Sprite Strip Renderer for 3D Avatar Display
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Solution Overview
Problem
Existing computer game systems face challenges in efficiently rendering three-dimensional avatars in virtual worlds, particularly on client devices with varying system metrics, which can lead to performance issues such as low frame rates and increased latency.
Innovation Solution
A method that generates a sprite strip of two-dimensional views from different angles of a customized three-dimensional avatar, allowing the client to select and display these images without rendering the avatar, and dynamically adjusts image resolution and quality based on system metrics to maintain performance.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If real-time 3D avatar rendering is performed on client devices, then visual quality and customization are improved, but system resource consumption increases and performance decreases on devices with limited metrics
Solution Approach 1:
The server performs 3D avatar rendering and generates multiple 2D sprite strip images in advance, before the client needs to display them. This pre-rendering approach transfers the computational burden from the client device to the server, allowing clients with limited resources to display high-quality avatars without performing real-time 3D rendering.
Solution Approach 2:
Instead of rendering 3D avatars in real-time on client devices, the system creates 2D copy images (sprite strips) of the 3D avatars from multiple angles on the server. These 2D copies are then transmitted to clients for display, eliminating the need for clients to possess advanced rendering capabilities while maintaining visual quality.
2Manufacturing precision
If high-resolution 3D avatar rendering is performed, then image quality is improved, but processing time and latency increase
Solution Approach 1:
The server pre-renders high-resolution 2D sprite strip images of the 3D avatar from multiple angles before transmission to the client. This eliminates real-time rendering latency on the client device, as all rendering computations are completed in advance on the server, allowing immediate display of high-resolution images.
Solution Approach 2:
The patent extracts the computationally intensive 3D rendering process from the client device and relocates it to the server. By separating the rendering function from the display function, the system achieves high image resolution without imposing rendering latency on the client device.
3Adaptability or versatility
If comprehensive sprite strip images from multiple angles are generated, then avatar visualization completeness is improved, but data transmission size and processing load increase
Solution Approach 1:
The patent segments the comprehensive avatar visualization into multiple discrete 2D sprite strip images, each representing a specific viewing angle. This segmentation allows the client to request and transmit only the specific angle images needed for current gameplay situations, rather than transmitting all possible angles simultaneously, thus reducing data transmission volume while maintaining viewing angle coverage.
Solution Approach 2:
Different viewing angle images are generated and transmitted based on local requirements - i.e., only the specific angles needed for current avatar orientations and camera positions are transmitted to the client. This avoids transmitting unnecessary image data while ensuring complete avatar visualization coverage when needed.
Data Source
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AI summary
Techniques are disclosed for generating 2D images of a 3D avatar in a virtual world. In one embodiment, a request is received specifying customizations to the 3D avatar. The 2D images are generated based on the request, each 2D image representing the 3D avatar from a different viewing angle in the virtual world. Advantageously, the 2D images may be sent to a client for display, without requiring the client to render the 3D avatar.