System and method for rendering assets between metaverse spaces
Patent Information
- Authority / Receiving Office
- IN · IN
- Patent Type
- Patents
- Current Assignee / Owner
- FLIPKART INTERNET PTE LTD
- Filing Date
- 2023-01-12
- Publication Date
- 2026-07-16
AI Technical Summary
Current systems fail to provide smooth synchronicity and interoperability of digital assets between metaverse spaces, lacking universal standards for content transition and property translation, which hinders seamless user experiences and limits the scope of user-generated assets and non-fungible transactions.
The implementation of an Extended System for Heuristics and Utilities (ESHU) translator that exports and abstracts asset files, generating new attributes and assets compatible with different metaverse spaces, enabling dynamic rendering and stitching with existing assets, thus facilitating seamless transitions and unique renditions across various metaverse environments.
This solution enables smooth and seamless rendering of digital assets between metaverse spaces, enhancing user experience, increasing asset portability, and supporting non-fungible transactions with dynamic properties, while maintaining asset behavior and design integrity across different virtual worlds.
Abstract
Description
TECHNICAL FIELD:The present invention generally relates to digital assets in the metaverse, andmore particularly relates to methods and systems for smoothly rendering digitalassets between metaverse spaces.BACKGROUND OF THE DISCLOSURE:The following description of the related art is intended to provide backgroundinformation pertaining to the field of the disclosure. This section may includecertain aspects of the art that may be related to various features of the presentdisclosure. However, it should be appreciated that this section is used only toenhance the understanding of the reader with respect to the present disclosure,and not as admissions of the prior art.The term 'metaverse' is generally used to describe a fully immersive 3D virtualspace, which includes a virtual environment where humans are represented bytheir avatars. The users in such virtual spaces may interact with other usersthrough their respective avatars and perform all or most functions similar to whatthey do in the real world. For example, users may talk to each other, visit places,do transactions, say, for shopping, etc.Today, the metaverse is the realm of computer-generated, networked extendedreality, or XR, an acronym that embraces all aspects of augmented reality (AR),mixed reality (MR) and virtual reality (VR). VR represents a synthetic environmentmade up of images, video, sounds, and other sensations that make users believethat they are inhabiting or interacting with a computer program that isindistinguishable from the physical world. In contrast, AR represents a layer ofdigital information, interaction, or sensation over-layed onto a user's immediatephysical environment. At this point in time, the metaverse is generally made up ofsomewhat immersive XR spaces in which interactions take place among humansand automated entities. Some are daily interactions with augmented-reality appsthat people have on their computers and phones. Some are interactions takingplace in more-immersive domains in gaming or fantasy worlds. Some occur in"mirror worlds" that duplicate real-life environments.An important feature of the metaverse is the digital economy and it contains products and services that anyone can purchase and sell through the internet.Buying a shirt at the mall and wearing it to a movie theatre is a reality in the realworld and this can be experienced in the virtual world using augmented andvirtual reality. Currently, most platforms enable a virtual identity, avatar, andinventory that can be used on a single platform. However, interaction extendsfurther than the scope of just one world. The metaverse is a series ofinterconnected 3D worlds, that are unique in visual appearance, laws of physics,the scope of interaction, and commerce capabilities. Interoperability - that is"the ability to unify economies, avatars, assets, and systems across platforms" -is often described as one of the defining properties of the metaverse.The metaverse can be construed as a collection of brand-generated exclusive andopen virtual spaces, that simulates a digital economy, at the convergence ofvirtually enhanced physical and digital reality, with implications for business,entertainment, gaming, etc. Since the metaverse systems allow the users toperform same or similar actions and / or transactions as the real world, themetaverse systems also require to maintain a continuum of experiences such thatusers can interact, own, purchase, and trade assets without worrying about thefunctionality of their virtual assets in different spaces, similar to the real world.Also, it is essential to generate a seamless user experience while moving from onemetaverse project to another, for example, purchasing the assets in onemetaverse and using them in another metaverse. For smooth transition of a userfrom one such space to another requires a transition of the avatar, of the assetsowned by the user. This implies the compatibility of 3D objects and theirproperties as they move between worlds or are represented between worlds. It istherefore crucial that the properties of characters, objects etc. are reconstructedacross various metaverse spaces.Thus, efforts have been made in this direction to provide better systems that canimplement processes in the metaverse. However, currently existing systems donot offer smooth synchronicity of movement between various