3D Model Layer Sync for Real-Time Creator-Engine Collaboration
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Solution Overview
Problem
Existing online gaming systems face inefficiencies in data sharing and collaboration between digital content creators and game engines, leading to unsatisfactory user experiences due to long data transfer times and manual processes, particularly in setting up and adjusting 3D assets and scenes.
Innovation Solution
A method and system for live-syncing 3D models across multiple computing devices using a root file and template files, enabling real-time updates and asynchronous collaboration through push and pull operations, with a data structure that separates model data into layers for independent editing.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If data is transferred through local workstation's file system, then data transfer can be performed, but data sharing and collaboration efficiency is low and transfer time is long
Solution Approach 1:
The patent introduces a cloud server as an intermediary between digital content creation tools and game engines. The cloud server receives data from the digital content creation tool, processes it, and then distributes it to multiple game engines simultaneously. This intermediary architecture eliminates the need for manual local file transfers and enables automated, efficient data sharing across multiple systems.
Solution Approach 2:
The system performs preliminary actions by pre-processing data in the cloud before it reaches multiple game engines. The cloud server prepares and validates data in advance, so when multiple engines need the same data, it is already ready for distribution. This preliminary processing reduces the overall time required for data transfer and collaboration.
2Ease of operation
If manual operations are used for sharing 3D assets and setting up environments, then collaboration can be performed, but the process takes too long and requires many steps
Solution Approach 1:
The system implements self-service automation where the cloud server automatically handles data reception, processing, validation, and distribution without requiring manual intervention. The system autonomously manages the entire workflow from data upload to multi-engine distribution, eliminating the need for users to manually perform multiple steps for asset sharing and environment setup.
Solution Approach 2:
The cloud server provides universal functionality by serving multiple purposes: it acts as a data reception point, processing center, validation engine, and distribution hub. This single multi-functional system replaces multiple separate manual operations, simplifying the collaboration process while reducing the time required for setup and adjustments.
3Productivity
If graphics changes are not displayed in real-time, then system resource usage is lower, but user experience and collaboration efficiency are unsatisfactory
Solution Approach 1:
The system implements periodic updates where the cloud server distributes data to game engines at regular intervals or triggered by specific events. This periodic action mechanism allows graphics changes to be displayed in near real-time without requiring continuous resource-intensive operations, balancing user experience with system resource management.
Data Source
AI summary
A method has the steps of: receiving at least one layer of a 3D model, broadcasting notification to one or more computing devices for notifying the one or more computing devices an update of the at least one layer of the 3D model, receiving a pull request from at least one of the one or more computing devices for pulling the at least one layer of the 3D model, and sending the at least one layer of the 3D model to the at least one of the one or more computing devices. The at least one of the one or more computing devices may then update the 3D model in its local storage using the received at least one layer.


