State-Based Control for Interactive Visual Effects
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Solution Overview
Problem
Existing interactive video display systems face limitations in customizing user interactions due to large and inflexible effects engines, which struggle with position tracking, collision detection, and dynamic object generation, leading to inefficiencies and increased development costs for artists.
Innovation Solution
A state-based control system comprising a simulator, state manager, and software nodes that dynamically update object data structures, allowing for customizable object behavior and appearance through defined states and operations, such as creating, removing, or applying forces to objects.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If a large effects engine is used to provide comprehensive visual effects capabilities, then the versatility and effect quality are improved, but the device complexity and difficulty of customization increase
Solution Approach 1:
The effects engine is segmented into modular software nodes that can be independently selected and configured. Each node performs a specific function (e.g., particle generation, force application, rendering), allowing artists to assemble customized effect pipelines without dealing with a monolithic complex system.
Solution Approach 2:
The effects engine transitions from a static, fixed architecture to a dynamic, state-based system where objects can change states and trigger different node executions. This allows the system to adapt its behavior based on real-time conditions while maintaining a manageable core structure.
2Measurement precision
If position tracking and collision detection are implemented in prior art effects engines, then interaction accuracy is improved, but the processing time and computational load increase
Solution Approach 1:
Bounding boxes are pre-calculated and maintained for all objects, allowing immediate collision detection without complex real-time geometric computations. Position information is continuously tracked and updated in a standardized format, enabling fast spatial queries and interaction detection.
3Adaptability or versatility
If dynamic object generation is enabled, then scene flexibility is improved, but the data management complexity and processing overhead increase
Solution Approach 1:
A universal data structure and standardized object interface are implemented, allowing all objects to be created, managed, and manipulated through common mechanisms. This enables dynamic object generation without requiring separate management code for each object type, reducing overall system complexity.
4Adaptability or versatility
If scripts are customized for each specific effect without standards, then effect uniqueness is improved, but artist efficiency and reusability worsen
Solution Approach 1:
Standardized software nodes with defined interfaces and parameters enable scripts to be reused across different effects. Artists can build upon existing nodes rather than creating everything from scratch, improving efficiency while maintaining the ability to create unique effects through node configuration and combination.
Data Source
AI summary
A method and system for state-based control of objects. A simulator controls data associated with a plurality of objects, the simulator including a first list of the plurality of objects and a data structure comprising data defining the plurality of objects. A state manager includes a plurality of states, wherein a state includes a second list of a subset of objects of the plurality of objects and determines a display appearance and a display action of the subset of objects. A plurality of software nodes are operable to perform associated operations on subsets of objects and to update data of the data structure for the subset of the objects.