spaces. Also, thereare no universally accepted guidelines and / or standards for metaverse contentthat effect and support the smooth transition of objects across different worlds.Without such interoperability standards and effective property translation ofobjects from one metaverse space to another, it is difficult to provide a seamlessuser experience. Further, the scope of incorporation and support of user generated assets, offline and online implementations of said assets,interoperability with 3D open standards, such as X3D and ITMF, other thanUniversal Scene Description (USD) format, as well as Graphics LanguageTransmission Format (glTF) is also limited. Also, currently there exists no system,standard, or framework for the rendition of an artifact as per the rules andproperties of a virtual world or a metaverse space. Further, when an asset istransferred from one space to another, it needs to be able to interface, and oncethat is solved, then design standards need to have common interpretations forassets. Besides these, aspects like asset history and quest status should also beeasily exported. However, no system or framework exists currently for enablingthese finer aspects or addressing the issues as mentioned above.Thus, there is an imperative need to develop a solution that can facilitate smoothrendering of digital assets between various metaverse spaces. This will help theusers in several ways and will contribute to better customer experience.SUMMARY OF THE DISCLOSUREThis section is provided to introduce certain objects and aspects of the presentinvention in a simplified form that are further described below in the detaileddescription. This summary is not intended to identify the key features or the scopeof the claimed subject matter.Thus, a first object of the present disclosure is to obtain a method and system forsmoothly rendering digital assets between metaverse spaces that overcomes thelimitations of the existing approaches. Another object of the present disclosure isto obtain a method and system that will set an interoperability mechanism thatcan be utilized by users to effect seamless transition of objects between differentmetaverse spaces. Yet another object of the present disclosure is to obtain amethod and system that will enable users to control their digital identity andassets in various metaverse spaces. Yet another object of the present disclosure isto increase the portability and permanence of the digital assets owned by theusers. Yet another object of the present disclosure is to provide a method andsystem that creates the scope for non-fungible transactions (NFTs) and otherdigital assets to have unique renditions in different worlds, where the propertiesof an artifact are dynamic, such as, having non-singular aesthetics being rendereddifferently with different properties in different metaverse spaces.In order to achieve at least one of the objectives as mentioned above, one aspectof the present invention relates to a method for rendering assets betweenmetaverse spaces. The method comprises exporting, by a processing unit, a firstasset file of one or more assets, wherein first asset file comprises a set ofattributes of the one or more assets, the set of attributes being associated with afirst metaverse. The method further comprises abstracting, by an ESHU (extendedsystem for heuristics and utilities) translator, the set of attributes of the one ormore assets of the first asset file. Further the method comprises interpreting, bythe ESHU translator, the set of attributes of the one or more assets, to generate asecond asset file of the one or more assets. This second asset file comprises a newset of attributes of the one or more assets, the new set of attributes beingassociated with a second metaverse. Further, the method encompassesdynamically generating, by the ESHU translator, a new set of assets based on thenew set of attributes associated with the second metaverse. Finally, the methodcomprises dynamically rendering, by an ESHU reader, the dynamically generatednew set of assets in the second metaverse, based on a procedural description ofstitching the new set of assets with an existing set of assets in the secondmetaverse.Another aspect of the present invention relates to a system for rendering assetsbetween metaverse spaces. The system comprises a processing unit configured toexport a first asset file of one or more assets, wherein first asset file comprises aset of attributes of the one or more assets, the set of attributes being associatedwith a first metaverse. Further, the system comprises an ESHU (extended systemfor heuristics and utilities) translator configured to abstract the set of attributes ofthe one or more assets of the first asset file. The ESHU translator is furtherconfigured to interpret the set of attributes of the one or more assets, to generatea second asset file of the one or more assets. This second asset file comprises anew set of attributes of the one or more assets, the new set of attributes beingassociated with a second metaverse. Further, the ESHU translator is configured todynamically generate a new set of assets based on the new set of attributesassociated with the second metaverse. The system further comprises an ESHUreader configured to dynamically render the dynamically generated new set ofassets in the second metaverse, based on a procedural description of stitching thenew set of assets with an existing set of assets in the second metaverse.BRIEF DESCRIPTION OF DRAWINGSThe accompanying drawings, which are incorporated herein, and constitute a partof this disclosure, illustrate exemplary embodiments of the disclosed