3D Scene Zone Partitioning for MMO Scalability
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Solution Overview
Problem
Current methods for partitioning 3D scenes in massively multi-user online applications (MMOs) face challenges in scalability and real-time performance, particularly in simulating dynamic and evolving real-world phenomena, as they often require ad-hoc customization and restrictions on virtual environment characteristics, limiting the ability to manage unbounded augmentation of virtual world space and population.
Innovation Solution
A computer-implemented method that partitions a 3D scene into zones by determining locations with maximum occupancy of objects generating the most expensive computing cost, computing the maximum computing cost density, and grouping adjacent locations into zones to ensure real-time performance without imposing restrictions on the scene's characteristics, allowing for scalable and seamless real-time simulation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If zones are partitioned to support unbounded augmentation of virtual world space and population, then scalability is improved, but real-time performance deteriorates due to increased computation costs
Solution Approach 1:
The virtual world space is partitioned into multiple zones, each processed by a separate computing resource. This segmentation allows the system to scale by adding more zones without overwhelming a single processor, thereby maintaining real-time performance while supporting unbounded augmentation of virtual world space and population.
Solution Approach 2:
Each zone is assigned specific computational characteristics and resource allocations based on its local requirements. This allows different parts of the virtual world to have optimized processing capabilities tailored to their specific needs, enabling scalability while maintaining real-time performance in each local region.
2Reliability
If ad-hoc customization and restrictions are imposed on virtual environment characteristics, then real-time performance is improved, but adaptability deteriorates
Solution Approach 1:
The system dynamically adjusts zone configurations, object populations, and resource allocations based on real-time conditions rather than imposing static restrictions. This allows the virtual environment to adapt to changing requirements while maintaining real-time performance through automated balancing mechanisms.
Solution Approach 2:
The system changes computational parameters such as object detail levels, simulation complexity, and population densities based on zone characteristics and resource availability. This allows real-time performance to be maintained across diverse virtual environments without imposing restrictive constraints on the virtual world design.
3Adaptability or versatility
If computing resources are increased to handle larger virtual worlds, then scalability is improved, but device complexity deteriorates
Solution Approach 1:
Computing resources are segmented into multiple independent zone processors rather than using a single complex system. This segmentation allows scalability through incremental addition of processing units while keeping each individual device relatively simple and manageable.
Solution Approach 2:
Each computing resource is designed as a universal zone processor capable of handling any type of virtual environment data and objects. This multi-functionality reduces device complexity by using standardized processing units rather than specialized hardware for different scenarios.
Data Source
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AI summary
The invention is directed to a computer-implemented method for partitioning a three-dimensional scene into a plurality of zones, each zone being processed by a computing resource. The method comprises - providing a three-dimensional scene comprising one or more objects, each object generating a computing resource cost; - determining a set of locations in the three-dimensional scene; - filling each location with its maximum occupancy of objects that reaches the most expensive computing cost; - computing, for each location of the three-dimensional scene, the maximum computing cost density; and - grouping adjacent locations into one or more zones, each zone having a resulting computing cost density guarantying a real-time performance of the zone.