IP Library › Granted Patent US 11,501,467
Granted Patent B2
US 11,501,467 · App. 17/308,893 · Granted Nov 15, 2022

Streaming a light field compressed utilizing lossless or lossy compression

Inventors: Michael Stengel (Cupertino, CA); Alexander Majercik (San Francisco, CA); Ben Boudaoud (Efland, NC); Morgan McGuire (Williamstown, MA); Dawid Stanislaw Pajak (Mountain View, CA)
Assignee: NVIDIA CORPORATION
G06T9/00G06T15/04G06T15/06
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Quick Facts
Patent No.
US 11,501,467
App. No.
17/308,893
Granted
Nov 15, 2022
Kind
B2
Abstract

A remote device utilizes ray tracing to compute a light field for a scene to be rendered, where the light field includes information about light reflected off surfaces within the scene. This light field is then compressed utilizing lossless or lossy compression and one or more video compression techniques that implement temporal reuse, such that only differences between the light field for the scene and a light field for a previous scene are compressed. The compressed light field data is then sent to a client device that decompresses the light field data and uses such data to obtain the light field for the scene at the client device. This light field is then used by the client device to compute global illumination for the scene. The global illumination may be used to accurately render the scene at the mobile device, resulting in a realistic scene that is presented by the mobile device.

Claims (26)

1. A method comprising, at a device:

identifying a scene to be rendered;

computing a light field for the scene, utilizing ray tracing, wherein the light field includes color values that are normalized and saved in a predetermined texture, and wherein the normalized values are quantized and bit-shifted into unsigned integer YUV tuples;

compressing the light field utilizing lossless or lossy compression to create compressed light field data for the scene; and

sending the compressed light field data to a client device.

2. The method of claim 1 , wherein compressing the light field utilizing lossless or lossy compression includes performing a color conversion of the light field.

3. The method of claim 1 , wherein the color values include red, green, and blue (RGB) pixels that are converted into the YUV tuples, where Y represents a luma value and U, V represents a chrominance value.

4. The method of claim 1 , wherein compressing the light field utilizing lossless or lossy compression includes performing downsampling of a chrominance plane within the light field.

5. The method of claim 1 , further comprising reordering the YUV tuples into YUV planes, and performing a reduction on the YUV planes to create reduced YUV planes.

6. The method of claim 5 , further comprising applying encoding to the reduced YUV planes.

7. The method of claim 1 , wherein:

the light field includes an array of blocks,

each block includes color texture information and visibility texture information,

the color texture information includes lighting color information within the block, and

the visibility texture information includes a distance to a closest surface within the block.

8. The method of claim 1 , wherein the light field is compressed using one or more video compression techniques that implement temporal reuse during compression.

9. The method of claim 8 , wherein only differences between the light field for the scene and a light field for a previous scene are compressed.

10. The method of claim 1 , wherein the compressing accounts for a current user view within the scene, such that only a portion of the computed light field that is within the current user view is compressed.

11. A non-transitory computer-readable storage medium storing instructions that, when executed by a processor of a device, causes the processor to cause the device to:

identify a scene to be rendered;

compute a light field for the scene, utilizing ray tracing, wherein the light field includes color values that are normalized and saved in a predetermined texture, and wherein the normalized values are quantized and bit-shifted into unsigned integer YUV tuples;

compress the light field utilizing lossless or lossy compression to create compressed light field data for the scene; and

send the compressed light field data to a client device.

12. The computer-readable storage medium of claim 11 , wherein compressing the light field utilizing lossless or lossy compression includes performing a color conversion of the light field.

13. The computer-readable storage medium of claim 11 , wherein the color values include red, green, and blue (RGB) pixels that are converted into the YUV tuples, where Y represents a luma value and U, V represents a chrominance value.

14. The computer-readable storage medium of claim 11 , wherein compressing the light field utilizing lossless or lossy compression includes performing downsampling of a chrominance plane within the light field.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 7, 2021
From: STENGEL, MICHAEL; MAJERCIK, ALEXANDER; BOUDAOUD, BEN; MCGUIRE, MORGAN; PAJAK, DAWID STANISLAW
To: NVIDIA CORPORATION
Reel/Frame 056779/0657 →
Continuity (2)
Provisional Application 63109204 · Nov 3, 2020
Related Publication 20220138988A1 · May 5, 2022
Cited By (1)
US 12,614,345