Server-Side Physics Engine for Real-Time 3D Object Simulation

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Solution Overview

Problem

Current technologies lack the ability to provide real-time, dynamic simulations of three-dimensional objects interacting with a body model and environmental forces, such as wind, moisture, and gravity, which limits user experience in virtual try-on and gaming scenarios.

Innovation Solution

A physics engine operating on a server generates three-dimensional simulations using object and environmental models, transmitting key attributes like vertices and shading data to a client device for real-time rendering, allowing users to see how clothing or items move and interact with a body model and its environment.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If real-time physics-based simulations are implemented, then user experience and realism are improved, but computational complexity and processing time increase

Engineering Contradiction:
Improvesimulation realismVSAvoidcomputational complexity
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The patent segments the simulation system into distinct modular components: a physics engine module that handles physical calculations, a rendering module that generates visual output, and a data transmission module that communicates between them. This segmentation allows each component to be optimized independently and processed in parallel, reducing overall computational complexity while maintaining simulation realism.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements preliminary action by pre-calculating and storing physics parameters, material properties, and environmental factors before the actual simulation runs. The physics engine pre-processes complex physical models and prepares lookup tables for common scenarios, so that during real-time interaction, only simple queries and interpolations are needed, significantly reducing real-time computational burden.

Inventive Principle:
Principle #10Preliminary action

2Speed

If continuous frame generation and transmission are performed, then dynamic interaction and responsiveness are improved, but data transmission volume and processing load increase

Engineering Contradiction:
Improveresponse speedVSAvoiddata transmission volume
Core Design Contradiction:
SpeedVSQuantity of substance

Solution Approach 1:

The patent extracts and transmits only the essential key attributes and vertices required for rendering each frame, rather than transmitting complete three-dimensional model data or all possible simulation parameters. By identifying and transmitting only the critical data elements needed for visual representation, the system achieves real-time responsiveness while minimizing data transmission volume.

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

The patent implements partial action by generating and transmitting a subset of frames at reduced resolution or with reduced detail levels, depending on the specific interaction context. For less critical visual areas or during periods of lower user interaction, the system transmits fewer frames or lower-quality data, reducing overall data volume while maintaining acceptable visual quality and responsiveness for the user experience.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS11308687B1System and method of providing simulated three-dimensional objects
Publication Date: 2022.04.19 AMAZON TECH INC
  • US11308687B1 patent drawing
  • US11308687B1 patent drawing
  • US11308687B1 patent drawing

AI summary

A device can receive an identification of an environmental model associated with a user navigating a website and receive an identification of an item model associated with an item requested by the user to be shown in connection with the environmental model on a client device. The environmental model could be a body model of the user or of another force like wind. The item model models how the item would move in connection with the environmental model. The device identifies movement associated with the environmental model and generates, based on the environmental model and the item model, frames each having respective data of the item as it would move on the environmental model according to the movement to yield movement key attributes. The device transmits the movement key attributes to the client device for rendering using a client device rendering engine.