Animation Physics Synchronization via Interpolation

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

The discrepancy in frame rates between animation and physics updates in computer games leads to inconsistencies in in-game physics simulations, causing animation and gameplay issues due to the fixed time step in physics engines not aligning with variable animation frame rates.

Innovation Solution

Updating in-game physics states at a fixed rate independent of the animation engine's frame rate, with interpolation of physical parameters between animation update times to synchronize physics and animation updates, ensuring numerical stability across platforms.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the physics engine is updated at a fixed rate independent of the animation frame rate, then numerical stability and consistency in physics simulation are improved, but synchronization between animation and physics updates deteriorates, causing animation and gameplay issues

Engineering Contradiction:
Improvenumerical stabilityVSAvoidsynchronization between animation and physics
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent applies preliminary action by interpolating physical parameters from animation frames before the physics engine needs them. The animation engine provides physical parameters at animation update times, and these are interpolated to match the fixed physics update times, ensuring the physics engine receives prepared data at the correct moments without requiring real-time synchronization.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses interpolation as an intermediary mechanism between the animation engine and physics engine. The interpolator acts as a mediator that converts animation frame data into physics-ready parameters at the fixed physics update rate, allowing the two engines to operate independently at different rates while maintaining synchronization through the interpolating function.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Productivity

If the animation engine is updated at the frame rate of the game-loop, then rendering performance and hardware utilization are improved, but consistency with fixed-rate physics updates deteriorates, leading to discrepancies in physics simulation

Engineering Contradiction:
Improverendering performanceVSAvoidconsistency with physics updates
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The animation engine performs preliminary computation of physical parameters at animation update times, and the interpolator prepares these parameters in advance for the fixed physics update rate. This allows the animation engine to render at high frame rates while the physics engine operates at a lower fixed rate, with the interpolator bridging the timing discrepancies.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent changes the parameter of physical parameter timing from animation-driven variable rates to physics-driven fixed rates. By interpolating physical parameters based on animation frames but delivering them at fixed physics update times, the system maintains rendering performance while achieving consistent physics synchronization across different hardware platforms.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS11731052B2Animation and physics synchronization
Publication Date: 2023.08.22 ELECTRONIC ARTS INC
  • US11731052B2 patent drawing
  • US11731052B2 patent drawing
  • US11731052B2 patent drawing

AI summary

This specification relates to animation and physics updates in computer games. According to a first aspect of this disclosure, there is described a computer implemented method comprising: updating, using an animation engine, an in-game animation at a first rate; and updating, using an in-game physics engine, an in-game physics state at a second rate, the second rate being different to the first rate. Updating the in-game physics state comprises: interpolating one or more in-game physical parameters corresponding to a physics update time that lies between two consecutive animation update times, the interpolation based on in-game animation frames corresponding to the two consecutive animation update times; and determining the update to the in-game physics state based on the interpolated physical parameters.