throbber
United States Patent [19J
`Chiang et al.
`
`[54] REAL-TIME PLAYER FOR PANORAMIC
`IMAGED-BASED VIRTUAL WORLDS
`
`[75]
`
`Inventors: Cheng-Chin Chiang; Chun-Wei
`Hsieh; Tse Cheng, all of Hsinchu,
`Taiwan
`
`[73] Assignee: Industrial Technology Research
`Institute, Taiwan
`
`[21] Appl. No.: 08/920,760
`
`[22] Filed:
`
`Aug. 29, 1997
`
`Int. Cl? ....................................................... G09G 5/00
`[51]
`[52] U.S. Cl. .............................................................. 345!118
`[58] Field of Search ..................................... 345/118, 121,
`345/425, 419, 430, 431; 395/125, 127
`
`[56]
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
`111111111111111111111111111111111111111111111111111111111111111111111111111
`US006028584A
`[11] Patent Number:
`[45] Date of Patent:
`
`6,028,584
`Feb.22,2000
`
`5,204,944
`5,224,208
`5,396,583
`
`4/1993 Woldberg et a!. ...................... 395/127
`6/1993 Miller, Jr. et a!. ...................... 395/125
`3/1995 Chen et a!. ............................. 395/127
`
`Primary Examiner-Richard A Hjerpe
`Assistant Examiner-Ronald Laneau
`Attorney, Agent, or Firm-Fish & Richardson P.C.
`
`[57]
`
`ABSTRACT
`
`A method and apparatus for displaying a selected portion of
`a panoramic image onto a view plane is provided. The
`method provides an environment map in the form of a
`plurality of pixel values representative of the panoramic
`image. A first portion of the pixel values representative of a
`selected first area of the panoramic image is mapped to a
`projection buffer. A second portion of the first portion of
`pixel values, representative of a desired area of the pan(cid:173)
`oramic image to be viewed is mapped to the view plane. The
`view plane is displayed on the display.
`
`5,179,638
`
`1!1993 Dawson et a!. ......................... 395/125
`
`12 Claims, 5 Drawing Sheets
`
`Panoramic
`Image
`
`48
`
`E
`
`50
`F
`View Plane
`G
`
`Projection Buffer
`40
`
`

`

`U.S. Patent
`
`Feb.22,2000
`
`Sheet 1 of 5
`
`6,028,584
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`(Prior Art)
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`12
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`Texture Mapping
`
`Texture
`Space
`T(u,v)
`
`30
`
`Warping
`100
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`32
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`34
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`Panoramic
`Image
`
`Panoramic
`Image
`
`FIG. 3A
`
`FIG. 38
`
`

`

`U.S. Patent
`
`Feb.22,2000
`
`Sheet 2 of 5
`
`6,028,584
`
`Panoramic
`Image
`
`42
`
`48
`
`Projection Buffer
`40
`
`c
`
`FIG. 4
`
`v60
`Input Devices
`(keyboard, r-
`mouse)
`
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`System RAM
`
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`Storage
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`
`

`

`U.S. Patent
`
`Feb.22,2000
`
`Sheet 3 of 5
`
`6,028,584
`
`43
`
`42
`
`50
`
`FIG. 6
`
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`FIG. 7
`
`48
`Viewing,
`Position i
`I :, __
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`

`

`U.S. Patent
`US. Patent
`
`Feb.22,2000
`Feb. 22, 2000
`
`Sheet 4 of 5
`Sheet 4 0f 5
`
`6,028,584
`6,028,584
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`
`80
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`GOOGLE EXHIBIT 1033, Page 5 of 11
`
`

`

`U.S. Patent
`
`Feb.22,2000
`
`Sheet 5 of 5
`
`6,028,584
`
`Panoramic Image
`4 5
`3
`~-r--1"'1"" 6 7
`r-
`
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`
`1 2
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`FIG. 9A
`
`Projection Buffer /92
`
`123 4 567
`
`~8
`
`FIG. 98
`
`Lookup Table
`Panoramic Butter
`Panoramic Image
`Rectangle
`Upper-lehLower-Rig!Jl Upper-leltlower-Rig!Jt
`SliceiD
`corner
`corner
`corner corner
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`1
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`6
`7
`
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`96
`
`FIG. 9C
`
`......
`100
`
`

