# US 11,451,757 B2 · Automated generation of camera paths

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- Number: US 11,451,757 B2
- Document ID: US11451757B2
- Status: Granted
- Kind: B2
- Application number: 17/253,188
- Filed: 2018-09-28
- Published: 2021-09-09
- Granted: 2022-09-20
- Earliest claimed: 2018-09-28
- Assignees: Intel Corporation
- Applicants: Intel Corporation
- Inventors: Qiang Li; Wenlong Li; Doron T Houminer; Chen Ling; Diego Prilusky
- Web page: https://patentgrep.com/patent/US11451757B2

## CPC

- H04N 13/111: Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation
- H04N 13/167: Synchronising or controlling image signals
- H04N 13/243: using three or more two-dimensional [2D] image sensors
- H04N: PICTORIAL COMMUNICATION, e.g. TELEVISION

## Abstract

Methods, systems and apparatuses may provide for technology that automatically determines, based on camera calibration data and trajectory data associated with a projectile in a game, a plurality of camera angles. The technology may also automatically generate, based on the plurality of camera angles, a camera path for a volumetric content replay of a three-dimensional (3D) region of interest around a highlight moment in the game.

## Claims

### Claim 1

An immersive content computing system comprising: a network controller;
a processor coupled to the network controller; and
a memory coupled to the processor, the memory including a set of instructions, which when executed by the processor, cause the computing system to:
receive player location data, a highlight moment, and trajectory data associated with a position of a projectile in a live game played at a game site;
partition the trajectory data into pre-highlight trajectory data and post-highlight trajectory data, the pre-highlight trajectory data including the trajectory of the projectile before the highlight moment and the post-highlight trajectory data including the trajectory of the projectile after the highlight moment;
automatically determine a physical camera coverage of a pre-highlight to post-highlight time period; and
select cameras from a candidate camera set for a pre-highlight camera angle and a post-highlight camera angle;
determine one or more intermediate camera angles between the pre-highlight camera angle and the post-highlight camera angle;
determine a three-dimensional (3D) region of interest around the location of the highlight moment;
re-project the 3D region of interest to two dimensional (2D) views; and
wherein after re-projecting the 3D region of interest to 2D views, the memory including the set of instructions, which when executed by the processor, cause the computing system to automatically generate and store a virtual camera path.

### Claim 2 (depends on 1)

The immersive content computing system of claim 1, wherein the one or more intermediate camera angles are determined based on the-camera calibration data, the pre-highlight camera angle, and the post-highlight camera angle.

### Claim 3 (depends on 1)

The immersive content computing system of claim 1, wherein:
the pre-highlight camera angle shows a context in the game before action in the highlight moment occurs, and
the post-highlight camera angle shows a result in the game after the action in the highlight moment occurs.

### Claim 4 (depends on 1)

The immersive content computing system of claim 1, wherein the one or more intermediate camera angles are selected for a longest angular distance between the pre-highlight camera angle and the post-highlight camera angle.

### Claim 5 (depends on 1)

The immersive content computing system of claim 1, wherein the trajectory data includes 3D projectile positions on a frame-by-frame basis.

### Claim 6 (depends on 1)

The immersive content computing system of claim 1, wherein the player location data includes 3D player positions on a frame-by-frame basis.

### Claim 7

A semiconductor apparatus comprising: one or more substrates; and
logic coupled to the one or more substrates, wherein the logic is implemented at least partly in one or more of configurable logic or fixed-functionality hardware logic, the logic coupled to the one or more substrates to:
receive player location data, a highlight moment, and trajectory data associated with a position of a projectile in a live game played at a game site;
partition the trajectory data into pre-highlight trajectory data and post-highlight trajectory data, the pre-highlight trajectory data including the trajectory of the projectile before the highlight moment and the post-highlight trajectory data including the trajectory of the projectile after the highlight moment;
automatically determine a physical camera coverage of a pre-highlight to post-highlight time period;
select cameras from a candidate camera set for a pre-highlight camera angle and a post-highlight camera angle;
determine one or more intermediate camera angles between the pre-highlight camera angle and the post-highlight camera angle;
determine a three-dimensional (3D) region of interest around the location of the highlight moment;
re-project the 3D region of interest to two dimensional (2D) views; and
wherein after re-projecting the 3D region of interest to 2D views, the logic coupled to the one or more substrates is to automatically generate and store a virtual camera path.