methods andsystems in which like reference numerals refer to the same parts throughout thedifferent drawings. Components in the drawings are not necessarily to scale,emphasis instead being placed upon clearly illustrating the principles of thepresent disclosure. Some drawings may indicate the components using blockdiagrams and may not represent the internal circuitry of each component. It willbe appreciated by those skilled in the art that disclosure of such drawings includesdisclosure of electrical components, electronic components or circuitry commonlyused to implement such components.Figure 1 illustrates an exemplary overview of components of a system forrendering assets between metaverse spaces, in accordance with exemplaryembodiments of the present invention.Figure 2 illustrates exemplary flow chart of a method for rendering assets betweenmetaverse spaces, in accordance with exemplary embodiments of the presentinvention.Figure 3 illustrates an exemplary overview of the interlinked communicationchannels that may be enabled for the Metaverse, in accordance with exemplaryembodiments of the present invention.Figure 4 illustrates a schematic representation of how an asset is translated andthen rendered for transference from one metaverse space to another, inaccordance with exemplary embodiments of the present invention.The foregoing shall be more apparent from the following more detaileddescription of the disclosure.DESCRIPTION OF THE INVENTIONIn the following description, for the purposes of explanation, various specificdetails are set forth in order to provide a thorough understanding of embodimentsof the present disclosure. It will be apparent, however, that embodiments of thepresent disclosure may be practiced without these specific details. Severalfeatures described hereafter can each be used independently of one another orwith any combination of other features. An individual feature may not address anyof the problems discussed above or might address only some of the problemsdiscussed above.The ensuing description provides exemplary embodiments only, and is notintended to limit the scope, applicability, or configuration of the disclosure.Rather, the ensuing description of the exemplary embodiments will provide thoseskilled in the art with an enabling description for implementing an exemplaryembodiment. It should be understood that various changes may be made in thefunction and arrangement of elements without departing from the spirit andscope of the disclosure as set forth.Specific details are given in the following description to provide a thoroughunderstanding of the embodiments. However, it will be understood by one ofordinary skill in the art that the embodiments may be practiced without thesespecific details. For example, circuits, systems, processes, and other componentsmay be shown as components in block diagram form in order not to obscure theembodiments in unnecessary detail.Also, it is noted that individual embodiments may be described as a process whichis depicted as a flowchart, a flow diagram, a data flow diagram, a structurediagram, or a block diagram. Although a flowchart may describe the operations asa sequential process, many of the operations can be performed in parallel orconcurrently. In addition, the order of the operations may be re-arranged. Aprocess is terminated when its operations are completed but could haveadditional steps not included in a figure.The word "exemplary" and / or "demonstrative" is used herein to mean serving asan example, instance, or illustration. For the avoidance of doubt, the subjectmatter disclosed herein is not limited by such examples. In addition, any aspect ordesign described herein as "exemplary" and / or "demonstrative" is not necessarilyto be construed as preferred or advantageous over other aspects or designs, nor isit meant to preclude equivalent exemplary structures and techniques known tothose of ordinary skill in the art. Furthermore, to the extent that the terms"includes," "has," "contains," and other similar words are used in either thedetailed description or the claims, such terms are intended to be inclusive-in amanner similar to the term "comprising" as an open transition word-withoutprecluding any additional or other elements.As used herein, a "processor" or a "processing unit" may be a general-purpose or aspecial-purpose processing unit. Also, as used herein, a "processing unit" or"general-purpose processing unit" or "special-purpose processing unit" or"processor" or "operating processor" includes one or more processors, whereinprocessor refers to any logic circuitry for processing instructions. A processor maybe a general-purpose processor, a special purpose processor, a conventionalprocessor, a digital signal processor, a plurality of microprocessors, one or moremicroprocessors in association with a DSP core, a controller, a microcontroller,Application Specific Integrated Circuits, Field Programmable Gate Array circuits,any other type of integrated circuits, etc. The processor may perform signal codingdata processing, input / output processing, and / or any other functionality thatenables the working of the system according to the present disclosure. Morespecifically, the processor or processing unit is a hardware processor.As used herein, "a user equipment", "a user device", "a smart-user-device", "asmart-device", "an electronic device", "a mobile device", "a handheld device", "awireless communication device", "a mobile communication device", "acommunication device" may be any electrical, electronic and / or computing deviceor equipment, capable of implementing the features of the present