Digital Rendering Method for Environmental Simulation
First Claim
1. A method for producing a video simulation of a real-world environment, the method comprising using a computer to:
- a. store one or more sets in a set database, the sets together virtually representing of the environment, each set comprising;
i. an HDR image of the environment collected with an HDR imaging device having a known location and heading;
ii. a simulated camera having a virtual position and heading that corresponds to the known location and heading of the HDR imaging device, and further having a three-dimensional view of the set; and
iii. a backdrop positioned a predetermined distance from the simulated camera and comprising one or more polygons onto which the HDR image is projected, the polygons facing the simulated camera;
b. determine a proper set to be displayed to a user;
c. render the proper set to a display; and
d. repeat steps d and e as needed to produce the simulation.
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Accused Products
Abstract
A method for producing video simulations uses two-dimensional HDR images and LIDAR optical sensor data to deliver a photo-realistic simulated sporting event experience to a display. The playing environment is mapped using a data collection process that includes contour mapping the environment, photographing the environment, and associating the images with the contour mapping data. Preferably, the HDR camera is used in conjunction with a differential global positioning system that records the position and heading of the camera when the photo is taken. A polygon mesh is obtained from the contour data, and each image is projected onto a backdrop from the perspective of a simulated camera to create a set, which is then stored in a set database. The simulated environment is created by selecting the set needed for the simulation and incorporating simulation elements into the set before rendering the simulated camera'"'"'s view to the display.
37 Citations
20 Claims
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1. A method for producing a video simulation of a real-world environment, the method comprising using a computer to:
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a. store one or more sets in a set database, the sets together virtually representing of the environment, each set comprising; i. an HDR image of the environment collected with an HDR imaging device having a known location and heading; ii. a simulated camera having a virtual position and heading that corresponds to the known location and heading of the HDR imaging device, and further having a three-dimensional view of the set; and iii. a backdrop positioned a predetermined distance from the simulated camera and comprising one or more polygons onto which the HDR image is projected, the polygons facing the simulated camera; b. determine a proper set to be displayed to a user; c. render the proper set to a display; and d. repeat steps d and e as needed to produce the simulation. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13)
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14. A method for producing a video simulation of a real-world environment, the method comprising:
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a. collecting contour data representing the environment; b. collecting one or more HDR images of the environment at one or more imaging locations, each imaging location having a known geographic location and heading; c. creating and storing, in a set database on a computer, one or more sets, each set comprising; i. one or more of the HDR images that were collected at the same geographic location; ii. a simulated camera having a virtual position and heading that corresponds to the known geographic location and heading at which the HDR images were collected, and further having a three-dimensional view of the set; and iii. a backdrop positioned a predetermined distance from the simulated camera and comprising one or more polygons onto which the HDR images are projected, the polygons facing the simulated camera; d. determining the proper set to be displayed to a user; e. rendering the set to a display; and f. repeating steps d and e as needed to create the simulation. - View Dependent Claims (15, 16, 17, 18)
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19. A method for producing a video simulation of a real-world environment, the method comprising:
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a. using a device to collect contour data representing the environment, the contour data comprising a point cloud; b. using one or more HDR imaging devices to collect at least one HDR image of the environment at between 100 and 500 imaging device locations, each imaging device location having a known geographic location and heading; c. transferring the contour data and HDR images onto a computer; d. using the computer to create a plurality of sets, each set representing a discrete area of the environment viewed from the virtual position and heading that corresponds to the known geographic location and heading at the imaging device location where the image of the set was collected, each set comprising; i. one of the HDR images of the environment; ii. a simulated camera having a virtual position and heading that corresponds to the known geographic location and heading at the imaging device location where the HDR image of the set was collected; iii. a backdrop positioned a predetermined distance from the simulated camera and comprising a curved polygonal mesh onto which the HDR image is projected, the polygonal mesh facing the simulated camera and having a radius equal to the backdrop'"'"'s distance from the simulated camera; iv. a terrain mesh constructed from a portion of the contour data and disposed between the simulated camera and the backdrop; and v. one or more geometric primitives positioned on the terrain mesh; e. determining a rest location of a simulated golf ball with respect to the contour data; f. using the rest location of the simulated golf ball to determine the proper set to be displayed to a user; g. rendering the proper set to a display by; i. placing the simulated golf ball and a player avatar in the proper set; ii. associating a simulation element with each geometric primitive; iii. organizing the simulated golf ball, player avatar, simulation elements, and terrain mesh in a depth buffer according to the contour data; iv. positioning and occluding the contents of the depth buffer; v. rendering the contents of the depth buffer and the backdrop within the simulated camera'"'"'s view into a planar projection; and vi. presenting the planar projection on the display; and h. repeating steps e-g as needed to create the simulation. - View Dependent Claims (20)
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Specification