3D Structure Engine Dynamic Resource Allocation for Real-Time Rendering

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Solution Overview

Problem

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

Innovation Solution

A system utilizing 3D data structures of virtual replicas in a persistent virtual world system, combined with a computing optimization platform, optimizes computing resources by considering occlusion, collisions, lighting effects, and level of detail, enabling per-user-optimized computing, rendering, and provisioning.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of manufacture

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

Engineering Contradiction:
Improveease of resource allocationVSAvoidcomputing resource sufficiency
Core Design Contradiction:
Ease of manufactureVSReliability

Solution Approach 1:

The patent implements dynamic computing resource allocation where resources are reassigned based on real-time entity distribution and computational demand. The system monitors which world portions require more processing power and dynamically shifts resources accordingly, preventing both underutilization and overloading of specific regions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the allocation parameters of computing resources based on detected conditions in the simulated world. When entities concentrate in certain areas, the system modifies resource distribution parameters to redirect computational power to those high-demand regions, maintaining optimal performance across all simulated environments.

Inventive Principle:
Principle #35Parameter changes

2Ease of manufacture

If flat prioritization assigns computing resources by real or virtual world regions, then resource distribution is straightforward, but simulations fail to accurately provide experiences comparable to the real world

Engineering Contradiction:
Improveease of resource distributionVSAvoidsimulation accuracy
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

Solution Approach 1:

The patent applies local quality by assigning different computational priorities and resource allocations to different world portions based on their specific characteristics and current demands. Instead of uniform treatment, the system identifies which regions require higher fidelity rendering and processing, assigning resources accordingly to achieve photorealistic accuracy where needed while maintaining efficiency elsewhere.

Inventive Principle:
Principle #3Local quality

3Manufacturing precision

If conventional systems render all objects with high fidelity, then graphical quality is maintained, but computing resource requirements become too high to support real-time interaction and large numbers of objects

Engineering Contradiction:
Improvegraphical fidelityVSAvoidreal-time rendering capability
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system implements local quality by varying the rendering fidelity of different objects and world portions based on their importance and visibility. High-fidelity rendering is applied selectively to objects that are visible to users or play critical roles in the simulation, while lower-fidelity representations are used for background or less significant elements, optimizing the balance between graphical quality and computational efficiency.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent applies partial action by providing high computational resources and detailed rendering only to the extent necessary for maintaining realism in critical areas. Rather than uniformly high-fidelity rendering throughout, the system allocates computational effort partially to essential rendering tasks and excessively to non-essential ones, achieving real-time performance through selective optimization.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12374028B23D structure engine-based computation platform
Publication Date: 2025.07.29 THE CALANY HLDG S.À R L
  • US12374028B2 patent drawing
  • US12374028B2 patent drawing
  • US12374028B2 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.