Dynamic Synchronization Engine for Physics Simulation Data
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Solution Overview
Problem
Simulating large-scale physics events, such as building destruction, is computationally expensive and requires many objects, exceeding the capacity of a single compute device, leading to delayed data transmission and jerky user experiences due to the large amount of data needed for realistic rendering.
Innovation Solution
A hybrid synchronization model where a server performs full physics simulation and sends reduced data to clients, disabling collision detection on clients for objects under gravity, using a synchronization engine to dynamically update the synchronization scheme based on the state of rigid bodies, reducing data transmission by approximately 70% and improving bandwidth usage.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If full physics simulation data is transmitted to clients for realistic rendering of large-scale physics events, then rendering quality is improved, but data transmission volume increases and causes delays
Solution Approach 1:
The patent extracts only the essential synchronization data needed for physics simulation from the complete simulation dataset. Instead of transmitting all simulation data including detailed collision information, the system selectively transmits only position, velocity, and rotation data for rigid bodies, reducing transmission volume while maintaining simulation accuracy.
Solution Approach 2:
The patent segments the simulation data transmission by dividing rigid bodies into different categories (colliding vs. non-colliding) and applying different synchronization strategies to each segment. This allows optimized data transmission for different object types, reducing overall data volume while maintaining accuracy for critical objects.
2Measurement precision
If collision detection is enabled on client devices for all objects, then simulation accuracy is improved, but computational load exceeds device capacity
Solution Approach 1:
The patent extracts collision detection functionality from client devices and centralizes it on the server. Clients receive pre-processed collision information from the server and only perform simplified gravity-based physics calculations, reducing client computational complexity while maintaining overall simulation accuracy.
Solution Approach 2:
The patent segments physics processing responsibilities between server and client. The server handles complex collision detection for all objects, while clients handle only simple gravitational physics for non-colliding objects. This segmentation enables clients with limited capacity to participate in the simulation.
3Quantity of substance
If dynamic synchronization scheme is implemented to reduce data transmission, then bandwidth usage is improved, but synchronization complexity increases
Solution Approach 1:
The patent implements a dynamic synchronization scheme that adapts the synchronization interval and data transmission frequency based on the current state of rigid bodies. Objects experiencing collisions are synchronized more frequently than stationary objects, optimizing bandwidth usage while maintaining necessary simulation fidelity.
Solution Approach 2:
The patent applies different synchronization qualities to different objects based on their current state. Colliding objects receive full synchronization updates, while non-colliding objects under gravity receive reduced updates. This local differentiation reduces overall data transmission volume while maintaining accuracy where needed.
Data Source
AI summary
A server, which is in communication with a plurality of client computing devices configured to perform a reduced simulation function, comprises a synchronization engine configured to generate synchronization packets for one or more rigid bodies according to a synchronization scheme and, for each rigid body, to dynamically update the synchronization scheme based on a current state of the rigid body in simulation data and stored states for the rigid body which are stored in a buffer. The synchronization packets are then transmitted to one of the plurality of client computing devices.


