Mixed Reality 3D Scene Transformation for Constraint-Based Animation

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Solution Overview

Problem

Existing MR technologies struggle to efficiently render complex virtual animations in real environments without requiring significant storage or computing resources, often failing to meet geometric and semantic requirements due to uncontrolled real-world conditions.

Innovation Solution

A device that generates dynamic virtual content by transforming the representation of the real 3D scene to a virtually adapted 3D scene to meet predefined scenario requirements, using real-world information to ensure seamless integration of virtual elements with the real environment, even in the absence of necessary real-world elements.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If complex virtual animated content is created with strong assumptions about real environment geometry, then animation realism and spatial interaction are improved, but the solution becomes problematic when the real environment is not controlled

Engineering Contradiction:
Improveanimation realismVSAvoidenvironment adaptability
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The patent applies dynamics by making the virtual environment adaptive rather than static. The system dynamically adjusts virtual geometric elements based on real-world sensor data, allowing the animation environment to transform from a fixed assumption-based model to a flexible, real-time adapted model that responds to actual environmental conditions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes parameters by modifying geometric parameters of virtual elements (position, size, shape) based on real environment measurements. Instead of using fixed parameters assumed during animation creation, the system adjusts these parameters runtime based on sensor data from the real world, enabling the same animation to work across different environments.

Inventive Principle:
Principle #35Parameter changes

2Ease of operation

If the real environment is not controlled, then ease of operation is improved, but geometric aberrations like missing occlusions occur

Engineering Contradiction:
Improveenvironment accessibilityVSAvoidgeometric accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent uses copying by creating virtual geometric copies or representations of real-world elements detected by sensors. When real occluding objects are missing or insufficient, the system generates virtual copies that replicate the necessary geometric properties, allowing the animation to proceed with accurate occlusions even when the real environment doesn't provide them.

Inventive Principle:
Principle #26Copying

3Adaptability or versatility

If scenarios are made flexible enough to adapt to a large range of real situations, then adaptability is improved, but storage and computing resources increase significantly

Engineering Contradiction:
Improvescenario flexibilityVSAvoidcomputational resources
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies segmentation by separating the adaptation process into distinct modules: environment sensing, geometric analysis, virtual element generation, and animation execution. This modular approach allows the system to handle complexity in manageable segments rather than requiring a single comprehensive flexible scenario model, reducing overall computational and storage requirements.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentEP3559915B1Device and method for generating dynamic virtual contents in mixed reality
Publication Date: 2026.01.28 INTERDIGITAL CE PATENT HOLDINGS SAS
  • EP3559915B1 patent drawingFigure 1
  • EP3559915B1 patent drawingFigure 2
  • EP3559915B1 patent drawingFigure 3

AI summary

Dynamic virtual content(s)to be superimposed to a representation of a real 3D scene complies with a scenario defined before runtime and involving real-world constraints(23). Real-world information (22) is captured in there al 3D scene and the scenario is executed at runtime (14) in presence of there al-world constraints. When there al-world constraints are not identified (12) from there al-world information, a transformation of the representation of the real 3D scene to a virtually adapted 3D scene is carried out (13) before executing the scenario, so that the virtually adapted 3D scene fulfils those constraints, and the scenario is executed in the virtually adapted 3D scene replacing the real 3D scene instead of there al 3D scene. Application to mixed reality.