Browser-Based Virtual Environment Editing with Conflict Resolution
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Solution Overview
Problem
Existing web browsers struggle to provide seamless and efficient multi-user real-time editing of virtual reality (VR) and augmented reality (AR) environments, particularly in optimizing resource usage and managing conflicts in user inputs across different devices and capabilities.
Innovation Solution
A browser-based virtual environment editor system that includes components for receiving user inputs, resolving conflicts, optimizing 2D/3D assets, and rendering environments in real-time, using a 2D/3D optimizer to reduce memory usage while maintaining visual realism, and managing user permissions and network reliability.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If multiple users edit virtual environment simultaneously, then collaborative productivity is improved, but conflict management complexity increases
Solution Approach 1:
The server acts as an intermediary that receives inputs from multiple users, resolves conflicts between conflicting inputs, and determines consensus states. This centralizes the conflict management complexity on the server while allowing multiple users to edit simultaneously without direct peer-to-peer conflict resolution complexity.
Solution Approach 2:
The system implements real-time feedback mechanisms where the server continuously monitors user inputs, detects conflicts, resolves them based on predefined rules, and updates the virtual environment state. This feedback loop enables collaborative editing while automatically managing conflicts through systematic resolution processes.
2Quantity of substance
If 2D/3D assets are optimized for memory, then resource efficiency is improved, but visual realism may deteriorate
Solution Approach 1:
The 2D/3D optimizer dynamically adjusts asset parameters such as polygon count, texture resolution, and level of detail based on device capabilities and viewing conditions. This allows the same asset to be rendered with high fidelity on powerful devices while using optimized versions with lower memory requirements on devices with limited resources, thus balancing memory usage and visual realism.
3Adaptability or versatility
If browser-based VR editing is implemented, then accessibility is improved, but processing power requirements increase
Solution Approach 1:
The system segments processing tasks between the browser client and the server. The browser handles user interface interactions and displays the virtual environment, while the server performs heavy computational tasks including conflict resolution, asset optimization, and complex rendering calculations. This segmentation allows accessibility across diverse devices while distributing processing power requirements.
Solution Approach 2:
The patent replaces client-side mechanical processing with server-side computational processing. Instead of requiring powerful local CPUs in user devices to handle complex VR editing operations, the system substitutes these mechanical processing requirements with server-based computation, allowing lightweight browsers on various devices to access sophisticated VR editing capabilities.
Data Source
AI summary
Systems, devices, and methods include: an input capture component, a real time editing consensus component, a 2D/3D items optimizer component, an environment modification component, and a virtual environment rendering component, where the disclosed embodiments determine a virtual environment rendering including different textures and objects in real time based on modified virtual environment and optimized items for displaying on an output device thereby providing a browser based virtual environment editor running on a computing device.