disclosure. Theuser equipment / device may include, but is not limited to, a mobile phone, smartphone, laptop, a general-purpose computer, desktop, personal digital assistant,tablet computer, wearable device or any other computing device which is capableof implementing the features of the present disclosure. Also, the user device maycontain at least one input means configured to receive an input from a processingunit, a transceiver unit, a storage unit and any other such unit(s) which arerequired to implement the features of the present disclosure.As used herein, "storage unit" or "memory unit" refers to a machine or computer-readable medium including any mechanism for storing information in a formreadable by a computer or similar machine. For example, a computer-readablemedium includes read-only memory ("ROM"), random access memory ("RAM"),magnetic disk storage media, optical storage media, flash memory devices orother types of machine-accessible storage media. The storage unit stores at leastthe data that may be required by one or more units of the system to perform theirrespective functions.As used herein, a "user interface" typically includes an output device in the formof a display, such as a liquid crystal display (LCD), cathode ray tube (CRT) monitors,light emitting diode (LED) screens, etc. and / or one or more input devices such astouch-pads or touchscreens. The display may be a part of a portable electronicdevice such as smartphones, tablets, mobile phones, wearable devices, etc. Theyalso include monitors or LED / LCD screens, television screens, etc. that may not beportable. The display is typically configured to provide visual information such astext and graphics. An input device is typically configured to perform operationssuch as issuing commands, selecting, and moving a cursor or selector in anelectronic device.Each 3D object / asset in a certain metaverse has a distinct set of properties thatconforms to that particular metaverse. Thus, to solve for the 3-dimensional (3D)assets attaining properties of some different metaverse smoothly and to create aseamless flow of users and their assets from one metaverse to another, thepresent disclosure makes use of an extended system for heuristics and utilities(ESHU) translator-abstractor model. The present disclosure teaches about firstinitiating the export procedure of a 3D asset from one metaverse space to anothermetaverse space. This creates a 3D file and feeding the 3D file to a translator forabstracting the elements of the 3D asset. By this, a version of the 3D file of theasset is created. This new file has properties of the asset conforming to othermetaverse in which the 3D asset is exported. The file may be readable by reader tointerpret the properties and re-create the 3D object / asset in the other metaversespace. So, the 3D file is fed to the reader which reads the file. Along with this, thereader stitches the 3D asset with the properties of the new metaverse. In this way,a user experiences a smooth transition of the 3D asset form one metaverse toanother metaverse.Hereinafter, exemplary embodiments of the present disclosure will be described indetail with reference to the accompanying drawings so that those skilled in the artcan easily carry out the present disclosure.Referring to Figure 1, an exemplary block diagram of a system
[100] for smoothlyrendering digital assets between metaverse spaces is shown. The system
[100] comprises a processing unit
[102] , ESHU Translator
[104] , ESHU reader
[106] , anda memory unit
[108] . Figure 3 illustrates an exemplary overview of the interlinkedcommunication channels that may be enabled for the metaverse, in accordancewith exemplary embodiments of the present invention. Here, various metaversespaces, such as those of metaverse company A, B, C, and D may be construed toconstitute a common metaverse. These various metaverse spaces may be made tointeract with each other, that is, the assets of any of these metaverse spaces maybe facilitated to be used in any other metaverse space by implementation offeatures of the present disclosure. The different spaces of the metaverse that mayconnect with each other, have their own rules and standards. If the 3Dassets / objects in different metaverse spaces are read and interpreted in acommon way, as enabled by the extended system for heuristics and utilities(ESHU) translator
[104] , then the smooth mobility of one asset from one virtualspace / metaverse space owned by one metaverse company to a different virtualspace / metaverse space owned by a different metaverse company isoperationalized. Figure 4 illustrates a schematic representation of how an asset istranslated and then rendered for transference from one metaverse space toanother, in accordance with exemplary embodiments of the present invention. Forclear explanation of the disclosure, the Figure 1, 3 and 4 may be described inconjunction with each other.When an asset, that may be a 3D digital asset in a metaverse space, is exported toanother metaverse space (as described in Figure 4), at the backend, the 3D asset isexported via API, or as a USDZ file (Block 3 of Figure 4). The same may be actuatedvia a user interface, by a user using a user device. An authoring format and adelivery format are important here owing to their remarkably different designimperatives. Some exemplary authoring formats for 3D assets in metaverse spaceinclude Blender (.blend), Autodesk 3ds Max (.max), Autodesk Maya (.ma, .mb),Cinema 4D (.c4d), SketchUp (.skp), Lightwave (.lwo), and Object file (.obj), etc.Similarly, some exemplary delivery formats for delivering 3D assets in metaversespace include USDZ, glTF, filmbox (.fbx), and Object file (.obj). These standardshelp ensure the composability of assets in the virtual environment, such asretaining all design information and rendering at ground truth levels of resolutionand quality. Thus, as shown in Figure 1, the processing unit
