Application (pre-grant publication)
3D Digital Model Surface Rendering and Conversion
- Number
- 20220319104
- Published
- 2022-10-06
- Filed
- 2021-03-31
- Assignee
- Disney Enterprises, Inc
- Inventors
- Coffey; Dane M., Scerbo; Siroberto, Goldberg; Evan M., Schroers; Christopher Richard, Baker; Daniel L., Mine; Mark R., Doggett; Erika Varis
- CPC
- G06T15/20; G06T15/205; G06T15/04; G06T15/50; G06T15/506; G06T17/20; G06T19/00; H04N13/275; H04N13/282
- Verdict
- Low Notable software
- Source
- Google Patents · FreePatentsOnline
The keeper's note
3D surface rendering/conversion technique.
Abstract
An image processing system includes a computing platform having processing hardware, a display, and a system memory storing a software code. The processing hardware is configured to execute the software code to receive a three-dimensional (3D) digital model, surround the 3D digital model with multiple virtual cameras oriented toward the 3D digital model, and generate, using the virtual cameras, a multiple renders of the 3D digital model. The processing hardware is further configured to execute the software code to generate a UV texture coordinate space for a surface projection of the 3D digital model, and to transfer, using the multiple renders, lighting color values for each of multiple surface portions of the 3D digital model to the UV texture coordinate space.
Background
BACKGROUND
The process for creating and rendering the types of three-dimensional (3D) digital assets used in content production is complicated and very often proprietary to the studio producing the asset. Complex custom pipelines that involve many steps and the participation of many artists are typically needed to generate the final image render. Production tools and shaders are developed in-house. Even entirely proprietary renderer engines, which are functional only in the specific pipeline of a particular studio, may be used to produce the final render of the asset. Moreover, a production pipeline within the same studio typically evolves to meet the needs of each new production project. Therefore, an asset produced using a legacy version of a particular pipeline may not be compatible with that pipeline in its evolved form.
For the foregoing reasons, interoperability of 3D digital assets among studios, or among different pipeline versions in the same studio can be a difficult and often labor intensive process. Additionally, taking an off-line rendered digital asset and recreating an accurate representation of it in a real-time game engine pipeline presents further difficulties. In many cases the original model, shaders, and renders can only be used for visual reference, and the asset must be entirely recreated in a manual process. Due to its intense reliance on human participation, this manual re-modeling, re-texturing, and re-shading is both undesirably costly