3D Component Sampling in Immersive Environments

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Solution Overview

Problem

Current techniques for sampling digital components in immersive environments are limited to 2D components, preventing the reuse of 3D digital components across different immersive environments or applications, which necessitates redundant design and resource-intensive generation of 3D objects.

Innovation Solution

A computer-implemented method for capturing and applying 3D digital components within immersive environments, allowing designers to sample, store, and reuse 3D objects and properties through a sample-palette data structure and user interface, enabling modification and application in different environments or applications.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If 3D digital components are not sampled in immersive environments, then conventional sampling techniques can be used, but 3D objects cannot be reused across different immersive environments requiring substantial computing resources and designer time for each object creation

Engineering Contradiction:
Improvereusability of 3D componentsVSAvoidcomputing resources and designer effort
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent captures 3D digital components from source immersive environments and stores them as samples in a sample-palette data structure. These sampled 3D objects can then be copied and applied to different target immersive environments without requiring redesign, enabling reuse while reducing computing resources and designer effort for each object creation

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The sampling technique enables 3D components to serve multiple functions across different immersive environments. A single sampled 3D object can be applied to multiple target environments, making the system universal rather than environment-specific, thereby improving adaptability while reducing the overall complexity of creating and managing environment-specific assets

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Reliability

If all 3D objects are designed and generated for each immersive environment, then environment-specific optimization is achieved, but substantial computing resources and significant designer time are required

Engineering Contradiction:
Improveenvironment-specific optimizationVSAvoiddesigner time and computing resources
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent performs preliminary sampling of 3D components from source immersive environments and stores them in a sample-palette data structure before they are needed in target environments. This preliminary action allows 3D objects to be ready for immediate application in different environments, improving productivity by eliminating the need for time-consuming redesign while maintaining environment-specific optimization through selective application of pre-sampled objects

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent extracts 3D digital components from source immersive environments and separates them into reusable samples stored in a sample-palette data structure. This extraction allows the 3D objects to be independently reused across different environments without requiring redesign, thereby improving productivity while maintaining optimization through selective extraction and application of appropriate samples to each environment

Inventive Principle:
Principle #2Taking out (Extraction)

3Adaptability or versatility

If 3D components cannot be sampled, then sampling techniques remain simple, but 3D digital components cannot be collected or reused

Engineering Contradiction:
Improvecollection and reuse capabilityVSAvoidsampling process complexity
Core Design Contradiction:
Adaptability or versatilityVSEase of manufacture

Solution Approach 1:

The patent introduces a sample-palette data structure as an intermediary between source immersive environments and target environments. This intermediary enables the collection, storage, and reuse of 3D components across environments while managing the complexity of the sampling process through structured organization and systematic application of sampled objects

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20240428523A1Techniques for sampling and remixing in immersive environments
Publication Date: 2024.12.26 AUTODESK INC
  • US20240428523A1 patent drawing
  • US20240428523A1 patent drawing
  • US20240428523A1 patent drawing

AI summary

During a sampling stage, a system enables a user to capture samples of 3D digital components within an immersive environment. The 3D digital component can include a 3D object that is rendered and displayed within the immersive environment. The 3D digital components can also include object-property components used to render a 3D object, such as texture, color scheme, animation, motion path, or physical parameters. The samples of the 3D digital components are stored to a sample-palette data structure (SPDS) that organizes the samples. During a remix stage, the system enables a user to apply a sample stored to the SPDS to modify a 3D object and/or an immersive environment. The user can add a sampled object to an immersive environment to modify the immersive environment. The user can apply one or more object-based samples to a 3D object to modify one or more object properties of the 3D object.