Animation Rendering Control for Dynamic FPS Adjustment

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Solution Overview

Problem

Existing animation processing technologies face challenges in optimizing frames per second (FPS) and the number of objects to be rendered in one frame, leading to suboptimal animation quality and performance, especially when resources are limited.

Innovation Solution

An apparatus and method that adjust the number of objects to be rendered in one frame and the target FPS by calculating rendering times and comparing them to preset values, allowing for dynamic adjustments to ensure optimal rendering within given time constraints, including storing objects in a circular queue and controlling the rendering window.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If the number of objects to be rendered in one frame is increased, then the animation quality is improved, but the rendering time exceeds the target time corresponding to target FPS

Engineering Contradiction:
Improveanimation qualityVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent dynamically adjusts the number of objects to be rendered in one frame based on the calculated rendering time and target FPS. The animation control unit modifies the rendering object count in real-time to ensure the rendering time matches the target time, allowing the system to adapt between animation quality and rendering speed requirements.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of the number of rendering objects to control the rendering time. By adjusting this parameter based on the comparison between calculated and target rendering times, the system optimizes the balance between animation quality (more objects) and performance constraints (time limit).

Inventive Principle:
Principle #35Parameter changes

2Speed

If the target FPS is increased, then the animation smoothness is improved, but the rendering time required increases

Engineering Contradiction:
Improveframes per secondVSAvoidrendering time
Core Design Contradiction:
SpeedVSLoss of time

Solution Approach 1:

The patent implements a feedback mechanism where the animation control unit calculates the rendering time for the current number of objects and compares it with the target time derived from target FPS. Based on this comparison, the system adjusts the number of objects to render, creating a closed-loop control that ensures the rendering process meets the target FPS while maintaining animation quality.

Inventive Principle:
Principle #23Feedback

3Loss of information

If all objects are rendered in one frame, then the animation completeness is improved, but the rendering performance deteriorates on low-specification hardware

Engineering Contradiction:
Improveanimation completenessVSAvoidrendering performance
Core Design Contradiction:
Loss of informationVSProductivity

Solution Approach 1:

The patent applies partial action by rendering only a subset of objects in one frame rather than all objects. The animation control unit determines the optimal number of objects to render based on the target FPS and available time, allowing the system to maintain acceptable animation completeness while improving rendering performance on hardware with limited capabilities.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS9990755B2Apparatus and method for processing animation
Publication Date: 2018.06.05 SAMSUNG ELECTRONICS CO LTD
  • US9990755B2 patent drawing
  • US9990755B2 patent drawing
  • US9990755B2 patent drawing

AI summary

An apparatus for processing an animation includes an object storage unit configured to store objects included in animation content and an animation control unit configured to adjust at least one of a number of objects to be rendered in one frame among the objects included in the animation content and preset target frames per second (FPS) by calculating a rendering time of the objects to be rendered in one frame and comparing the rendering time with the target FPS.