3D Space Parameterization for Immersive Player Engagement

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Solution Overview

Problem

Existing computer games struggle to incorporate user input effectively without access to the game engine, limiting the ability to create immersive and interactive experiences.

Innovation Solution

The system uses 3D rendering technology to allow user input, such as drawing or voice commands, to be translated into 3D space within a virtual environment without relying on game engine metadata, using neural representations like neural radiance fields (NeRF) or 3D meshes.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If user input is added to computer game without access to game engine, then player engagement and immersion are improved, but the ability to accurately represent user input in 3D space deteriorates

Engineering Contradiction:
Improveplayer engagementVSAvoid3D input representation accuracy
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The patent introduces an intermediary system that processes game video frames to extract 3D spatial information without requiring direct access to the game engine. This intermediary approach uses computer vision and neural rendering techniques to bridge the gap between 2D video input and 3D spatial representation, enabling accurate placement of user-drawn elements in 3D space while maintaining player engagement.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The patent replaces the traditional mechanical system of direct game engine integration with a computational vision system. Instead of relying on engine metadata and internal data structures, the system uses neural radiance fields and video frame analysis to infer 3D geometry and camera parameters, substituting direct engine access with intelligent image processing.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Ease of operation

If 3D rendering is implemented without game engine metadata, then system compatibility and ease of operation are improved, but the complexity of generating accurate 3D parameterization increases

Engineering Contradiction:
Improvesystem compatibilityVSAvoidparameterization generation complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent performs preliminary action by pre-training neural radiance field models and establishing parameterization pipelines before actual user interaction. The system pre-processes video frames to extract camera trajectories, 3D geometry, and scene understanding, so that when user input arrives, the complex parameterization work has already been prepared, reducing real-time computational complexity.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent employs parameter changes by dynamically adjusting neural network parameters and rendering settings based on the specific game scene and camera view. The system adapts its parameterization approach by changing computational parameters such as neural field resolution, sampling density, and rendering quality to balance accuracy with computational complexity for different operating conditions.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20250196001A1Socially rich player engagement techniques for computer gameplay
Publication Date: 2025.06.19 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250196001A1 patent drawing
  • US20250196001A1 patent drawing
  • US20250196001A1 patent drawing

AI summary

Techniques and devices are described for building 3D drawings within a 3D scene sourced from a game engine (or other video source) without the benefit of 3D data and other metadata from the game engine itself. Accordingly, in one aspect an apparatus may include at least one processor assembly that is configured to access a parameterization of a virtual 3D space and to receive user input directed to an object represented in the virtual 3D space. The at least pone processor assembly may also be configured to, based on the user input, change the parameterization of the virtual 3D space to represent the user input within the virtual 3D space from different viewing angles.