`

`6,028,584
`
`1
`REAL-TIME PLAYER FOR PANORAMIC
`IMAGED-BASED VIRTUAL WORLDS
`
`BACKGROUND OF THE INVENTION
`
`The invention relates to obtaining different views of
`images in an image-based virtual environment.
`Technologies for rendering high-quality graphics and
`images in real time are important to the success of virtual
`reality. In virtual reality applications, users can navigate
`freely within computer synthesized worlds. To render virtual 10
`worlds, computers are used to transform the three dimen(cid:173)
`sional coordinates of objects to a two dimensional coordi(cid:173)
`nate space view plane (e.g., computer screen). Inevitably, the
`power of computers restricts the complexity of virtual
`worlds being designed.
`For this reason, another approach, termed "image-based
`rendering technology", was proposed to reduce the impact
`of computing power on the design of virtual worlds. This
`new approach uses an image or collection of images, called
`an environment map, which characterizes the appearance of
`a scene when viewed from a particular position. The envi(cid:173)
`ronment map contains the pixel values used to display a
`scene. The image environment map is first wrapped onto an
`object surface having a certain geometry, such as a cube, a
`sphere, or a cylinder. Afterwards, by locating the viewing
`position at the geometrical center of the wrapped object,
`perspective-corrected views of scenes can be reconstructed
`from the image on the object surface during playback. For
`example, in an article written by Greene, entitled "Environ(cid:173)
`ment Mapping and Other Applications of World
`Projections," IEEE Computer Graphics and Applications,
`Vol. 6, No. 11, pages. 21-29, November 1986, six images on
`the faces of a cube are used as the environment map.
`The basic technique for producing the perspective(cid:173)
`corrected scene is to project a desired portion of the wrapped
`environment map onto a view plane, for example, the
`computer screen. The mathematical mapping from the
`wrapped environment map to the view plane depends on the
`geometry of the object surface and the position of the view 40
`plane in world space.
`The approach provided by image-based virtual reality
`technology is well-suited for building virtual worlds having
`complex backgrounds because the time needed to render the
`image-based world is generally independent of the complex- 45
`ity of the virtual world.
`One type of environment map is the spherical map.
`Spherical mapping mechanisms are described in U.S. Pat.
`Nos. 5,359,363, 5,384,588, 5,313,306, and 5,185,667, all of
`which are incorporated herein by reference. The major 50
`advantage of spherical mapping systems is that the environ(cid:173)
`ment map is able to provide users with 360 degrees of both
`horizontal and vertical pannings of views within the mapped
`sphere. However, a common problem with spherical map(cid:173)
`ping systems relates to image acquisition. Generally, to 55
`acquire the image for a spherical environment map, users
`usually require special and relatively expensive cameras
`having fish-eye lenses.
`The unlimited range of panning with spherical mapping
`systems is an attractive feature. However, this feature is not 60
`always necessary in certain virtual reality applications. For
`example, it may not be necessary to have an unlimited
`vertical field of view. Thus, cylindrical mapping systems are
`often used to view an environment map. Cylindrical map(cid:173)
`ping systems provide 360 degrees of horizontal panning, but 65
`only a limited range of vertical panning. A method and
`apparatus for generating perspective views of a scene from
`
`25
`
`15
`
`2
`a cylindrical environment map are described in U.S. Pat. No.
`5,396,583, issued to Chen et al. (hereafter Chen), which is