[102] is configured toexport a first asset file of one or more assets. The first asset file comprises a set ofattributes of the one or more assets. This set of attributes is associated with a firstmetaverse, meaning thereby, this set of attributes of the one or more assetsconforms to the aesthetics, rules, standards, etc. of the first metaverse space. Thisfirst asset file may be a 3D file of one or more assets of the first metaverse space,and may be present in any 3D file format such as ASDZ, or glTF, etc.Once the file is exported, it is fed to the ESHU translator
[104] . The ESHUtranslator
[104] abstracts the properties present in the 3D file. The propertiesabstracted comprise the range of attributes of the 3D asset in the first metaverseworld, and may comprise a set of values and / or parameters relative to the visualstyle, aesthetics, etc. of the 3D assets / objects of the first metaverse space asmentioned above. In an exemplary embodiment the abstraction apparatus withinESHU translator
[104] is shown in Figure 4 (Blocks 6-13 of Figure 4). Thisabstraction apparatus within ESHU translator
[104] facilitates the interpretation ofproperties of the asset file from a plurality of media sources and interactions,which may be based on a faithful rendering of the visual style, aesthetics, and design information at ground truth levels of quality and resolution. Also, thespecific media sources and interactions that are used to store and access theinformation for interpretation of properties may vary depending on the specificimplementation of the metaverse platform and the requirements of the 3D assetsbeing used. It is also possible that a combination of different media sources andinteractions, such as files, databases, and APIs, could be used to store and accessthis information. In some cases, this information may also be stored in a separatedatabase or other data storage system, and accessed as needed by the metaverseplatform or other relevant systems. Further, the abstraction apparatus may alsoserve as a database that stores a plurality of variable states of the digitalproperties of the file, where each variable state includes the full range of valuesassumed by the asset. There are many different types of variable data that a 3Dasset file may contain, depending on the specific characteristics of the asset andthe requirements of the metaverse space. For example, Object rarity (rarity of anobject within the metaverse could be represented by a numerical value (e.g. 1-100), with higher values indicating a more rare object), In-game properties (ingame properties of an object might include data such as its name, description, andany special abilities or behaviors it exhibits within the game), On-chain data andownership (Data about on-chain ownership and other on-chain data for an objectmight include information such as player ID, player stats, interactions with otherplayers and NPCs, inventory of collectibles, as well as records of transaction),Special properties (special properties of an object enabled by the physics of theworld might include data about its weight, density, color, attributes, and any otherphysical properties that are relevant to its behavior within the game), Commercemodule and rules (Data about the commerce module and rules for an object mightinclude information about how the object can be bought and sold within themetaverse, as well as any relevant pricing data), Game and character AI (Datarelated to game and character AI might include information about the behaviorand actions of game characters and other in-game entities, as well as any relevantAI algorithms or code), etc. These variable states are saved along with the currentvalues for the variable in the metaverse, in the memory unit
[108] . These variablestates may facilitate the system to read and faithfully render the attributes of any3D asset faithfully in different metaverse spaces. For instance, while rendering theobject-physics parameters, the current values of the weight, density, itsinteraction with a different asset, etc. may be read and a record of all potentialvalues that may be assumed during a gameplay, for example, may be kept. Thismay facilitate maintaining unchanged behavior of the 3D asset in differentmetaverse spaces. Also, the memory unit
[108] may form an integral part of theESHU translator
[104] or may be operably connected with the ESHU translator
[104] . The digital asset data may also comprise a plurality of alterable andunalterable characteristics, such as description information, identificationinformation, physics module information, commerce module, etc. as explainedabove. Thus, a non-exhaustive list of information sets, interactions and attributescomprises information on object rarity; in-game properties; game decay andvalidity; on-chain data and ownership; the special properties of the asset enabledby the physics of the world; commerce module and rules; game and character AI,among others. These information sets, interactions and attributes may beidentified in the system
