Delta Propagation for 3D Scene Graph Synchronization
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Solution Overview
Problem
Traditional game engines are not suitable for high-quality collaborative authoring of three-dimensional (3D) worlds due to their focus on fast replication over fidelity and consistency, and existing solutions like the Universal Scene Description (USD) framework struggle with concurrent collaboration and connectivity in content creation pipelines.
Innovation Solution
A cloud-centric platform using delta propagation to manage and synchronize 3D scene descriptions, where clients exchange delta information with assigned values to ensure synchronized versions, and structural elements are represented procedurally while non-structural elements are represented declaratively to maintain consistency and reduce data size.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Speed
If game engines use simple atomic-level descriptions for fast replication, then replication speed is improved, but fidelity and consistency of 3D content representation deteriorates
Solution Approach 1:
The patent segments the 3D content description into two distinct parts: structural elements (geometry, transforms, hierarchical relationships) and non-structural elements (material properties, textures, lighting). This segmentation allows structural elements to be transmitted with sufficient precision for faithful representation while non-structural elements can be optimized for faster transmission, resolving the contradiction between replication speed and fidelity.
Solution Approach 2:
The patent applies different levels of description quality to different parts of the 3D content. Structural elements that define the core geometry and spatial relationships are described with high precision to ensure fidelity, while non-structural elements are described with sufficient quality for visual representation but with reduced data complexity, enabling faster replication while maintaining overall content quality.
2Manufacturing precision
If USD framework uses rich hierarchical descriptions for 3D worlds, then fidelity and feature support are improved, but complexity of concurrent collaboration and data synchronization deteriorates
Solution Approach 1:
The patent divides the complex USD scene graph into structural and non-structural elements, allowing the system to manage complexity by handling these two types differently during concurrent collaboration. Structural elements maintain hierarchical integrity for fidelity, while non-structural elements are managed with simplified synchronization protocols, reducing overall system complexity.
Solution Approach 2:
The patent extracts non-structural elements from the core structural hierarchy, allowing them to be managed separately with simpler synchronization rules. This extraction reduces the complexity of concurrent collaboration by isolating the elements that would otherwise require complex conflict resolution, while preserving the rich hierarchical structure needed for fidelity.
3Manufacturing precision
If all content elements are stored with full detail, then fidelity is improved, but storage space and data transmission size deteriorates
Solution Approach 1:
The patent segments content into structural and non-structural elements, storing structural elements with full detail to preserve fidelity of the 3D world representation, while storing non-structural elements in a more compact form that reduces overall data size without significantly impacting visual quality.
Solution Approach 2:
The patent applies different storage quality levels to different content elements. Structural elements that define the essential geometry and relationships are stored with high fidelity, while non-structural elements like textures and materials are stored with sufficient quality for their intended use, optimizing the balance between overall content fidelity and total storage requirements.
Data Source
AI summary
A content management system may maintain a scene description that represents a 3D world using hierarchical relationships between elements in a scene graph. Clients may exchange delta information between versions of content being edited and/or shared amongst the clients. Each set of delta information may be assigned a value in a sequence of values which defines an order to apply the sets of delta information to produce synchronized versions of the scene graph. Clients may follow conflict resolution rules to consistently resolve conflicts between sets of delta information. Changes to structural elements of content may be represented procedurally to preserve structural consistency across clients while changes to non-structural elements may be represented declaratively to reduce data size. To store and manage the content, structural elements may be referenced using node identifiers, and non-structural elements may be assigned to the node identifiers as field-value pairs.


