, three-dimensional interfaces, and other methods may also be used to present multiple camera views to audience in an organized manner, easily navigable by the person represented by object 314 g.
FIG. 4 shows a flowchart describing the steps, according to one embodiment of the present invention, by which a rendering device can render multiple virtual rendering systems in a displayable environment. Certain details and features have been left out of flowchart 400 that are apparent to a person of ordinary skill in the art. For example, a step may comprise one or more substeps or may involve specialized equipment or materials, as known in the art. While steps 410 through 450 indicated in flowchart 400 are sufficient to describe one embodiment of the present invention, other embodiments of the invention may utilize steps different from those shown in flowchart 400.
Referring to step 410 of flowchart 400 in FIG. 4 and network system 100 of FIG. 1, step 410 of flowchart 400 comprises composite rendering device 130 storing into memory 134 virtual environment data 113 a from virtual rendering system 110 a using camera view 111 a. Composite rendering device 130 may itself provide the parameters for camera view 111 a, or camera view 111 a might be provided by another device. As virtual rendering system 110 a executes a simulation on the provided simulation input data 112 a, which may originate from composite rendering device 130 as in FIG. 1 or from another device, virtual environment data 113 a may be updated and provided to composite rendering device 130 at a periodic or continuous rate, which may be tied to a broadcast framerate or another metric. To physically transfer the data, direct connect cables, wireless data transfer, or networked communications may be utilized. After processor 131 receives the data, it may then write the data to memory 134 for future processing.
Referring to step 420 of flowchart 400 in FIG. 4 and network system 100 of FIG. 1, step 420 of flowchart 400 comprises composite rendering device 130 storing into memory 134 virtual environment data 113 b from virtual rendering system 110 b using camera view 111 b. Step 420 may be carried out in a manner similar to step 410 above. As previously discussed, this method of integrating multiple virtual rendering systems could also be extended to more than two systems, for example by duplicating step 420 for as many additional virtual environments as needed.
Referring to step 430 of flowchart 400 in FIG. 4 and network system 100 of FIG. 1, step 430 of flowchart 400 comprises composite rendering device 130 storing into memory 134 real environment data 123 from video capturing system 120 using camera view 121. Step 430 may be carried out in a manner similar to steps 410-420, but with video capturing system 120 using video capture equipment to capture a real scene rather than recording a virtual simulation. As previously discussed, various techniques such as blue-screen or green-screen or real-time location tracking may be utilized to facilitate the creation of real environment data 123 for easy integration into composite render 140.
Referring to step 440 of flowchart 400 in FIG. 4 and network system 100 of FIG. 1, step 440 of flowchart 400 comprises composite rendering device 130 rendering composite render 140 by processing the environmental data stored in memory 134 from steps 410-430. As previously discussed, processor 131 of composite rendering device 130 may utilize masking algorithm 132 and display priority algorithm 133 to determine the priority and display or hide attributes for virtual and real objects, and may use various blending or juxtapositions to display one or several environments concurrently within composite render 140.
Referring to step 450 of flowchart 400 in FIG. 4 and network system 100 of FIG. 1, step 450 of flowchart 400 comprises composite rendering device 130 outputting composite render 140 to display 150. In FIG. 1, composite rendering device 130 uses live broadcast link 145 to transmit composite render 140 to display 150 for viewing by general audiences. As previously discussed, although the examples utilized have focused on a live broadcast embodiment, alternative embodiments may use composite render 140 for generating pre-recorded contents as well.
1. A method for integrating multiple virtual rendering systems for outputting a composite render to a display, the method comprising:
obtaining a first environment data from a first virtual rendering system using a first camera view;
storing the first environment data in a memory;
obtaining a second environment data from a second virtual rendering system using a second camera view;
storing the second environment data in the memory;
rendering the composite render by processing the first environment data and the second environment data; and
outputting the composite render to the display.
2. The method of claim 1, wherein the first camera view is the same as the second camera view.
3. The method of claim 1, wherein the first camera view is different from the second camera view.
4. The method of claim 1, wherein the rendering further applies a masking algorithm to hide objects from the first environment data or objects from the second environment data.
5. The method of claim 1, wherein the rendering further applies a display priority algorithm to resolve object priority between objects from the first environment data and objects from the second environment data.
6. The method of claim 1, wherein objects from the first environment data and objects from the second environment data have corresponding locations.
7. The method of claim 6, wherein the first virtual rendering system and the second virtual rendering system use a shared input for determining a movement of the objects from the first environment data and a movement of the objects from the second environment data.
8. The method of claim 1 further comprising, prior to the rendering:
obtaining a third environment data from a video capturing system; and
storing the third environment data in the memory.
9. The method of claim 8, wherein the rendering further processes the third environment data.
10. The method of claim 9, wherein the video capturing system uses a same camera view as the first camera view.
11. The method of claim 1, wherein the rendering is continuous.
12. A rendering device for integrating multiple virtual rendering systems for outputting a composite render to a display, the rendering device comprising:
obtain a first environment data from a first virtual rendering system using a first camera view;
store the first environment data in the memory;
obtain a second environment data from a second virtual rendering system using a second camera view;
store the second environment data in the memory;
render the composite render by processing the first environment data and the second environment data; and
output the composite render to the display.
13. The rendering device of claim 12, wherein the first camera view is the same as the second camera view.
14. The rendering device of claim 12, wherein the first camera view is different from the second camera view.
15. The rendering device of claim 12, wherein the processor is further configured to apply a masking algorithm when rendering to hide objects from the first environment data or objects from the second environment data.
16. The rendering device of claim 12, wherein the processor is further configured to apply a display priority algorithm when rendering to resolve object priority between objects from the first environment data and objects from the second environment data.
17. The rendering device of claim 12, wherein objects from the first environment data and objects from the second environment data have corresponding locations.
18. The rendering device of claim 17, wherein the first virtual rendering system and the second virtual rendering system use a shared input provided by the rendering device for determining a movement of the objects from the first environment data and a movement of the objects from the second environment data.
19. The rendering device of claim 12, wherein prior to the render the processor is further configured to:
obtain a third environment data from a video capturing system; and
store the third environment data in the memory.
20. The rendering device of claim 19, wherein the processor is further configured to render by processing the third environment data.
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US12456780 US8907941B2 (en) 2009-06-23 2009-06-23 System and method for integrating multiple virtual rendering systems to provide an augmented reality
EP20100006111 EP2267659A3 (en) 2009-06-23 2010-06-12 System and method for integrating multiple virtual rendering systems to provide an augmented reality
US14519013 US9430861B2 (en) 2009-06-23 2014-10-20 System and method for integrating multiple virtual rendering systems to provide an augmented reality
US14519013 Continuation US9430861B2 (en) 2009-06-23 2014-10-20 System and method for integrating multiple virtual rendering systems to provide an augmented reality
US20100321377A1 true true US20100321377A1 (en) 2010-12-23
US8907941B2 US8907941B2 (en) 2014-12-09
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US14519013 Active US9430861B2 (en) 2009-06-23 2014-10-20 System and method for integrating multiple virtual rendering systems to provide an augmented reality
US (2) US8907941B2 (en)
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