`incorporated herein by reference. The device developed by
`Chen allows the user to pan the viewing window horizon(cid:173)
`tally without limit and vertically within a limited range.
`With a cylindrical mapping system, users can generate an
`image environment map by stitching together the pictures
`taken at surrounding scenes with a rotatable camera fixed at
`a tripod. Digital image processing software is available for
`accomplishing the stitching process.
`Rendering an environment map can also be accomplished
`using a technique called "texture mapping". In texture
`mapping, a digitized or synthesized image texture is mapped
`onto a surface represented by surface values (u,v). For
`example, with a spherical environment map, the sphere is
`first rendered into a lookup table which is the same size as
`the final image. In other words, the table includes a (u,v)
`entry for every pixel. The "u" index is along the equator;
`while the "v" index is between the poles. Conceptually, this
`20 process is analogous to placing a decal on a solid object. The
`rectangular texture image resides in its own (u,v) coordinate
`space, and the surface resides in the three-dimensional world
`space (Xw,Yw,Zw)· When rendered on a view plane (e.g.,
`computer screen), the world space coordinates of the surface
`are transformed to screen coordinates (Xs,YJ.
`In virtual reality applications, users usually prefer the
`ability to freely navigate to obtain different views of scenes.
`However, the large number of coordinate transformations
`30 for doing so require substantial computation power, thereby
`significantly degrading the performance of real-time play(cid:173)
`back on low-cost personal computers. For this reason,
`current panoramic image-based virtual reality applications
`usually fix the users' viewing position at the center of the
`35 panoramic image to simplify the coordinate transformations.
`Users can pan the view directions vertically and horizontally
`from this viewing position.
`Referring to FIG. 1, a side view of a conventional process,
`known as dewarping for projecting an object surface 10 onto
`a view plan 12, is shown. The radius of a cylinder 14 upon
`which a panoramic image is displayed is denoted as r, and
`the distance from a viewing position 16 to the view plane 12
`is denoted as d. The radius r can be easily calculated by
`dividing the circumference of the cylinder by 2Jt. The
`vertical rotation angle of the view plane 12 is denoted as <jl.
`Horizontally rotating the view plane 12 around the pan-
`oramic image on the cylinder 14 achieves the horizontal
`view rotation. Vertically rotating the view plane 12 achieves
`vertical panning of the view. Changing the distance d
`between the viewing position 16 and the view plane 12
`achieves the zoom-in or zoom-out operations. Because d and
`<jJ remain unchanged, the geometry of the projected portion
`of the panoramic image remains the same for any longitude.
`The scenes also can be zoomed in or out by changing
`distance d between the viewing position and the view plane.
`However, even with this restriction on the viewing position,
`there are still a large number of computations needed when
`the user continuously changes browsing conditions.
`Fortunately, for cylindrical panoramic mapping systems, the
`coordinate transformations can be further simplified due to
`the regularity of the cylinder geometry. Moreover, certain
`accelerating techniques can be applied to their coordinates'
`transformations. Chen, for example, describes a table(cid:173)
`lookup technique which includes recording the projected
`position, e.g., starting point and ending point, for each
`vertical (or horizontal) scanline of a view plane. The table-
`lookup technique is based on scanline coherence of a
`
`

