Runtime Physics Engine for Inverse Kinematics Hierarchy

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Solution Overview

Problem

Developers face challenges in creating moving objects in digital content that behave according to physics simulations without the expertise or time to animate physical responses, as they need to explicitly animate these responses during development.

Innovation Solution

A development tool allows defining an inverse kinematics hierarchy and physical parameters for objects, which are packaged with a physics engine that calculates responsive forces at runtime, enabling objects to move realistically without explicit animation during development.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If developers explicitly animate physical responses during development, then objects can behave according to physics, but it requires expertise and time that developers may lack

Engineering Contradiction:
Improvephysics-based behaviorVSAvoidanimation complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

A physics engine is introduced as an intermediary system between the animation system and the objects. The physics engine automatically calculates physical responses (forces, collisions, gravity) and applies them to objects, eliminating the need for developers to manually animate each physical response while maintaining realistic physics-based behavior

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system enables objects to automatically respond to physical forces without manual intervention. Once physical parameters (mass, friction, elasticity) are defined for objects, they self-generate appropriate physical responses to forces, collisions, and environmental interactions, freeing developers from expertise-intensive animation tasks

Inventive Principle:
Principle #25Self-service

2Reliability

If developers explicitly animate physical responses, then physical behavior can be achieved, but it requires time and expertise that are not always available

Engineering Contradiction:
Improvephysical response accuracyVSAvoiddevelopment time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The manual mechanical process of animating each physical response is replaced by an automated computational physics engine. The engine uses mathematical models of physics (Newton's laws, collision detection, force calculations) to automatically generate realistic physical responses, dramatically reducing development time while maintaining or improving accuracy

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

Instead of manually animating responses, developers define physical parameters (mass, density, friction, elasticity) for objects. The physics engine then uses these parameters to automatically calculate and apply appropriate physical responses, transforming the workflow from time-intensive frame-by-frame animation to efficient parameter-based configuration

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9652201B2Methods and systems for physically-based runtime effects
Publication Date: 2017.05.16 ADOBE INC
  • US9652201B2 patent drawing
  • US9652201B2 patent drawing
  • US9652201B2 patent drawing

AI summary

One exemplary embodiment involves receiving input defining an inverse kinematics hierarchy for an object to be displayed in an application under development. The exemplary embodiment further involves receiving input indicating a physical parameter applicable to the inverse kinematics hierarchy. The exemplary embodiment further involves producing a package defining the application under development. The package comprises a description of the physical parameter and code that, when executed or interpreted, provides a physics engine configured to calculate a physical response of at least a portion of the inverse kinematics hierarchy using the description of the physical parameter.