Dynamic Texture LOD Adjustment for Smooth Map Navigation

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Solution Overview

Problem

Interactive geographic imaging systems face performance issues due to hardware limitations, resulting in choppy transitions and jitter when rendering high-resolution imagery, disrupting the user's experience as they navigate between areas of interest.

Innovation Solution

A computer-implemented method that dynamically adjusts the level of detail (LOD) of texture rendering in graphics applications based on frame rate and camera movement, decreasing or increasing LOD to maintain an optimal frame rate and reduce rendering stutter.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If high-resolution texture objects are rendered to depict objects in greater detail, then manufacturing precision is improved, but productivity deteriorates due to hardware limitations causing choppy transitions and jitter

Engineering Contradiction:
Improverendering detailVSAvoidframe rate
Core Design Contradiction:
Manufacturing precisionVSProductivity

Solution Approach 1:

The system dynamically adjusts the level of detail (LOD) of texture objects based on camera movement characteristics. When camera movement is detected (panning, zooming, rotating), the system transitions to lower LOD textures to maintain frame rate. When camera is stationary, higher LOD textures are used for better detail. This dynamic adaptation resolves the contradiction between rendering detail and frame rate.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the resolution parameter of texture objects based on camera state. High-resolution textures are used when camera is stationary, while low-resolution textures are used during camera movement. This parameter switching allows the system to maintain both high detail when possible and high frame rate when needed, resolving the contradiction.

Inventive Principle:
Principle #35Parameter changes

2Manufacturing precision

If the level of detail of texture objects is increased to improve visual quality, then object-generated harmful factors worsen due to rendering pauses and stutter disrupting user immersion

Engineering Contradiction:
Improvevisual qualityVSAvoidrendering stutter
Core Design Contradiction:
Manufacturing precisionVSObject-generated harmful factors

Solution Approach 1:

The system dynamically switches between high and low LOD textures based on camera movement state. During camera movement, low LOD textures prevent rendering stutter and maintain smooth frame transitions. When camera is stationary, high LOD textures provide superior visual quality. This dynamic approach eliminates the harmful rendering stutter while preserving visual quality when appropriate.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system skips rendering high-detail textures during camera movement transitions, focusing instead on maintaining frame rate continuity. This skipping of detailed rendering during movement prevents stutter and pause, allowing smooth transitions that can then be followed by high-quality static rendering when the camera stops.

Inventive Principle:
Principle #21Skipping (Rushing through)

3Productivity

If low level of detail texture objects are rendered to improve performance, then productivity is improved, but manufacturing precision deteriorates resulting in loss of detail in the imagery

Engineering Contradiction:
Improveframe rateVSAvoidrendering detail
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The system applies different quality levels to different moments in time based on camera state. During camera movement, low LOD is applied to maintain frame rate. During stationary periods, high LOD is applied to restore detail. This local quality adjustment in the time domain ensures both performance and detail are optimized at appropriate moments.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The system periodically switches between low and high LOD rendering based on camera movement detection. When movement is detected, low LOD is used; when movement stops, high LOD is restored. This periodic switching pattern allows the system to maintain high frame rates during dynamic periods while preserving visual detail during static periods.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS9153011B2Movement based level of detail adjustments
Publication Date: 2015.10.06 GOOGLE LLC
  • US9153011B2 patent drawing
  • US9153011B2 patent drawing
  • US9153011B2 patent drawing

AI summary

Systems and methods for providing movement based level of detail (“LOD”) adjustments for textures in a graphics application are disclosed. The method includes displaying, in a user interface of a display device, a plurality of frames representing movement within a geographic area. The geographic area has texture rendered at one or more level of detail, the texture being based at least in part on map, satellite, or geographic imagery. The displayed level of detail of at least a portion of the geographic area is decreased in response to a frame rate of one or more of the plurality of frames and at least one of a ratio of areas of two frames of the plurality of frames, and a ratio of intersecting area of two frames of the plurality of frames to area of one of the two frames.