### Claim 8 (depends on 7)

The semiconductor apparatus of claim 7, wherein the one or more intermediate camera angles are determined based on the-camera calibration data, the pre-highlight camera angle, and the post-highlight camera angle.

### Claim 9 (depends on 7)

The semiconductor apparatus of claim 7, wherein:
the pre-highlight camera angle shows a context in the game before action in the highlight moment occurs, and
the post-highlight camera angle shows a result in the game after the action in the highlight moment occurs.

### Claim 10 (depends on 7)

The semiconductor apparatus of claim 7, wherein the one or more intermediate camera angles are selected for a longest angular distance between the pre-highlight camera angle and the post-highlight camera angle.

### Claim 11 (depends on 7)

The semiconductor apparatus of claim 7, wherein the trajectory data includes 3D projectile positions on a frame-by-frame basis.

### Claim 12 (depends on 7)

The semiconductor apparatus of claim 7, wherein the player location data includes 3D player positions on a frame-by-frame basis.

### Claim 13

At least one non-transitory computer readable storage medium comprising a set of instructions, which when executed by a computing system, cause the computing system to:
receive player location data, a highlight moment, and trajectory data associated with a position of a projectile in a live game played at a game site;
partition the trajectory data into pre-highlight trajectory data and post-highlight trajectory data, the pre-highlight trajectory data including the trajectory of the projectile before the highlight moment and the post-highlight trajectory data including the trajectory of the projectile after the highlight moment;
automatically a physical camera coverage of a pre-highlight to post-highlight time period;
select cameras from a candidate camera set for a pre-highlight camera angle and a post-highlight camera angle;
determine one or more intermediate camera angles between the pre-highlight camera angle and the post-highlight camera angle;
determine a three-dimensional (3D) region of interest around the location of the highlight moment;
re-project the 3D region of interest to two dimensional (2D) views; and
wherein after re-projecting the 3D region of interest to 2D views, the instructions, when executed, cause the computing system to automatically generate and store a virtual camera path.

### Claim 14 (depends on 13)

The least one non-transitory computer readable storage medium of claim 13, wherein:
the pre-highlight camera angle shows a context in the game before action in the highlight moment occurs, and
the post-highlight camera angle shows a result in the game after the action in the highlight moment occurs.

### Claim 15 (depends on 13)

The least one non-transitory computer readable storage medium of claim 13, wherein the one or more intermediate camera angles are selected for a longest angular distance between the pre-highlight camera angle and the post-highlight camera angle.

### Claim 16 (depends on 13)

The least one non-transitory computer readable storage medium of claim 13, wherein the trajectory data includes 3D projectile positions on a frame-by-frame basis.

### Claim 17 (depends on 13)

The least one non-transitory computer readable storage medium of claim 13, wherein the player location data includes 3D player positions on a frame-by-frame basis.

### Claim 18

A method comprising:
receiving player location data, a highlight moment, and trajectory data associated with a position of a projectile in a live game played at a game site;
partitioning the trajectory data into pre-highlight trajectory data and post-highlight trajectory data, the pre-highlight trajectory data including the trajectory of the projectile before the highlight moment and the post-highlight trajectory data including the trajectory of the projectile after the highlight moment;
automatically determining a physical camera coverage of a pre-highlight to post-highlight time period; and
selecting cameras from a candidate camera set for a pre-highlight camera angle and a post-highlight camera angle;
determining one or more intermediate camera angles between the pre-highlight camera angle and the post-highlight camera angle;
determining a three-dimensional (3D) region of interest around the location of the highlight moment;
re-projecting the 3D region of interest to two dimensional (2D) views; and
wherein after re-projecting the 3D region of interest to 2D views, automatically generating and storing a virtual camera path.

### Claim 19 (depends on 18)

The method of claim 18, wherein the one or more intermediate camera angles are determined based on the-camera calibration data, the pre-highlight camera angle, and the post-highlight camera angle.

### Claim 20 (depends on 18)

The method of claim 18, wherein:
the pre-highlight camera angle shows a context in the game before action in the highlight moment occurs, and
the post-highlight camera angle shows a result in the game after the action in the highlight moment occurs.

### Claim 21 (depends on 18)

The method of claim 18, wherein the one or more intermediate camera angles are selected for a longest angular distance between the pre-highlight camera angle and the post-highlight camera angle.
