3D Image Rendering via Atomic Animation Stacks
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Solution Overview
Problem
3D image development and animation in games are labor-intensive and time-consuming, requiring manual generation of multiple perspective views, which is tedious and costly.
Innovation Solution
A simplified data flow structure and pre-specified motion functions are used to automate the animation process, allowing for efficient and flexible 3D image rendering from different perspectives, using a data structure that includes asset rendering information, software definitions, 3D point cloud representations, and an editor for real-time editing and reloading of asset data.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If manual generation of multiple perspective views is used, then each view can be customized and detailed, but the development time and labor intensity increase significantly
Solution Approach 1:
The patent pre-generates multiple perspective views of 3D objects during an offline rendering process before the actual game runtime. These pre-rendered views are stored and later retrieved during gameplay, eliminating the need for real-time manual generation while maintaining high rendering quality.
Solution Approach 2:
The patent creates copies of 3D object views from different perspectives by pre-rendering them as 2D images. During runtime, these copied images are displayed instead of generating new views, significantly reducing processing time while preserving visual fidelity.
2Reliability
If manual animation frame generation is used, then animation quality can be controlled, but the number of frames required and development effort increase
Solution Approach 1:
Animation frames are pre-generated offline using a rendering engine that processes 3D models and camera movements. The system prepares animation sequences in advance, storing them for rapid playback during gameplay, which maintains quality while dramatically improving development efficiency.
Solution Approach 2:
The patent replaces manual mechanical animation processes with automated software-based rendering. Instead of artists manually positioning and rendering each frame, a computer program automatically processes 3D models through defined camera paths and lighting conditions to generate animation sequences.
3Adaptability or versatility
If real-time 3D rendering from arbitrary angles is implemented, then interactive flexibility is improved, but computational complexity and bandwidth consumption increase
Solution Approach 1:
The patent divides the continuous 3D viewing space into discrete predetermined perspectives. Instead of supporting any arbitrary angle, the system pre-renders specific viewpoints and interpolates between them during runtime, reducing computational complexity while maintaining acceptable visual flexibility.
Solution Approach 2:
Multiple perspective views are pre-computed and stored before runtime. During gameplay, the system selects from these pre-prepared views based on camera position, avoiding the need for complex real-time rendering calculations and reducing bandwidth consumption.
4Manufacturing precision
If comprehensive 3D model data is stored for all perspectives, then rendering accuracy is maintained, but memory usage and data storage requirements increase
Solution Approach 1:
Instead of storing complete 3D model data for every possible perspective, the patent pre-renders and stores only the necessary 2D image copies from predetermined viewpoints. This reduces storage requirements while maintaining rendering accuracy for the supported perspectives.
Solution Approach 2:
The system stores a limited set of pre-rendered perspectives that cover the essential viewing angles needed for gameplay. Rather than maintaining complete 3D data for all possible views, it uses this partial set of pre-computed images, which is sufficient for the application's needs and significantly reduces storage requirements.
Data Source
AI summary
Discussed herein are devices, systems, and methods for software-based animation. A method can include receiving data indicating a first object name, a corresponding file path of a model, a camera location, a reference point, and an animation of the first object, the animation comprising a stack of atomic animation functions that affect the view of one or more of the first object or the camera, storing the object name, the file path, the camera location, the reference location, and atomic animation functions in a memory, in response to receiving data indicating the first object was selected, automatically retrieving the model based on the file path, providing, by the display, a view of the model of the first object consistent with the camera location and the reference point, and executing the stored atomic animation functions to animate the model of the first object.


