Animating 3D Buildings via Mesh Primitive Transforms
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Solution Overview
Problem
Existing three-dimensional virtual environments lack the capability to animate static structures, limiting user interaction and engagement by not incorporating motion and dynamic effects within geo-referenced data.
Innovation Solution
Accessing and processing animation data associated with mesh data provided by a geographic information server, which includes transforms that define motion types and apply them to groups of primitives, enabling the animation of static structures within the three-dimensional environment.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If static structures are rendered in three-dimensional virtual environments using mesh data, then the rendering efficiency and simplicity are maintained, but the capability to animate and simulate motion is lost
Solution Approach 1:
The patent segments animation data into transform components that can be applied to specific groups of primitives within mesh data. Each transform includes a motion type and targets specific primitives, allowing animation to be added without reprocessing the entire mesh structure. This segmentation enables selective animation of building components while maintaining rendering efficiency for non-animated portions.
Solution Approach 2:
The patent introduces dynamic transform data that can be applied to static mesh structures. The transform data includes motion types and can be processed by the rendering engine to animate primitives without changing the underlying static mesh geometry. This allows the system to switch between static and dynamic rendering modes based on the presence of transform data.
2Reliability
If animation data is processed alongside mesh data, then dynamic motion simulation is achieved, but the computational load and processing requirements increase
Solution Approach 1:
The patent applies animation transforms only to specific groups of primitives that require motion, rather than processing entire mesh datasets. The transform data specifies which primitives should be animated, allowing the rendering engine to skip processing for non-animated portions. This local processing approach reduces overall computational energy consumption while maintaining accurate motion simulation where needed.
3Adaptability or versatility
If motion types are applied to groups of primitives, then realistic animation of structures is achieved, but the data structure and processing complexity increase
Solution Approach 1:
The patent creates a universal transform data structure that can handle multiple motion types (translation, rotation, scaling) and be applied to different groups of primitives within the same mesh. The transform format is designed to work with existing mesh data structures and rendering pipelines, providing multi-functional animation capabilities without requiring separate processing systems for different animation types.
Data Source
AI summary
Systems, methods, and computer storage mediums are provided for animating a static structure rendered in a three-dimensional environment. A method includes accessing mesh data associated with the static structure. The mesh data describes primitives used to render the static structure in the three-dimensional environment. Once the mesh data is accessed, the static structure is rendered in the three-dimensional environment such that the mesh data associated with the static structure is used to represent the static structure. Animation data associated with the static structure is also accessed. The animation data includes a transform that includes a motion type and a description of the group of primitives from the mesh data that the motion type is applied to. Once the animation data is accessed, the group of primitives is animated such that the motion type is applied to the group of primitives.


