3D Virtual World Engine With Per-User Adaptive Rendering

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Solution Overview

Problem

Conventional systems struggle to provide high-fidelity digital reality experiences with real-time interaction and accurate simulation of complex environments due to high computing resource requirements, leading to overloading and inaccurate simulations.

Innovation Solution

A per-user-optimized computing, rendering, and provisioning system utilizing 3D data structures and a computing optimization platform to optimize resource allocation based on user interactions, incorporating inertial tracking and transceivers for precise positioning, and employing fog servers for edge computing to manage network resources efficiently.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If computing resources are statically assigned to portions of the simulated world, then resource allocation is simple, but entities accumulate on small regions resulting in high computing requirements that overload computing resources

Engineering Contradiction:
Improveresource allocation simplicityVSAvoidcomputing resource capacity
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent implements dynamic resource allocation where computing resources are reassigned based on real-time entity density and user interaction patterns. The system continuously monitors which world regions require more computational power and dynamically migrates rendering and simulation tasks between compute nodes, transforming static resource assignment into a living, adaptive system that prevents overload while maintaining operational simplicity through automated management.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent applies different computing resource qualities to different world regions based on their specific needs. High-density entity regions receive more computational resources for accurate simulation, while low-density regions use fewer resources. The system also provides different levels of detail and processing power to different spatial zones, optimizing the balance between simulation accuracy and computing capacity utilization.

Inventive Principle:
Principle #3Local quality

2Ease of operation

If flat prioritization is used for assigning computing resources by world regions, then resource distribution is straightforward, but simulations do not accurately provide experiences comparable to the real world

Engineering Contradiction:
Improveresource distribution simplicityVSAvoidsimulation accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent implements local quality differentiation where computing resources and rendering fidelity are adjusted according to the specific characteristics of each world region. Regions with complex entity interactions, dense populations, or important user viewing angles receive higher processing priority and more detailed rendering, while uniform or less critical regions use simplified processing. This creates a nuanced, realistic simulation experience that mirrors real-world complexity where appropriate.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent dynamically changes simulation parameters such as entity interaction detail, rendering resolution, and physics calculation precision based on real-time conditions. When users interact with specific regions or when entity density increases, the system adjusts computational parameters locally to maintain realistic experiences. This parameter adaptation allows the system to provide accurate real-world-like simulations without requiring uniform high resources across the entire virtual environment.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If high-fidelity rendering is provided for all virtual objects, then visual quality is high, but computing resource requirements become excessively high

Engineering Contradiction:
Improverendering fidelityVSAvoidcomputing resource consumption
Core Design Contradiction:
Manufacturing precisionVSUse of energy by moving object

Solution Approach 1:

The patent implements local quality rendering where different virtual objects and world regions receive different levels of rendering fidelity based on their visual importance and user interaction likelihood. Objects that are more likely to be viewed or interacted with receive high-fidelity rendering with detailed textures and geometry, while objects in less visible or less interactive regions use simplified rendering. This spatially-aware rendering approach maintains high visual quality where needed while significantly reducing overall computing resource consumption.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent applies partial rendering action by providing high-fidelity rendering only to the extent necessary for user experience. Instead of rendering all objects at maximum fidelity, the system selectively applies high rendering quality only to objects within user view frustums, at appropriate distances, and based on interaction probability. This partial action approach achieves satisfactory visual quality for critical elements while avoiding the excessive computing resources that would be required for universal maximum-fidelity rendering.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS20250349066A13D structure engine-based computation platform
Publication Date: 2025.11.13 THE CALANY HOLDING SARL
  • US20250349066A1 patent drawing
  • US20250349066A1 patent drawing
  • US20250349066A1 patent drawing

AI summary

A system and method enabling per-user-optimized computing, rendering, and provisioning within virtual worlds. The system comprises a server including memory and at least one processor, the memory storing a persistent virtual world system comprising a data structure in which at least one virtual replica of at least one corresponding real object is represented, and a computing optimization platform configured to store and provide rules for optimizing the computing, rendering and data provisioning to users via user devices. A plurality of connected devices connected to the server via a network provide multi-source data, user input, or combinations thereof, to the persistent virtual world system, updating the virtual replicas. The server retrieves user location, viewing position and orientation from the one or more user devices to determine a user interaction radius, thereby optimizing via the computing optimization platform the relevant computing, rendering and provisioning for the one or more user devices.