`

`6,028,584
`
`3
`cylindrical environment map. By scanline coherence, it is
`meant that the relationship between the scanlines in the
`cylindrical environment and those in the view plane have a
`regular or ordered relationship. Thus, mappings between
`portions of the environment map and view plane may be
`performed by simple scaling calculations. Basically, the
`entries in a lookup table include the texture coordinate (u,v)
`values, for the starting point of each vertical scanline on the
`view plane. Due to the coherence of the cylindrical envi(cid:173)
`ronment map, the lookup table need not be recalculated
`during horizontal view rotations. The only requirement is to
`offset or scale the u value by a constant value for each
`scanline to achieve desired horizontal panning of views.
`However, during vertical view rotation or zoom-in/zoom(cid:173)
`out operations, the lookup table changes. In particular, the 15
`entries in the lookup table are required to be recalculated to
`find the new starting position and ending position on the
`image texture for each scanline. These recalculations result
`in a decrease of the playback speed.
`
`SUMMARY OF THE INVENTION
`
`4
`The pixel values representative of the panoramic image
`are ordered in a first plurality of scanlines. Similarly, the first
`portion of the pixel values representative of the selected first
`area of the panoramic image are ordered in a second
`plurality of scanlines and the second portion of the first
`portion of pixel values are ordered in a third plurality of
`scanlines. The second plurality of scanlines form a first
`rectangular area and the third plurality of scanlines form a
`second rectangular area, smaller than the first rectangular
`10 area.
`The step of mapping a second portion of the first portion
`of pixel values includes calculating starting and ending
`points of each of the third plurality of scanlines. The step of
`mapping a first portion of the pixel values representative of
`a selected first area of the panoramic image includes gen(cid:173)
`erating a lookup table having entries corresponding to
`starting and ending points of each of the second plurality of
`scanlines. Alternatively, the step of mapping a first portion
`of the pixel values representative of a selected first area of
`20 the panoramic image includes generating a lookup table
`having entries corresponding to grouped sets of neighboring
`ones of the second plurality of scanlines. In this case, the
`second plurality of scanlines of each grouped set have the
`same starting and ending positions. The number of neigh-
`25 boring ones of the second plurality of scanlines in each
`grouped set can also be dynamically changed allows for
`different levels of image quality during browsing.
`In other words, when the browsing speed is very fast,
`degradation in the rendered image quality is not nearly as
`noticeable as rendered during low-speed browsing. Thus, the
`present invention provides a technique which automatically
`determines the rendering qualities depending on the brows(cid:173)
`ing speed, thereby achieving better frame rates for playback.
`In general, the invention provides an efficient rendering
`technique and system for environment mapping systems. In
`particular, the invention requires fewer entries for the lookup
`table and minimizes the number of recalculations for lookup
`table generation during browsing. The system also permits
`using accelerating functions of video cards efficiently.
`Other features and advantages will become apparent from
`the following description, and from the claims.
`
`30
`
`35
`
`40
`
`The present invention provides a method and system for
`displaying a selected portion of a panoramic image with
`reduced computations, thereby accelerating the speed at
`which a synthesized virtual world can be viewed and
`browsed. The method and system utilize an environment
`map in the form of a plurality of pixel values representative
`of the panoramic image and a projection buffer which allows
`the user to pan the image without requiring a substantial
`number of computations.
`In one aspect of the invention, a first portion of the pixel
`values representative of a selected first area of the panoramic
`image is mapped to a projection buffer. A second portion of
`the first portion of pixel values, representative of a desired
`area of the panoramic image to be viewed is mapped to the
`view plane. The view plane can then be displayed on the
`display.
`In another aspect of the invention, a system for imple(cid:173)
`menting the approach described above is provided. The
`system includes a video memory which stores a plurality of
`pixel values representative of the panoramic image and has
`a first bit-mapped area representing a projection buffer and
`a second bit-mapped area representing the view plane. The
`system also includes an input device which identifies a first 45
`portion of the panoramic image desired to be viewed; and a
`microprocessor which maps, to the first bit-mapped area, a
`portion of the pixel values representative of a selected first
`area of the panoramic image. The system further includes a
`video processor which maps, to the second bit-mapped area
`and in response to commands from the microprocessor, a
`second portion of the first portion of pixel values, represen(cid:173)
`tative of a desired area of the panoramic image to be viewed;
`and a video display which displays a second portion of the
`panoramic image.
`Embodiments of these aspects of the invention may
`include one or more of the following features.
`The environment map is wrapped on an object surface
`having a particular geometry. For example, the panoramic
`image is wrapped onto a hypothetical cylinder. In this 60
`embodiment, the first area of the panoramic image (which is
`mapped onto the projection buffer) represents a horizontal
`view of the panoramic image from a viewing position lying
`along a longitudinal axis of the hypothetical cylinder and at
`a midpoint of the height of the cylinder. The projection
`buffer lies along a tangent of the cylinder and between the
`viewing position and the view plane.
`
`55
`
`BRIEF DESCRIPTION OF THE DRAWINGS
`
`FIG. 1 is a diagrammatic side view of a cylindrical
`environment map with respect to a view plane.
`FIG. 2 is a flowchart describing the basic steps of texture
`mapping of the present invention.
`FIGS. 3A and 3B are projected panoramic images corre-
`50 sponding to changing the view plane from <jl=0° to <jl=45°,
`respectively.
`FIG. 4 illustrates the geometry of a cylindrical environ(cid:173)
`ment map with respect to a projection buffer and view plane
`in accordance with the present invention.
`FIG. 5 is a block diagram of a computer system used to
`implement the method of the present invention.
`FIG. 6 illustrates scanlines of the projected area of a
`panoramic image onto a projection buffer.
`FIG. 7 is another view of the geometry of a cylindrical
`environment map with respect to the projection buffer and
`view plane of FIG. 5.
`FIG. 8 illustrates the grouping of neighboring scanlines
`into rectangular areas in accordance with the present inven-
`65 tion.
`FIG. 9A is a representation of an exemplary panoramic
`image.
`
`

