System and process for image-based relativistic rendering

Image analysis – Image transformation or preprocessing – Changing the image coordinates

Reexamination Certificate

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Details

C345S647000

Reexamination Certificate

active

06757446

ABSTRACT:

BACKGROUND
1. Technical Field
The invention is related to a system and process for image-based relativistic rendering, and more particularly, to a system and process for transforming images to accurately simulate how a scene would be viewed by an observer that is traveling at any desired velocity up to the speed of light.
2. Related Art
In recent years, numerous image modeling and rendering techniques have been developed for generation of a large variety of special effects. Such techniques have been employed in areas such as manipulation or synthesis of single images, or of motion video or film sequences, and for generation of special effects for electronic games. However, currently available techniques do not have the capability to realistically display an image or scene as it would be viewed by an observer traveling at relativistic velocities. For example, in some science-fiction movies and computer games, a spacecraft or other object may move with a speed comparable to that of light, but nothing in its shape, brightness, color, or shadow shows the consequences of Einstein's Special Theory of Relativity.
Previously, a special ray tracing technique [1] called REST has been used to describe relativistic effects in space-time on synthetic or artificial models. According to the REST-frame algorithm [2, 3, 4, 5], objects, light sources and cameras that may rest at different inertial reference frames are modeled. The tracing rays are transformed to different inertial reference frames. Intersection tests and light illumination calculations are then performed for the rays. As a result, a series of phenomena such as length contraction, time dilation [6] and Doppler shift effects [7, 8] have been visualized.
Further, a technique for shading of high-speed moving objects has also been used. This technique operates by transforming all the objects and light sources to the inertial reference frame of a camera [9]. However, as with the aforementioned REST technique, this shading technique also depends on synthetic or artificial models.
One problem with both the REST-frame technique and the shading technique is that both require ray tracing procedures and scene data structures that can only be applied to special synthetic models constructed in their own systems. Therefore, these existing techniques are not competent for transforming existing images to show relativistic effects over a range of velocities up to the speed of light. Another problem with these techniques is that the ray-tracing methods employed are computer intensive functions. In other words, they take a relatively large amount of computer power and time to render an image from the synthetic or artificial models employed. Further, because both techniques use artificial or synthetic models, the images that they produce tend to look artificial, and thus less photo-realistic than is typically desired.
Consequently, what is needed is a technique for transforming existing images to show relativistic effects without the need for synthetic or artificial models. Further, such a technique should be able transform an image with considerably less computer power than that required for the ray-tracing methods employed by the techniques described above. Finally, such a technique should be able to produce photo-realistic images.
It is noted that in the preceding paragraphs, the description refers to various individual publications identified by a numeric designator contained within a pair of brackets. For example, such a reference may be identified by reciting, “reference [1]” or simply “[1]”. Multiple references are identified by a pair of brackets containing more than one designator, for example, [5, 6, 7]. A listing of the publications corresponding to each designator can be found at the end of the Detailed Description section.
SUMMARY
The present invention involves a new system and process for image-based relativistic rendering of one or more single or sequential images of a scene. Such images may be produced by any conventional method, and include, for example, photographs, panoramas, motion video or film, or any other type of image captured by a camera or other image capture device. Relativistic rendering in accordance with the present invention transforms one or more initial images to produce photo-realistic images that accurately simulate how the scene would be viewed by an observer that is traveling at any desired velocity up to the speed of light. These rendered images are equal in resolution and quality to the initial images. Therefore, given a photo-realistic input image, a photo-realistic rendered image is generated. Such relativistic simulation is based on Einstein's Special Theory of Relativity. Further, unlike previous techniques, relativistic rendering in accordance with the present invention does not depend upon artificial or synthetic models, or upon ray-tracing methods.
In fact, in stark contrast to the present invention, traditional methods of ray tracing for rendering images are based on a determination of very complex light interactions, with the ultimate goal of finding the color, shade, or intensity of each point in a view window. In general, ray tracing is based on the idea that reflection and refraction of light rays can be modeled by recursively following the path that light takes as it bounces through an environment. Traditionally, this path is determined from a point within the view window towards an object and then a light source that illuminates the object within the scene. Consequently, using basic principles of reflection and refraction, the color, shade, or intensity of pixels in a final image can be determined by tracing a plurality of light rays as they are reflected and refracted while traveling through a scene comprised of three dimensional models or objects. In other words, ray tracing is used to simulate the path that light rays take as they bounce around within the world, i.e. they are traced through a scene comprised of three-dimensional objects or models. The three-dimensional objects or models are either non-transparent, thus requiring a consideration of reflection of light rays, or partially or fully transparent, thus requiring a consideration of refraction of light rays.
When using traditional ray tracing techniques, if an object is reflective, a new reflected light ray is simply traced from the point of intersection with the object towards the direction of reflection. The reflected ray is the mirror image of the original ray, pointing away from the surface, with the angle of reflection equivalent to the angle of incidence. Further, if the object is to some extent transparent, then a refracted ray is traced into the surface of the object, with the light ray continuing through at least a portion of the object. If the materials on either side of the surface of the object have different indices of refraction, such as air on one side and water on the other, then the refracted ray will be bent to some degree. Expanding on these general principles, it is clear that the process of ray tracing becomes increasingly complex as multiple light sources are considered, and as multiple objects or models, having various degrees of transparency are used to populate a scene to be rendered using ray tracing. Consequently, ray tracing techniques tend to be computationally expensive.
In contrast, the relativistic rendering techniques of the present invention are not concerned with either the reflection or refraction of light rays, and further, as mentioned above, the techniques of the present invention do not require the use of artificial models or objects. Consequently, the computer power required for relativistic rendering in accordance with the present invention is considerably less than that required for the previous methods such as ray tracing.
In general, an image or picture of a scene actually records a group of light rays going through the optical center of the lens of a camera in a particular instant. For the purposes o

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