[100] as visual style parameters, an aesthetics parameters,a character parameters, an object rarity parameters, a commerce parameters, anin-game property parameters, an object-physics parameters, a game decayparameters, and an ownership parameters. Here, the Visual style parametersmight include data about the appearance of the object, such as its color, texture,and overall visual style; Aesthetics parameters might include data about theoverall look and feel of the object, including its shape, size, and any other detailsthat contribute to its visual appeal; Character parameters might include dataabout the characteristics and traits of a game character, such as its name,appearance, and any special abilities or behaviors it exhibits within the game;Object rarity parameters might include data about the rarity of the object withinthe game, such as a numerical value indicating its rarity level; Commerceparameters might include data about how the object can be bought and soldwithin the metaverse, as well as any relevant pricing data; In-game propertyparameters might include data about the abilities and behaviors of the objectwithin the game, as well as any other relevant information about its role orfunction within the game; Object-physics parameters might include data about thephysical properties of the object, such as its weight, density, and any otherproperties that affect its behavior within the game; Game decay parameters mightinclude data about the rate at which the object decays or becomes invalid withinthe game, as well as any relevant information about how long the object remainsrelevant during the gameplay; and Ownership parameters might include dataabout the current owner of the object, as well as any relevant information aboutthe transfer of ownership. Also, the parameters that are used may vary dependingon the specific requirements of the metaverse space.Thus, as explained above, the ESHU translator
[104] is configured to interpret theset of attributes of the one or more assets based on media sources andinteractions, to generate a second asset file of the one or more assets. This secondasset file comprises a new set of attributes of the one or more assets. The new setof attributes being associated with a second metaverse. A person skilled in the artmay construe the new set of attributes of the one or more assets as the one thatmay facilitate generation of entirely new set of assets in the second metaversespace.Further, the ESHU translator
[104] dynamically generates a new set of assetsbased on the new set of attributes associated with the second metaverse (asshown in Block 14 of Figure 4). This new set of dynamically generated assets canthen be imported into the second metaverse space via application programminginterface (API) in a file format for 3D models such as Universal Scene Description(USDZ) (as shown in Block 15 of Figure 4), which is then presented to the ESHUReader
[106] in the second metaverse through a Uniform Resource Locator (URL),or a software development kit (SDK), or some other format using which 3Dproperties can be read (as shown in Block 16 of Figure 4).Further, the ESHU reader
[106] is configured to dynamically render thedynamically generated new set of assets in the second metaverse, based on aprocedural description of stitching the new set of assets with an existing set ofassets in the second metaverse. Thus, to render these attributes, the ESHU reader
[106] reads the procedural description of how to stitch the asset(s) together to ascene in relation to the assets already existing in the second metaverse. Thealready existing assets may include animations and other objects. The ESHUreader
[106] enables putting these all, that is the assets that are transferred andthe already existing assets together with the environment of the secondmetaverse at runtime. Accordingly, the new asset file is prepared and can be usedin the new metaverse. Thus, it allows the user an uninterrupted workflow andmaking it simple for the user to continue using the 3D file.Now referring to Figure 2, which illustrates exemplary flow chart of a method forsmoothly rendering digital assets between metaverse spaces, in accordance withexemplary embodiments of the present invention. The method starts at step 202which may be triggered on initiation of exporting some assets from a firstmetaverse space to a second metaverse space, and moves further to step 204.Thus, as shown in Figure 2, at step 204, the method comprises exporting, by theprocessing unit
[102] , a first asset file of one or more assets. The first asset filecomprises a set of attributes of the one or more assets. This set of attributes isassociated with a first metaverse, meaning thereby, this set of attributes of theone or more assets conforms to the aesthetics, rules, standards, etc. of the firstmetaverse space. This first asset file may be a 3D file of one or more assets of thefirst metaverse space, and may be present in any 3D file format such as ASDZ, orglTF, etc.Once the file is exported, it is fed to the ESHU translator
[104] . Thus, at step 206,the method comprises abstracting, by the ESHU translator
[104] , the set ofattributes of the one or more assets of the first asset file. The propertiesabstracted comprise the range of attributes of the 3D asset in the first metaverseworld, and may comprise a set of values and / or parameters relative to the visualstyle, aesthetics, etc. of the 3D assets / objects of the first metaverse space asmentioned above. In operation, the abstraction apparatus within ESHU translator
[104] as shown in Figure 4, may facilitate the interpretation of properties of theasset file from a plurality of media sources and interactions. The abstractionapparatus may also serve as a database that stores a plurality of variable states ofthe digital properties of the file, where each variable state includes the full rangeof values assumed by the asset. There are many different types of variable datathat a 3D asset file may contain, depending on the specific characteristics of theasset and the requirements of the metaverse space These variable states aresaved along with the current values for the variable in the metaverse, in thememory unit