`

`6,028,584
`
`5
`FIG. 9B is a projection buffer corresponding to the
`panoramic image of FIG. 9A.
`FIG. 9C is a lookup table corresponding to the panoramic
`image and projection buffer of FIGS. 9A and 9B, respec(cid:173)
`tively.
`
`DESCRIPTION
`
`Referring to FIG. 2 the texture mapping process of the
`invention involves two steps. The first step (100) is to map
`texture coordinates from a texture space 30 onto an object
`surface 32 in a warping process. A suitable warping process
`is described in 3D Computer Graphics by Alan Watt,
`Addison-Wesley, Inc., 1993, pp. 238-246, which is hereby
`incorporated by reference. With a warped panoramic image,
`it is important during playback to project a desired portion
`of the panoramic image onto the computer screen to provide
`perspective-corrected views. Thus, the second step (102) is
`a projection process, referred to as dewarping, for projecting
`the image of the object surface 32 onto a view plane or
`screen 34.
`In a cylindrical image-based virtual reality application,
`the object surface 32 is a hypothetical cylinder. Because the
`background image of one panorama vista is usually a static
`scene, the first step of mapping texture coordinates onto an
`object surface can be performed during the authoring of the
`virtual world. In other words, the background image is
`wrapped around the hypothetical cylinder before playing.
`There are two approaches for accomplishing this step. The
`first approach is to use a special camera, for example, the
`Globuscore 35 mm camera available from Globuscope, Inc.,
`New York, to capture the panoramic pictures of the sur(cid:173)
`rounding scene. The other approach is to use a conventional
`camera that is fixed on a tripod. The camera is horizontally
`rotated at constant angle increments and pictures are taken
`at the different views of the surrounding scenery.
`The picture taken at each view must partially overlap
`pictures taken of neighboring views. With this overlapping,
`commercially available software, e.g., QuickTime® VR
`authoring tool suite, from Apple Computer Inc., can be used
`to stitch these pictures together to produce the panoramic
`images. The QuickTime® VR authoring tool suite software
`is described by Chen in his article entitled "QuickTime®
`VR-An Image-Based Approach to Virtual Environment
`Navigation", Computer Graphics Proceeding, Annual Con(cid:173)
`ference Series 1995, which is incorporated herein by refer(cid:173)
`ence. Regardless of which approach is adopted, however, the
`panoramic image will be warped to some extent.
`Second step (102) includes a new dewarping process that
`employs a table-lookup technique to determine an optimum
`playing speed. A lookup table is generally used to record the
`starting point and ending point for each vertical scanline.
`Hence, the number of recorded scanlines is equal to the
`width of the view plane. Position-independent data may be
`stored in the look-up table to decrease the amount of work
`required in recalculating the table. The final mapped position
`of each scanline is then determined by combining (usually
`multiplying and adding) the position-independent data with
`the position-dependent data. The new dewarping process
`which is described below reduces the size of the lookup table
`to minimize computations and storage requirements.
`There are two situations that require the recalculation of
`lookup table entries. The first situation occurs when the
`distance (d) between the viewing position and view plane
`changes (zoom-in or zoom-out) while the second situation
`occurs when the vertical rotation angle ( <jJ) of the view plane
`changes (vertical panning). For example, referring to FIGS.
`
`6
`3A and 3B, projected panoramic images corresponding to
`changing the view plane from <jl=0° to <jl=45° for a fixed
`value of d are shown, respectively. During user browsing,
