3D Graphic Object Content Processor for Real-Time Scene Updates
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Solution Overview
Problem
Current methods for processing and displaying 3D graphic objects are cumbersome, requiring multiple stages including exporting files, baking lighting, optimizing, inserting physics data, and shader compilations, which slow down the reflection of changes in 3D scenes across different tools and devices.
Innovation Solution
A system comprising a content processor that forwards changes in 3D graphic objects from authoring tools to a scene engine, allowing for real-time processing and display of changes, with the ability to interface with multiple authoring tools and scene engines, either within the same or different computing devices, using a network or inter-process communication.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If multiple stages of processing (exporting files, baking lighting, optimizing, inserting physics data, shader compilations, LOD generation) are performed sequentially, then the 3D scene can be fully prepared and optimized, but the time required for changes to be reflected increases significantly
Solution Approach 1:
The patent segments the 3D object data into different components (mesh data, texture data, lighting data, physics data, shader data) and processes each component independently through its own content processor. This allows parallel processing of multiple stages simultaneously, reducing the total time required while maintaining complete preparation quality.
Solution Approach 2:
The patent implements preliminary processing of 3D object data in content processors before the data is needed by scene engines. Changes are detected and processed in advance, so when the scene engine requests updated data, the processing is already complete, eliminating waiting time during the actual scene rendering.
2Manufacturing precision
If traditional sequential processing is used, then data can be fully processed and optimized, but the complexity of data transfer and processing increases
Solution Approach 1:
The patent introduces content processors as intermediary components between authoring tools and scene engines. These content processors handle the complex data transformation and optimization tasks, isolating the complexity from the main data flow. The scene engines simply receive processed data without needing to understand the complex processing steps that occurred in the content processors.
Solution Approach 2:
The patent creates a universal content processor interface that can handle multiple types of data (mesh, texture, lighting, physics, shader) through standardized processing mechanisms. This multi-functional approach reduces complexity by using the same processing framework for different data types, simplifying the overall system architecture.
3Adaptability or versatility
If traditional file exporting and processing stages are used, then 3D objects can be fully prepared for different applications, but the speed of real-time updates and collaboration decreases
Solution Approach 1:
The patent implements a dynamic processing system where content processors continuously monitor for changes in 3D object data and automatically reprocess only the changed portions when needed. This dynamic approach maintains application compatibility while enabling real-time updates, as the system adapts its processing behavior based on whether data has changed since the last processing cycle.
Solution Approach 2:
The patent incorporates feedback mechanisms where content processors receive notifications when 3D object data changes, automatically trigger reprocessing of affected data, and notify scene engines when processing is complete. This feedback loop ensures real-time updates while maintaining versatility, as the system continuously adapts to new data changes without requiring manual intervention.
Data Source
AI summary
Method and systems for processing at least one three-dimensional (3D) graphic object include: identifying a change of 3D graphic objects, creating a message, assigning a unique identifier; and forwarding the message and the unique identifier to a scene engine. The change is made by an authoring tool. The message is embedded with change information corresponding to the change. The scene engine functions can be performed by the same or a different computing device as the computing device performing the authoring tool.


