Game Metadata Animation for 3D User-Generated Video Objects

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Solution Overview

Problem

Existing technologies struggle to seamlessly integrate user-generated content into video, such as game videos, in a manner that makes it appear as part of the original video, lacking realism and interactivity.

Innovation Solution

A processor system converts video scenes to 3D representations using volumetric models, sets opacity to zero for existing objects, and inserts user-input content as a mask, animating it according to game metadata to create a realistic integration.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If user-generated content is inserted into video using traditional 2D overlay methods, then the content can be added easily, but the content does not appear realistic and lacks integration with the original video

Engineering Contradiction:
Improverealism of user-input content integrationVSAvoidcomplexity of video processing system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent transforms 2D video content into a 3D volumetric representation by converting video frames into depth maps and constructing 3D point clouds. This dimensional transformation allows user-generated content to be positioned and animated in three-dimensional space, creating realistic occlusion relationships and spatial integration that 2D overlay methods cannot achieve. The 3D Gaussian representation enables content to appear as if it truly exists within the video scene rather than being superimposed.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The patent introduces 3D volumetric representations and depth maps as intermediary structures between the original video and user-generated content. These intermediaries serve as a bridge that enables realistic integration by providing spatial context and occlusion information. The volumetric representation acts as a mediator that translates 2D video data into a format that can naturally accommodate and render 3D user content with proper depth relationships.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Adaptability or versatility

If user-input content is animated to match game metadata, then the interactivity and immersion are enhanced, but the processing time and computational resources increase

Engineering Contradiction:
Improveinteractivity of user-input contentVSAvoidprocessing time for video animation
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent performs preliminary conversion of video content into 3D volumetric representations and extracts game metadata (such as object positions, movements, and transformations) in advance. By preparing the 3D scene structure and metadata beforehand, the system enables real-time or near-real-time animation of user-generated content according to game events without requiring extensive processing during playback. This preliminary preparation significantly reduces processing time during actual video presentation.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables user-generated content to automatically adapt and animate itself based on game metadata without requiring manual intervention. The volumetric representations and associated metadata drive the animation of user content autonomously, allowing objects, messages, or drawings to follow game events, player movements, or scene changes automatically. This self-service mechanism reduces the need for complex real-time processing and manual synchronization.

Inventive Principle:
Principle #25Self-service

3Reliability

If volumetric representations are used to create 3D space from video, then realistic integration is achieved, but the computational complexity and processing power required increase

Engineering Contradiction:
Improverealism of video integrationVSAvoidcomputational power required
Core Design Contradiction:
ReliabilityVSPower

Solution Approach 1:

The patent creates simplified 3D volumetric copies of the video scene using depth maps and point clouds rather than requiring full photorealistic 3D reconstruction. By representing the scene as a cloud of points with associated properties (position, color, depth) rather than complex mesh models or ray-traced environments, the system achieves realistic integration effects with significantly reduced computational requirements. This copying approach maintains visual fidelity while lowering processing power needs.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent transforms video data by changing its representation parameters from 2D pixel arrays to 3D volumetric parameters including depth, position, and Gaussian distribution properties. By representing scene geometry and appearance through parametric models (3D Gaussians with position, covariance, and color parameters) rather than raw pixel data, the system enables efficient manipulation, animation, and rendering of volumetric content with lower computational overhead compared to full 3D reconstruction methods.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS20260027473A1Using Game Metadata to Animate User-Generated Object in Video Game
Publication Date: 2026.01.29 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20260027473A1 patent drawing
  • US20260027473A1 patent drawing
  • US20260027473A1 patent drawing

AI summary

A technique for generating, from a video from a computer game, a three-dimensional (3D) representation of space in which Gaussians represent objects in the video. Metadata from the game can be used in creating the 3D representation. User-input content such as a hand-drawn game path is inserted into the 3D representation of space and aligned and scaled. The opacity of the Gaussians in the 3D representation of space is then set to zero such that Gaussians representing objects in the video are transparent and only one or more portions of the user-input content are not transparent. The 3D representation of space is then combined with the video so that the user-input content is presented with the video and animated according to the metadata.