Hierarchical 3D Dataset Subdivision for Level-of-Detail Rendering

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Solution Overview

Problem

Interactive 3D visualization applications face challenges in efficiently rendering and displaying different levels of detail for large 3D models, particularly when rendering at runtime and with limited resources, as they require balancing computing resources, memory capacity, and latency while adapting to user-driven view changes.

Innovation Solution

A method that divides 3D datasets into a hierarchical level-of-detail structure using bounding volumes and nodes, where each node is split to fit within budget constraints, organized in a hierarchical tree structure to optimize data traffic and processing, allowing for dynamic selection of detail levels based on user interaction and viewpoint.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If multiple versions of 3D content representing different levels of detail are stored, then the ability to render appropriate detail levels is improved, but the memory capacity and storage requirements increase

Engineering Contradiction:
Improveability to render different levels of detailVSAvoidmemory capacity and storage requirements
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The patent segments the 3D model into a hierarchical tree structure where the root node represents the complete model and child nodes represent progressively detailed versions. This segmentation allows the system to store multiple levels of detail in an organized manner, enabling selective retrieval based on rendering needs while efficiently managing memory capacity through the hierarchical organization of model data.

Inventive Principle:
Principle #1Segmentation

2Measurement precision

If high-detail 3D models are rendered from angled perspectives spanning large distances, then the visual quality is improved, but the computing resources and data traffic required increase

Engineering Contradiction:
Improvevisual quality and detail levelVSAvoidcomputing resources and data traffic
Core Design Contradiction:
Measurement precisionVSUse of energy by moving object

Solution Approach 1:

The patent implements dynamic level-of-detail selection based on the viewer's perspective and distance from the model. The system automatically adjusts which hierarchical nodes to render by evaluating the viewing angle and distance, retrieving only the appropriate detail level from the hierarchical structure. This dynamic adaptation reduces computing resources and data traffic by avoiding retrieval and rendering of excessive detail when viewing from distant or angled perspectives.

Inventive Principle:
Principle #15Dynamics

3Productivity

If the 3D data structure is organized to fit budget constraints for data traffic and computing resources, then the efficiency of data transfer is improved, but the complexity of organizing and managing the hierarchical structure increases

Engineering Contradiction:
Improveefficiency of data transfer and processingVSAvoidcomplexity of hierarchical structure organization
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent employs a nested hierarchical tree structure where each node contains 3D data and references to its child nodes representing higher detail levels. This nesting organization allows efficient data transfer by enabling the system to retrieve only the specific nodes needed for the current viewing conditions. The nested structure simplifies budget constraint management by providing clear boundaries for data transfer requirements at each hierarchical level, reducing the complexity of organizing and managing the overall data structure.

Inventive Principle:
Principle #7Nested doll (Nesting)

Data Source

PatentEP4481689A1Subdividing 3d-datasets for hierarchical level-of-detail use
Publication Date: 2024.12.25 VEKTORIO OY
  • EP4481689A1 patent drawingFigure 1
  • EP4481689A1 patent drawingFigure 2
  • EP4481689A1 patent drawingFigure 3

AI summary

A computer implemented method for subdividing 3D datasets in hierarchical level-of-detail for rendering, comprising: obtaining a 3D dataset from a storage; determining a bounding volume for the 3D dataset; setting a first budget for 3D data in each node; generating a plurality of levels-of-detail and 3D data for said levels-of-detail from the 3D dataset until a version of the 3D dataset fits to the budget; arranging a hierarchical tree, comprising a plurality of nodes, each node associated with at least one other node of the plurality of nodes; filling a root node with the version of the 3D dataset, that fit to the budget; filling a node for second level-of-detail with the second level-of-detail data; iteratively performing per node starting from the node for second level-of-detail: determining a primitive count for the node; in response to the primitive count being below the first budget, storing primitive data of the node, and if more levels-of-detail remain, fill all the next level-of-detail nodes of the current node with the next level-of-detail data; in response to the primitive count being above the first budget, split the node to a first and a second leaf node by splitting the volume of the node along the longest side of the node of by a splitting plane; and determining per primitive of the first and the second leaf node if the primitive is crossing the splitting plane: in response to a primitive of the first and the second leaf node crossing the splitting plane, defining splitting plane vertices at crossings points at the splitting plane and splitting the crossing primitive to new primitives on both sides of the splitting plane using said splitting plane vertices, storing each new primitive to one of the first and the second leaf nodes; in response to the primitive not crossing the splitting plane, storing the primitive to one of the first and the second leaf nodes; rendering a 3D view using the hierarchical level of detail data.