System and method for generating stereoscopic image data

Computer graphics processing and selective visual display system – Computer graphics processing – Animation

Reexamination Certificate

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Details

C345S419000

Reexamination Certificate

active

06388666

ABSTRACT:

FIELD OF THE INVENTION
This invention relates to the field of computer graphics animation, and in particular, to stereoscopic image generation.
BACKGROUND OF THE INVENTION
The recent surge in the quantity and quality of computer graphics animation for two dimensional (2D) or “monoscopic” media presentation such as film or video, is largely attributable to the continued increase of computer processing power, coupled with the constant evolution of computer graphics animation techniques.
Typically, such animation involves the development of three dimensional (3D) modelling constructs in artificial computer space. The sets and props (including landscapes, buildings, trees, vehicles, furniture, etc.) as well as the characters are modelled three dimensionally in computer (or virtual) space having a 3D coordinate system, and stored as modelling data. The modelling constructs are usually collections of geometric surfaces built from mathematical primitives. The movement and modification of the characters and props is also stored and manipulated by the computer as a series of data paths correlated to time and 3D space commonly referred to as “animation curves”.
The succession of two dimensional (2D) views of the animated sequence that become the frames in the film or video display, are usually defined by placing a viewpoint in the scene in the artificial computer space that “looks” in a certain direction, with a defined field of view (which may be stored as camera characteristic data). This point of view has many of the characteristics of a real world camera and lens, and its placement and movement within the modelled scene is analogous to the use of the camera on a real world move location. Unless expressly indicated otherwise, reference to a “camera” in this specification including the claims, refers to this form of simulated camera used in artificial computer space.
It should be understood that when used in this specification including the claims, the term “animation sequence” may include one or more animation sequences which have been joined together.
Animation curve data is also generated and stored with respect to the desired movement and manipulation of the simulated camera. The camera's animation curve data is synchronized with the various animation curves used to move and manipulate the various characters and props, in order for the camera to be able to view the animated action. Through a complicated series of computations called “rendering”, the computer then calculates the view for each frame to approximate what a real world camera would “see” if it was positioned and provided with characteristics similar to the simulated camera and if the modelling constructs were actually solid objects in the real world.
When the animation sequence is complete, the data generated (and typically stored) by the animation process includes the modelling data and the related modelling animation curve data, data relating to the characteristics of the camera, such as field of view, aspect ratio, resolution and horizon position, as well as the camera animation curve data, and the rendered 2D computer graphics animation images which form the animation sequence. As a result, the modelling data and related animation curve data and the camera characteristics data and camera animation curve data may be remanipulated so that a different animation sequence may be rendered.
It should be understood that when used in this specification including the claims, the term “horizon position” refers to the vertical offset which may be applied to change the normal horizon position in the image. For large format theatres, typically a vertically off-centred lens is used to change the normal horizon position which is typically in the vertical centre of the image.
Less common, but still relatively well-known, is the ability to generate a simulated 3D or “stereoscopic” image by combining two 2D images in left and a right image) of the same scene, each from a slightly different perspective. Typically, both 2D images are presented simultaneously (or in sufficiently rapid alternation to appear to be presented simultaneously) on the same 2D medium, such as a film or TV screen. Through one of several different known techniques, such as the use of filtered or shuttered lenses or head-mounted display devices containing a miniature video screen for each eye, the left image is restricted so that it is viewed solely by the left eye, and the right image is restricted so that it is viewed solely by the right eye. These techniques simulate the visual process by which a person sees three dimensionally in the real world.
Although stereoscopic images of the real world have been produced for many years by special stereoscopic film cameras, the advent of computer graphics animation technology has provided another forum for generating simulated 3D images. The rendering of the stereoscopic images by computer graphics animation involves a similar process as used in generating 2D media presentations. As for computer graphics animation generated for 2D media presentations, a 3D modelling construct is generated and manipulate over time. However, when generating stereoscopic images, two virtual cameras (a left and a right camera) are created which have slightly offset perspectives. The rendering for each camera is performed in the same manner as for standard 2D media presentations. In most instances, it is preferable if the left and right cameras are fixed to each other in terms of position and camera alignment, in order to simulate a person's eyes travelling through the computer space.
As with real world stereoscopic images, two main techniques are available for generating stereoscopic computer graphics images. The first technique involves aligning the camera axes (or fields of view) of the left and right cameras so that they are parallel. This method is capable of producing orthostereoscopic images, in which the relative distances between the cameras and the various constructs in computer space and the relative sizes of these constructs, essentially match the apparent sizes and distances when presented to the viewer. In order to generate orthostereoscopic images, it is necessary for the separation between the left and right cameras to be scaled to match the interocular distance between an average person's eyes as if such average person were modelled in the computer space. Because the camera axes are parallel, the fields of view do not overlap completely. As a result, unless some further step is taken, strips of non-overlapping (and hence non-stereo) image information exist at the left and right edges of the combined left and right images.
The second technique attempts to address this perceived problem in that it involves converging the camera axes of the left and right cameras. This process creates a plane at which the left and right camera fields of view overlap completely. A consequence of converging the camera axes, however, is that the stereoscopic images produced, are not orthostereoscopic.
The term “stereoscopic camera” is commonly understood by those skilled in the art to mean the combination of a left and a right camera linked together for the purpose of generating stereoscopic images. Even though it should be understood that a single camera is by necessity monoscopic in nature in order to distinguish between a camera used to create the original computer graphics animation intended for 2D presentation (a “2D camera”), the term “stereoscopic camera”, as used in the specification including the claims refers to a camera (such as the left or right camera) which is being used for purpose of generating a stereoscopic animation sequence.
It has been known to reuse the modelling data and the related animation curve data generated for a 2D media presentation, in order to render stereoscopic images. However, these techniques do not readily lend themselves to reusing the camera animation curves generated in the process of creating the 2D media presentation—unless straight line motion without camera rotation was used to manipulate t

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