Dynamic Object Sprite Rendering for Lower-Power Avatar Display
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Solution Overview
Problem
Complex dynamic objects, such as avatars, require significant computing resources to render, leading to degraded performance or failure on less capable hardware, especially in virtual reality environments, and result in a suboptimal user experience when rendered on diverse platforms.
Innovation Solution
A simplified version of the complex dynamic object is generated by capturing sprites of its segments from various angles and poses, using GPU-friendly texture data to render a visually similar but less resource-intensive representation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Shape
If a complex dynamic object with detailed graphics and textures is rendered, then the visual quality and realism of the avatar is improved, but the computing power requirement increases significantly
Solution Approach 1:
The patent creates a simplified version of the complex dynamic object by capturing sprites from the original and generating a new object that uses these sprites as texture data. This copy approach maintains visual similarity while reducing computational requirements, as the simplified object uses pre-captured sprite images instead of rendering complex 3D models in real-time.
Solution Approach 2:
The patent performs preliminary capture of sprites from the complex dynamic object before the simplified version needs to be rendered. By pre-capturing all necessary sprite images and storing them as texture data, the system eliminates the need for real-time complex rendering operations during actual use, significantly reducing computing power requirements.
2Shape
If a complex dynamic object is rendered on less capable hardware, then the visual quality is maintained, but the performance degrades or rendering fails
Solution Approach 1:
The patent creates a simplified version of the complex dynamic object by capturing sprites from the original and generating a new object that uses these sprites as texture data. This copy approach maintains visual similarity while reducing computational requirements, as the simplified object uses pre-captured sprite images instead of rendering complex 3D models in real-time.
Solution Approach 2:
The patent changes the rendering parameters by switching from real-time 3D model rendering to pre-captured sprite image rendering. This parameter change allows the same visual appearance to be achieved on hardware with different capabilities, as the simplified object uses 2D sprite images that can be displayed without requiring complex real-time rendering computations.
3Power
If a simplified version of the dynamic object is generated using sprite capture, then the computing power requirement is reduced, but the visual detail may be compromised
Solution Approach 1:
The patent performs preliminary capture of sprites from the complex dynamic object before the simplified version needs to be rendered. By pre-capturing all necessary sprite images and storing them as texture data, the system eliminates the need for real-time complex rendering operations during actual use, significantly reducing computing power requirements.
Solution Approach 2:
The patent creates a simplified version of the complex dynamic object by capturing sprites from the original and generating a new object that uses these sprites as texture data. This copy approach maintains visual similarity while reducing computational requirements, as the simplified object uses pre-captured sprite images instead of rendering complex 3D models in real-time.
Data Source
AI summary
The present technology generates a simplified version of a dynamic object by capturing sprites from segments of the complex dynamic object while the complex dynamic object is rendered. When the complex dynamic object is requested in an environment in which it is not desirable to display the complex dynamic object, the sprite information can be used to provide a simplified version of the dynamic object. The simplified version of the dynamic object can have a similar visual appearance but can be easier to render. The spite information for the segments of the dynamic object can be recorded in texture data, and the sprite information can be looked up and selected in a GPU for rendering.


