3D Scene Zone Simulation for Seamless Object Transitions
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Solution Overview
Problem
Current massively multi-user online applications and games face challenges in scalability and realistic simulation of physical behavior in 3D scenes divided into zones, as existing methods like Sharding and Zoning impose artificial limitations and inefficiencies, particularly when simulating real-world phenomena where objects need to cross zone boundaries seamlessly and maintain state continuity.
Innovation Solution
A computer-implemented method that simulates the physical behavior of objects in a 3D scene divided into zones by ensuring seamless transitions and continuous application of physical laws, where each zone handles the simulation independently, maintaining identical physical states of objects across zones through asynchronous communication, allowing objects to cross boundaries without disruption.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If Sharding is used to scale the virtual world, then the number of users that can be supported increases, but interaction between shards is prevented and the virtual world space expansion is limited
Solution Approach 1:
The virtual world is divided into multiple shards, each independently managed by separate computing resources. This segmentation allows the system to scale horizontally by adding more shards, thereby supporting a larger number of users while maintaining manageable computation loads per shard.
Solution Approach 2:
A communication mechanism is introduced as an intermediary between shards to enable interaction. Objects can be transferred between shards through this mediator, allowing cross-shard interactions while preserving the independence and scalability benefits of the sharded architecture.
2Productivity
If Zoning is used to partition the virtual world space, then scalability and load balancing are improved, but objects are teleported between zones rather than moving continuously
Solution Approach 1:
The virtual world space is partitioned into multiple zones, each managed by dedicated computing resources. This segmentation enables better load balancing and scalability by distributing objects across different zones and their corresponding computing resources.
Solution Approach 2:
Instead of teleporting objects between zones, the system maintains continuous movement of objects across zone boundaries. Computing resources continuously track and update object positions, ensuring that physical state continuity is preserved even as objects transition between different managed zones.
3Productivity
If zones are fenced with obstacles or walls to limit population, then optimal load balancing is achieved, but the virtual environment becomes artificial and restricts customization
Solution Approach 1:
Instead of static fences and walls, the system uses dynamic load balancing mechanisms that adapt to changing conditions. Computing resources can dynamically adjust which objects are managed in which zones based on current population and computational demands, eliminating the need for artificial physical barriers.
Solution Approach 2:
The system changes the parameters of zone management from fixed physical boundaries to flexible computational assignments. Objects are assigned to computing resources based on dynamic parameters such as current population density and computational load, rather than being constrained by fixed geographical boundaries.
4Productivity
If predefined behavior classes are used in MMOGs, then computing resource needs are limited and scalability is improved, but the behavior of objects becomes less dynamic and realistic
Solution Approach 1:
The system implements a unified computing resource management approach that can handle multiple types of objects and behaviors through a common framework. This universal approach allows the system to scale efficiently while supporting diverse and dynamic object behaviors, eliminating the need for separate predefined behavior classes.
Solution Approach 2:
The system transitions from static predefined behavior classes to dynamic behavior modeling. Objects can exhibit diverse and changing behaviors based on their physical properties and interactions, while the computing resources dynamically adapt to handle these varying computational demands without requiring predetermined behavior categories.
Data Source
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AI summary
The invention is directed to a computer-implemented method for simulating the physical behavior of at least one object in a 3D scene divided into a plurality of zones. The method comprises: - providing at least a first zone and a second zone topologically adjacent, each zone having its own computing resource; - providing an object located in one or both zones; and - simulating the physical behavior of the object, the simulation being performed by the computing resource of each one of said first and second zones.