Physics Software Development Kit Scalable Simulation
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Solution Overview
Problem
Conventional graphics engines require extensive programming knowledge to generate detailed computer graphics, are platform-dependent, and incur high processor workloads due to physical simulations, limiting productivity and the number of capable computing platforms.
Innovation Solution
A method involving the use of 'verticals' within a physics software development kit (PSDK) that allows for the generation of physical simulations by extracting mesh data, estimating physical parameters, and scaling level of detail (LOD) parameters to optimize particle budgets and physics processing, enabling integration into user applications without extensive programming and reducing processor workload.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If physical laws are applied to virtual constructs to simulate motion and properties, then physical realism is improved, but processor workload increases dramatically
Solution Approach 1:
The patent segments the monolithic physics simulation system into modular components: physics authoring tools that create reusable physics constructs, a physics runtime engine that executes simulations, and integration interfaces with graphics engines. This modularization allows selective application of physics simulations only where needed, reducing overall processor workload while maintaining physical realism in critical areas.
Solution Approach 2:
The patent implements preliminary action by providing physics authoring tools that allow developers to pre-configure physics constructs, parameters, and simulations before runtime. This preparation work is done offline, so that during actual execution, the physics runtime can efficiently load and execute pre-defined simulations without requiring extensive real-time processing, thereby reducing processor workload during operation.
2Adaptability or versatility
If multiple versions of computer programs are written for different computing platforms, then platform compatibility is improved, but development time increases
Solution Approach 1:
The patent creates a universal physics construction set and runtime engine that can operate across multiple computing platforms and graphics engines. The standardized physics constructs and simulation framework are designed to be platform-agnostic, allowing a single version of the physics software to serve multiple platforms without requiring separate implementations, thus maintaining compatibility while reducing development time.
Solution Approach 2:
The patent introduces an intermediary physics runtime engine that acts as a mediator between the graphics engine and physics simulations. This standardized interface layer handles platform-specific variations, allowing the core physics functionality to remain consistent across different platforms without requiring multiple versions of the computer program.
3Manufacturing precision
If extensive programming is done to generate detailed virtual constructs, then graphics detail is improved, but developer productivity decreases
Solution Approach 1:
The patent implements self-service by providing automated physics construct generation capabilities through the physics authoring tools. These tools can automatically create physics simulations from geometric data, infer physical properties from 3D models, and generate appropriate simulation parameters without requiring manual programming of every detail. This automation maintains high graphics detail while significantly improving developer productivity by reducing manual programming effort.
Solution Approach 2:
The patent enables copying by creating reusable physics constructs and templates that can be instantiated multiple times with different parameters. Instead of programming each physics simulation from scratch, developers can copy and adapt pre-built physics constructs, maintaining detailed and accurate simulations while reducing repetitive programming work and improving overall productivity.
Data Source
AI summary
A physics software development kit (PSDK) provides scalable physics content as a “vertical” that defines one or more physics simulations for a graphics asset in a graphics scene. The vertical and the graphics asset may be provided in a verticals library associated with the PSDK or generated using the PSDK. The PSDK integrates the vertical into an existing graphics application to generate physically-realistic graphics content. The vertical may be scaled by a user according to the capabilities of a computer system that executes the PSDK or, alternatively, may be scaled by the PSDK based on received hardware capabilities information. The PSDK selectively offloads the physics simulations associated with the vertical to a physics processing unit to optimize usage of processor resources. In addition, the PSDK provides a technique to extract a graphics asset based on an existing 3D model of the object. The graphics asset may then be simulated with a vertical to provide a physical simulation of the 3D model of the object.


