Runtime 3D Mesh Clipping for Simulation Damage Rendering
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Solution Overview
Problem
Computer simulations face challenges in dynamically replicating environments with high accuracy while managing material resources effectively, particularly in multi-user environments, where processing power and memory constraints limit the detailed representation of dynamic events like collisions and explosions.
Innovation Solution
A method for rendering damaged-enhanced images in computer simulations involves determining the coordinates of a virtual impact, clipping affected rendering faces using a mathematically-defined subtraction shape, and computing new 3D polygon meshes, which can be processed in decentralized and centralized units to optimize resource usage and maintain fluid image generation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If high accuracy in dynamically replicating environment is pursued, then credibility of simulation is improved, but material resources (processing power, memory) are excessively consumed
Solution Approach 1:
The patent divides the simulation system into multiple processing units, each responsible for specific rendering tasks. This segmentation allows parallel processing of different scene elements, improving overall simulation credibility while distributing computational load to manage resource consumption effectively
Solution Approach 2:
The patent applies partial action by selectively processing only those portions of the environment that are currently visible or relevant to the user's viewpoint. This approach maintains high credibility for visible areas while reducing processing power consumption for areas outside the field of view
2Manufacturing precision
If detailed representation of dynamic events is implemented, then accuracy of collision and explosion effects is improved, but memory and storage space are excessively consumed
Solution Approach 1:
The patent applies local quality by varying the level of detail in damage representation based on location and importance. Critical damage areas receive detailed representation for accuracy, while less important areas use simplified models, thereby maintaining manufacturing precision where needed while reducing overall memory consumption
Solution Approach 2:
The patent uses temporary, dynamically generated geometry for damage effects that exists only for the duration of the simulation frame. These short-living geometric representations provide accurate damage visualization without requiring persistent storage, effectively managing memory and storage space
3Productivity
If real-time processing is maintained for fluid image generation, then user experience is improved, but processing speed requirements increase
Solution Approach 1:
The patent performs preliminary actions by pre-computing certain geometric properties and damage parameters before they are needed for rendering. This advance preparation reduces the processing speed requirements during real-time image generation, maintaining high productivity without excessive speed demands
Solution Approach 2:
The patent uses periodic action by updating damage geometry at specific intervals or triggers rather than continuously. This approach maintains real-time image generation capability while reducing peak processing speed requirements, as updates occur periodically rather than requiring constant high-speed processing
Data Source
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AI summary
Method and computer system for rendering damaged-enhanced images in a computer simulation comprising a computer generated environment. During the computer simulation, determining coordinates of a virtual impact having an effective radius on 3D polygon mesh(es) of the computer generated environment, identifying rendering faces of the 3D polygon mesh(es) affected by the virtual impact, clipping at runtime the affected rendering faces to a mathematically-defined subtraction shape computed considering the effective radius, computing newly formed 3D polygon mesh(es) and rendering at least one damaged-enhanced image for display comprising a subset of rendering faces of the newly formed 3D polygon mesh(es) using a visual texture, the subset being determined from a field of view of the computer simulation.