[108] . These variable states may facilitate the system to read andfaithfully render the attributes of any 3D asset faithfully in different metaversespaces. For instance, while rendering the object-physics parameters, the currentvalues of the weight, density, its interaction with a different asset, etc. may beread and a record of all potential values that may be assumed during a gameplay,for example, may be kept. This may facilitate maintaining unchanged behavior ofthe 3D asset in different metaverse spaces. Also, the memory unit
[108] may forman integral part of the ESHU translator
[104] or may be operably connected withthe ESHU translator
[104] . Further, the digital asset data may also comprise aplurality of alterable and unalterable characteristics, such as descriptioninformation, identification information, physics module information, commercemodule, etc. as explained above in this disclosure. Thus, a non-exhaustive list ofinformation sets, interactions and attributes comprises information on objectrarity; in-game properties; game decay and validity; on-chain data and ownership;the special properties of the asset enabled by the physics of the world; commercemodule and rules; game and character AI, among others. These information sets,interactions and attributes may be identified in the system
[100] as visual styleparameters, an aesthetics parameters, a character parameters, an object rarityparameters, a commerce parameters, an in-game property parameters, an object physics parameters, a game decay parameters, and an ownership parameters.Also, the parameters that are used may vary depending on the specificrequirements of the metaverse space.Thus, referring again to Figure 2, as explained above, at step 208, the methodcomprises interpreting, by the ESHU translator
[104] , the set of attributes of theone or more assets based on media sources and interactions, to generate a secondasset file of the one or more assets. This second asset file comprises a new set ofattributes of the one or more assets. The new set of attributes being associatedwith a second metaverse. A person skilled in the art may construe the new set ofattributes of the one or more assets as the one that may facilitate generation ofentirely new set of assets in the second metaverse space.Further, at step 210, the method comprises dynamically generating, by the ESHUtranslator
[104] , a new set of assets based on the new set of attributes associatedwith the second metaverse. This new set of dynamically generated assets can thenbe imported into the second metaverse space via application programminginterface (API) in a file format for 3D models such as Universal Scene Description(USDZ), which is then presented to the ESHU Reader
[106] in the secondmetaverse through a Uniform Resource Locator (URL), or a software developmentkit (SDK), or some other format using which 3D properties can be read.Further, at step 212, the method comprises dynamically rendering, by the ESHUreader
[106] , the dynamically generated new set of assets in the secondmetaverse, based on a procedural description of stitching the new set of assetswith an existing set of assets in the second metaverse. Thus, to render theseattributes, the ESHU reader
[106] reads the procedural description of how to stitchthe asset(s) together to a scene in relation to the assets already existing in thesecond metaverse. The already existing assets may include animations and otherobjects. The ESHU reader
[106] enables putting these all, that is the assets that aretransferred and the already existing assets together with the environment of thesecond metaverse at runtime. Accordingly, the new asset file is prepared and canbe used in the new metaverse. Thus, the method allows the user an uninterruptedworkflow and making it simple for the user to continue using the 3D file and endsat step 214.Thus, the present invention provides a novel solution for smoothly renderingdigital assets between metaverse spaces. The present invention provides asolution that is technically advanced over the currently known solutions as itprovides an interoperability mechanism that can be utilized by users to effectseamless transition of objects between different metaverse spaces. The solutionof the present disclosure enables a person skilled in the art to obtain a methodand system that enable users to control their digital identity and assets in variousmetaverse spaces. With this, the solution also increases the portability andpermanence of the digital assets owned by the users. Further, the solution alsocreates the scope for non-fungible transactions (NFTs) and other digital assets tohave unique renditions in different worlds, where the properties of an artifact aredynamic, such as, having non-singular aesthetics being rendered differently withdifferent properties in different metaverse spaces.While considerable emphasis has been placed herein on the preferredembodiments, it will be appreciated that many embodiments can be made andthat many changes can be made in the preferred embodiments without departingfrom the principles of the invention. These and other changes in the preferredembodiments of the invention will be apparent to those skilled in the art from thedisclosure herein, whereby it is to be distinctly understood that the foregoingdescriptive matter to be implemented merely as illustrative of the invention andnot as limitation.
