Client-Side Spline Animation System for Mobile Devices

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Solution Overview

Problem

Conventional graphical animation mechanisms are inefficient and unsuitable for devices with limited processing power, particularly in providing interactive and dynamic animations that evolve according to arbitrary equations, and require efficient updates on screen.

Innovation Solution

The implementation of a client-side animation system that uses spline curves to model dynamic systems, recomputing spline dynamics based on user interface events and phase space-based dynamics, allowing for efficient interpolation and rendering of animated objects, with a scene graph maintaining state information and a rendering layer responsible for repainting the screen.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If conventional graphical animation mechanisms are used, then animation functionality is provided, but processing efficiency is poor and computational resources are excessive for devices with limited power

Engineering Contradiction:
Improveanimation rendering efficiencyVSAvoidcomputational resource consumption
Core Design Contradiction:
ProductivityVSUse of energy by moving object

Solution Approach 1:

The animation system is segmented into distinct functional modules: a physics engine module that handles dynamic equations and phase space calculations, a rendering module that converts physics states to visual output, and an event handling module that processes user interactions. This segmentation allows each module to operate independently and efficiently, reducing overall computational overhead on resource-constrained devices.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent replaces traditional frame-by-frame animation mechanics with a physics-based simulation system. Instead of computing and storing every intermediate frame, the system uses dynamic equations and phase space models to generate animation states on-demand, significantly reducing computational requirements while maintaining visual fidelity.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If physics based simulation with dynamic equations is used to model animated graphical entities, then arbitrary physics applications are enabled, but computational complexity increases

Engineering Contradiction:
Improvearbitrary physics application capabilityVSAvoidcomputational model complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent introduces phase space as an intermediary representation between physical laws and visual output. By transforming complex dynamic equations into phase space coordinates (position, velocity, acceleration), the system simplifies the computation of arbitrary physics scenarios while maintaining accuracy. This intermediary layer enables versatile physics applications without proportionally increasing computational complexity.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system changes the parameter representation from traditional Cartesian coordinates to phase space parameters (position, velocity, acceleration). This parameter transformation allows complex physics simulations to be solved through simpler differential equations in phase space, enabling arbitrary physics applications with reduced computational burden.

Inventive Principle:
Principle #35Parameter changes

3Stability of the object's composition

If efficient interpolation and smoothing functions are used for animated graphical data, then animation smoothness is improved, but processing overhead increases

Engineering Contradiction:
Improveanimation smoothnessVSAvoidprocessing overhead
Core Design Contradiction:
Stability of the object's compositionVSDevice complexity

Solution Approach 1:

The physics-based animation system is self-servicing in terms of smoothness. The dynamic equations inherently produce continuous and differentiable motion trajectories through their mathematical nature. The phase space representation automatically provides smooth transitions between states without requiring additional interpolation algorithms, as the physics simulation naturally generates smooth animation data.

Inventive Principle:
Principle #25Self-service

4Ease of operation

If interactive animation responses to user events are implemented, then user interaction capability is enhanced, but real-time processing requirements increase

Engineering Contradiction:
Improveuser interaction capabilityVSAvoidreal-time processing speed
Core Design Contradiction:
Ease of operationVSSpeed

Solution Approach 1:

The animation system is designed to be dynamically responsive to user events. When a user interaction occurs, the event handler directly modifies the phase space state variables (position, velocity) and the physics engine automatically recomputes the animation trajectory in real-time. This dynamic approach allows immediate user interaction responses without requiring pre-computed animation sequences or frame-by-frame manipulation, maintaining real-time processing speed while enhancing interactivity.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS8259118B2Event based interactive animation
Publication Date: 2012.09.04 ADEIA MEDIA HOLDINGS INC
  • US8259118B2 patent drawing
  • US8259118B2 patent drawing
  • US8259118B2 patent drawing

AI summary

A client device receives a user interface event corresponding to a spline curve associated with an object displayed on a mobile device. The user interface triggers creation of a new spline curve based on computation of a new spline tangent associated with the spline curve and phase space-based dynamics of a new state. A scene graph having state information associated with the new state is maintained. A rendering event triggers repainting of the object associated with the spline curve using the scene graph.