`these two situations occur quite frequently. To reduce the
`amount of CPU time required for recalculating the lookup
`table entries, a projection buffer is used.
`Referring to FIG. 4, a projection buffer 40, represented by
`rectangle ABCD, is hypothetically positioned to be tangent
`to a cylinder upon which the panoramic image 42 is wrapped
`10 and normal to the view direction (represented by arrow 44).
`The height of projection buffer 40 is equal to the height of
`the panoramic image, and a center 46 of projection buffer 40
`is as high as a viewing position 48. A view plane 50,
`represented by rectangle EFGH has dimensions specified by
`the user. However, to avoid unnecessary clipping of ren-
`15 dered images, the width of projection buffer 40 must be
`larger than or equal to the width of view plane 50.
`The dewarping process involves two steps. The first step
`is to project the desired portion of panoramic image 42 onto
`projection buffer 40 using the lookup table. The second step
`20 is to project a desired portion of projection buffer 40 onto
`view plane 50. Because the distance from the viewing
`position to the projection buffer is a constant (i.e., the radius
`r of the panoramic image) and projection buffer 50 does not
`move in the vertical direction, it is unnecessary to update the
`25 lookup table during browsing. During vertical view panning,
`the present invention shifts the view plane up or down by the
`angle <jJ with view plane 50 maintained parallel with pro(cid:173)
`jection buffer 40. However, since the height of panoramic
`image 42 is typically limited in height due to the limited field
`30 of view of camera, the effects of vertical panning achieved
`by the present invention and previous approach have very
`few differences. Using projection buffer 40 and view plane
`50 together in this manner, the shape of the projected area
`from the projection buffer to the view plane is a rectangular
`35 shape, independent of the value of angle <jl. In other words,
`vertical panning is achieved by projecting a desired rectan(cid:173)
`gular area 52 (represented by rectangle efgh) from projec(cid:173)
`tion buffer 40 to view plane 50. The desired rectangular area
`is determined by locating the upper-left and lower-right
`40 corners of the rectangular area of projection buffer 40. Thus,
`recalculating the lookup table entries is not required unless
`the dimensions of projection buffer 40 are changed which
`occurs only upon changing the size of view plane 50. During
`projection from projection buffer 40 to view plane 50, the
`45 position (upper-left and lower-right corners) of source rect(cid:173)
`angular area 52 on projection buffer 40 can be easily
`determined based on the values of d and <jJ and the dimen(cid:173)
`sions of view plane 50.
`Referring to FIG. 5, a computer architecture, represented
`50 in block diagram form, for implementing the real-time
`player apparatus and method described above is shown. An
`input device 60 serves as an input interface between users
`and the player. For example, users can use a mouse to
`control the horizontal and vertical panning operations.
`55 Zooming-in and zooming-out operations can be controlled
`by using specified keys on a keyboard. The panoramic image
`42 (FIG. 4) is initially stored in an external storage 62 such
`as a hard disk. During initialization, the player loads pan(cid:173)
`oramic image 42 into a video RAM 64 associated with a
`60 video processor 66. A microprocessor 68 updates a lookup
`table, which is stored in a system RAM 70, and used for the
`dewarping process described above. Video processor 66
`receives data, such as from the lookup table, as well as
`specified commands received from microprocessor 68. Pro-
`65 jection buffer 40 (FIG. 4) is an area 65 of offscreen memory
`that resides in video RAM 64. The view plane is a bit(cid:173)
`mapped area 67 of video RAM 64 for a display device 72.
`
`