Claims
1. A method for rendering assets between metaverse spaces, the method comprising: - exporting, by a processing unit [102], a first asset file of one or more assets, wherein first asset file comprises a set of attributes of the one or more assets, the set of attributes being associated with a first metaverse; - abstracting, by an ESHU (extended system for heuristics and utilities) translator [104], the set of attributes of the one or more assets of the first asset file; - interpreting, by the ESHU translator [104], the set of attributes of the one or more assets, to generate a second asset file of the one or more assets, wherein the second asset file comprises a new set of attributes of the one or more assets, the new set of attributes being associated with a second metaverse; - dynamically generating, by the ESHU translator [104], a new set of assets based on the new set of attributes associated with the second metaverse; and - dynamically rendering, by an ESHU reader [106] the dynamically generated new set of assets in the second metaverse, based on a procedural description of stitching the new set of assets with an existing set of assets in the second metaverse.
2. The method as claimed in claim 1, wherein prior to the abstracting, by the ESHU translator [104], the set of attributes of the one or more assets of the first asset file, the method further comprises feeding, by the processing unit [102], the first asset file to the ESHU translator [104].
3. The method as claimed in claim 1, wherein the exporting, by the processing unit [102], the first asset file is performed using an application programming interface (API).
4. The method as claimed in claim 1, wherein the set of attributes comprises one or more of a visual style parameters, an aesthetics parameters, a character parameters, an object rarity parameters, a commerce parameters, an in-game property parameters, an object-physics parameters, a game decay parameters, and an ownership parameters, related to each asset of the one or more assets.
5. The method as claimed in claim 1, wherein the ESHU translator [104] stores a plurality of variable states of properties of the asset file.
6. The method as claimed in claim 5, wherein each variable state of the plurality of the variable states includes a range of values assumed by the asset, and a current values for the variable in the given metaverse.
7. A system for rendering assets between metaverse spaces, the system comprising: - a processing unit [102] configured to: o export a first asset file of one or more assets, wherein first asset file comprises a set of attributes of the one or more assets, the set of attributes being associated with a first metaverse; - an ESHU (extended system for heuristics and utilities) translator [104] configured to: o abstract the set of attributes of the one or more assets of the first asset file; o interpret the set of attributes of the one or more assets, to generate a second asset file of the one or more assets, wherein the second asset file comprises a new set of attributes of the one or more assets, the new set of attributes being associated with a second metaverse; o dynamically generate a new set of assets based on the new set of attributes associated with the second metaverse; and - an ESHU reader [106] configured to: o dynamically render the dynamically generated new set of assets in the second metaverse, based on a procedural description of stitching the new set of assets with an existing set of assets in the second metaverse.
8. The system as claimed in claim 7, wherein the processing unit [102] is further configured to feed the first asset file to the ESHU translator [104] prior to the abstraction of the set of attributes of the one or more assets of the first asset file by the ESHU translator [104].
9. The system as claimed in claim 7, wherein the processing unit [102] exports the first asset file using an application programming interface (API).
10. The system as claimed in claim 7, wherein the set of attributes comprises one or more of a visual style parameters, an aesthetics parameters, a character parameters, an object rarity parameters, a commerce parameters, an in-game property parameters, an object-physics parameters, a game decay parameters, and an ownership parameters, related to each asset of the one or more assets.
11. The system as claimed in claim 7, wherein the ESHU translator [104] stores a plurality of variable states of properties of the asset file.
12. The system as claimed in claim 11, wherein each variable state of the plurality of the variable states includes a range of values assumed by the asset, and a current values for the variable in the given metaverse.