3D Avatar Component Segmentation for Multi-Avatar Game Rendering
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Solution Overview
Problem
Existing gaming applications face challenges in balancing resource distribution between game processing and avatar rendering, particularly in multi-player games with limited device resources, where reducing avatar detail complexity is ineffective for incorporating multiple avatars without causing lag.
Innovation Solution
A method of reducing avatar components on a component-by-component basis, such as the skeleton, geometric model, and textures, separately, and assembling these components with reduced detail from a server to minimize resource requirements, enabling simultaneous rendering and animation of multiple avatars.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Quantity of substance
If avatar detail complexity is reduced, then resource requirements are decreased, but avatar quality and realism deteriorate
Solution Approach 1:
The avatar is divided into separate components (skeleton, geometric model, textures) that can be independently reduced in detail. This allows selective quality reduction based on resource constraints while maintaining the ability to assemble avatars at different detail levels without sacrificing the structural integrity of the avatar system.
Solution Approach 2:
The patent changes the parameter of detail level for each avatar component separately. By adjusting the complexity parameter of skeletons, geometric models, and textures independently, the system can optimize resource usage while maintaining acceptable avatar quality through controlled parameter modification.
2Adaptability or versatility
If multiple avatars are incorporated into the game, then game functionality and social interaction are improved, but processing power and storage requirements increase
Solution Approach 1:
By segmenting avatar data into separate components stored on remote servers, the system can support multiple avatars without proportionally increasing local device requirements. The game client only needs to manage references and assembly instructions rather than storing complete high-fidelity avatar data for all players.
Solution Approach 2:
A remote server acts as an intermediary to store and provide avatar components on demand. This mediator system enables multiple avatars to be managed efficiently by centralizing storage and processing heavy lifting remotely, reducing the burden on the game client's processing power and storage capacity.
3Reliability
If high-fidelity avatars are rendered in real-time, then user experience and immersion are improved, but device resources are consumed excessively
Solution Approach 1:
The system applies partial detail reduction to avatar components based on device capabilities and game context. Rather than uniformly reducing all avatar details, the system selectively applies lower detail levels to less critical components while maintaining high fidelity where needed, optimizing the balance between user experience and resource consumption.
Solution Approach 2:
The patent dynamically adjusts the detail parameters of avatar components based on device resource availability. By monitoring device resources and changing the complexity parameters of skeletons, geometric models, and textures in real-time, the system maintains acceptable user experience while adapting to varying resource constraints.
Data Source
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AI summary
Systems and methods are disclosed for receiving a request to display an avatar within a graphical user interface of a client device, authenticating the request based on user data, retrieving the avatar from a database, transmitting the avatar to the client device and presenting the avatar within the user interface of the client device.