Augmented Reality Design Editor for Cross-Device Scaling
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Solution Overview
Problem
The conventional process for designing augmented reality effects is time-consuming and labor-intensive, requiring multiple iterations between artists and programmers, and is not adaptable to different display devices with varying aspect ratios and resolutions, leading to inconsistent results across devices.
Innovation Solution
An augmented-reality design editor that provides a dynamic environment for real-time composition and adjustment of art work and effects, allowing designers to import objects, specify scaling parameters, control rendering order, and adjust properties such as opacity and depth buffering, ensuring seamless adaptation across various devices and viewing modes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the conventional design process is used with multiple iterations between artists and programmers, then the augmented reality effect can be fine-tuned, but the design process becomes time-consuming and labor-intensive
Solution Approach 1:
The patent combines the artwork creation and software instruction generation into a single integrated system. The machine learning model processes the artwork directly to generate corresponding software instructions, eliminating the need for separate iterations between artists and programmers. This merging of previously distinct tasks into one automated pipeline resolves the contradiction by maintaining effect refinement quality while dramatically reducing design process time.
Solution Approach 2:
The system enables self-service by allowing the artwork and software instructions to generate and refine each other automatically through the machine learning model. The iterative refinement process is performed autonomously by the system itself rather than requiring manual intervention from multiple specialists, thus maintaining high refinement quality while reducing the time and labor required.
2Stability of the object's composition
If objects are rendered based on their distance from the viewer in three-dimensional space, then the rendering follows natural depth perception, but the effect may not display correctly on devices with different aspect ratios and resolutions
Solution Approach 1:
The patent implements dynamic scaling parameters that automatically adjust based on the display device's characteristics. The scaling behavior is configured to respond to different aspect ratios and resolutions, allowing the same augmented reality effect to adapt its rendering to various devices while maintaining consistent visual composition and depth relationships.
Solution Approach 2:
The system changes rendering parameters dynamically based on device properties. By adjusting scaling factors, resolution ratios, and display transformation parameters according to the specific device being used, the system maintains rendering consistency across diverse devices with different aspect ratios and resolutions.
3Manufacturing precision
If the same augmented reality effect is designed for one device, then it displays correctly on that device, but it does not display as desired on different devices or viewing modes
Solution Approach 1:
The patent creates a universal design system where a single artwork design can be automatically adapted to multiple devices and viewing modes. The machine learning model generates device-independent software instructions with configurable scaling parameters that work across different platforms, eliminating the need to create separate designs for each device while maintaining display accuracy.
Solution Approach 2:
The system segments the rendering process into independent controllable parameters (scaling, positioning, depth buffering) that can be individually adjusted for different devices. This segmentation allows the core artwork to remain universal while device-specific adaptations are made through parameter configuration rather than redesign.
Data Source
AI summary
In one embodiment, a method for designing an augmented-reality effect may include associating an image with an anchor position that defines a first relative point in the image and a second relative point in a first display region. The image may be associated with a first position offset, which may be used to define a first position of the image relative to the display region based on the first and second relative points. Information associated with the image may be stored in files, which may be configured to cause the image to be displayed at a second position in a second display region. A third relative point in the second display region may be defined by the anchor position. The first position offset may be used to define the second position of the image relative to the second display region based on the first and third relative points.


