Distributed Physics Hosts for Virtual World Simulation

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Solution Overview

Problem

Simulating physics in virtual reality environments is computationally intensive, requiring efficient management of processing resources to provide a realistic user experience.

Innovation Solution

A method and system where a client device acts as a physics host to determine and communicate the subsequent state of objects within a virtual world, including location, orientation, velocity, and acceleration, based on object characteristics and environmental constraints, reducing the computational burden on servers.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If physics simulation is implemented in virtual reality environments, then user experience realism is improved, but processing resource consumption increases

Engineering Contradiction:
Improveuser experience realismVSAvoidprocessing resource consumption
Core Design Contradiction:
ReliabilityVSUse of energy by moving object

Solution Approach 1:

The patent divides the physics simulation workload by designating specific client devices as 'physics hosts' that handle physics calculations for particular scenes or regions, while other client devices handle rendering and user interaction. This segmentation allows physics simulation to be distributed across multiple devices rather than requiring all devices to perform computationally intensive physics calculations, thereby maintaining realism while reducing overall processing resource consumption.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces server devices as intermediaries that manage the assignment of physics host roles and coordinate communication between client devices. The server acts as a mediator that receives physics calculations from designated physics hosts and distributes them to appropriate client devices, enabling efficient resource allocation and reducing the processing burden on individual devices while maintaining realistic physics simulation.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Measurement precision

If physics simulation calculations are performed on all client devices, then simulation accuracy is improved, but device complexity and processing burden increase

Engineering Contradiction:
Improvesimulation accuracyVSAvoidprocessing burden
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent segments the simulation workload by identifying specific client devices as physics hosts that are responsible for performing physics calculations for their respective scenes. This segmentation allows high-accuracy physics simulation to be maintained on dedicated devices while other client devices focus on rendering and user interaction, thereby reducing overall device complexity and processing burden while preserving simulation accuracy where needed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent enables selected client devices to serve themselves as physics hosts, performing their own physics calculations independently without requiring constant server intervention. This self-service approach allows these devices to maintain accurate physics simulation for their scenes while reducing the processing burden on servers and other devices, as the physics host devices autonomously manage their own simulation requirements.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20250021156A1System, Method and Apparatus of Simulating Physics in a Virtual Environment
Publication Date: 2025.01.16 PFAQUTRUMA RESEARCH LLC
  • US20250021156A1 patent drawing
  • US20250021156A1 patent drawing
  • US20250021156A1 patent drawing

AI summary

A method of simulating physics in a virtual worlds system includes: instantiating a multi-user virtual environment; selecting a plurality of physics hosts from a plurality of client devices based on predefined selection criteria; obtaining a request to modify an object within the multi-user virtual environment; in response to obtaining the request to modify the object, providing the request to the plurality of hosts and instructions to determine a candidate subsequent state of the object; obtaining a plurality of candidate subsequent states of the object, including a respective candidate subsequent state from each of the plurality of physics hosts; determining a subsequent state of the object based on the plurality of candidate subsequent states of the object; and providing the subsequent state of the object to the plurality of client devices and instructions to update their versions of the multi-user virtual environment based on the subsequent state of the object.