`

`6,028,584
`
`7
`Referring to FIG. 6, the shape of the projected area from
`panoramic image 42 to projection buffer 40 is shown. Each
`vertical scanline 43 on the projection buffer corresponds to
`a vertical scanline 45 of a projected portion 42a of pan(cid:173)
`oramic image 42. Therefore, the starting point and ending 5
`point of each projected scanline of panoramic image 42 can
`be recorded as entries in a lookup table. offsetting the
`recorded horizontal positions of all scanlines by a constant
`value will achieve the horizontal view panning. The math(cid:173)
`ematical mappings for the two-step projections, i.e., pan- 10
`oramic image 42 to projection buffer 40 and projection
`buffer 40 to view plane 50 can be derived using basic
`geometry. The mapping between projection buffer coordi(cid:173)
`nates (x,y) and panoramic image (u,v) is derived using the
`following equations:
`
`8
`not excessively occupy the bandwidth of the system data bus
`and the system CPU can continue to work on other tasks.
`With reference to FIG. 8, it may not be necessary to record
`individual entries of neighboring scanlines 80 in a lookup
`table. For example, because the neighboring scanlines 80
`may share the same vertical starting and ending positions,
`they can be grouped to define a rectangle area 82 of the
`panoramic image. Hence, rather than record the individual
`starting and ending positions for each scanline 80, only the
`position of the rectangle areas 82 are recorded. In this way,
`the size of the lookup table is significantly reduced.
`Moreover, "blitting" rectangles, instead of scanlines, from a
`panoramic image to a projection buffer utilizes the hardware
`blitter 69 more efficiently. The number of blitting operations
`15 is also reduced, thereby improving playback speed.
`The present invention also includes a dynamic image
`quality rendering technique. Unlike some conventional
`schemes, the image quality is not improved by using the
`anti-aliasing technique, although such techniques could be
`20 incorporated with the technique of the present invention.
`Instead, the widths of the rectangle slices (as shown in FIG.
`7) formed during the projection from panoramic image to
`the projection buffer are dynamically changed. By classify(cid:173)
`ing the user's panning speed into several levels, each speed
`25 level is associated with a different threshold number of
`pixels, T for the corresponding speed level. If a considered
`scanline and its next neighboring scanline differ in their
`vertical positions by more than T pixels, then this considered
`scan line becomes the ending scanline of the currently
`30 formed rectangle slice and its next neighboring scanline
`becomes the starting scanline for the next rectangle slice to
`be formed. If T is a small value, then more rectangle slices
`will be formed, and the rendered quality will be better. On
`the other hand, if T is large, then fewer rectangle slices are
`35 formed and a higher frame rate can be obtained at the
`expense of slightly reduced image quality. With the dynamic
`quality rendering playing mode, the lookup table requires
`updating when the panning speed changes from one level to
`another level.
`40 Implementation Example
`Referring to FIGS. 9A and 9B, for a panoramic image 90
`having a size of 2976 pixels by 768 pixels, the value for the
`radius of cylinder (r) is calculated to be 2976/2Jt=473.645
`pixels. Next, a projection buffer 92 having a dimension of
`45 800 pixels by 768 pixels is provided. With projection buffer
`92 of this size, the values for entries in a lookup table 94 can
`be calculated. As shown in FIG. 9C, the entries in lookup
`table 94 contain position data 96 (upper-left corner and
`lower-right corner) corresponding to rectangle slices 99
`50 (FIG. 9A) diced from panoramic image 90 and position data
`100 corresponding to projected rectangle slices 99 (FIG. 9B)
`of projection buffer 92. Depending on the panning speed
`selected by the user, the number of formed rectangles
`changes. In one implementation of the present invention,
`55 there are three speed levels, i.e., fast, medium, and slow
`levels. When the speed is in a slow level, the threshold T is
`set to 0. Thus, the number of formed rectangles is equal to
`the width of the projection buffer, i.e., 800. This value of
`threshold will provide the best rendering quality. The thresh-
`60 old T can also by set to 0.5 and 1.0 for medium speed level
`and fast speed level, respectively. Although the rendering
`quality degrade as increases T an improved frame rate of
`playback is achieved.
`Other embodiments are within the scope of the claims.
`What is claimed is:
`1. A method of displaying a selected portion of a pan(cid:173)
`oramic image onto a display, the method comprising:
`
`(1)
`
`where r denotes the radius of the panoramic image.
`Referring to FIG. 7, the mapping between projection
`buffer coordinates (x,y) and view plane coordinates (x',y') is
`derived using the following equation:
`
`r
`r
`y = d(y' + dtan¢) and x = dx'
`
`(2)
`
`where d denotes the distance between viewing position and
`view plane and <jJ denotes the angle of vertical panning.
`The mapping relationship between the panoramic image,
`projection buffer and view plane can be represented as
`follows:
`
`Panoramic Image ------.,.. Projection Buffer ------.,.. View Plane
`
`mapping
`
`mapping
`
`point (u,v) mapping to
`by equation (1) thru
`table lookup
`
`(x,y)
`
`point (x,y) mapping to (x', y')
`by equation (2) thru
`run time computing
`
`In addition to the features described above, the present
`invention offers other advantageous properties in high-speed
`image rendering.
`The dewarping process of the invention can be further
`improved by fully utilizing bit block transfer (BITBLT)
`accelerating functions which are provided by many conven(cid:173)
`tional graphics cards to achieve optimum real-time playing
`speed. These graphics cards include many hardware imple(cid:173)
`mented functions for accelerating image raster operations.
`One of these functions, known as "blitter", performs bit
`block transfer (usually abbreviated as BITBLT function) of
`memory at very high speeds. Blitting is described in Fun(cid:173)
`damentals of Interactive Computer Graphics, pp. 484-485,
`which is hereby incorporated by reference. This hardware 69
`(FIG. 5) can be used to copy a source rectangle of pixels to
`a specified destination rectangle area or even allow the
`source rectangle and destination rectangle to have different
`dimensions. It may be important, however, that the copy 65
`operations be independently performed using the video
`memory on the graphics cards s

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