Variable Transforms for Non-Cartesian 3D Engine Editing

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Current three-dimensional game engines and engines are limited by their reliance on Cartesian coordinate systems, failing to provide robust editing solutions for non-Cartesian coordinate systems like cylindrical and spherical systems, which are essential for curved user interfaces and virtual/augmented reality applications.

Innovation Solution

The implementation of a custom transform editor and variable transforms that allow users to manipulate objects in non-native coordinate systems, such as cylindrical and spherical systems, by enabling true alternative coordinate system mesh modifications and hierarchical effects, while maintaining compatibility with the existing transform system.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a Cartesian coordinate system is used for object manipulation, then the transform system remains simple and compatible, but the ability to support curved interfaces and non-Cartesian coordinate systems is limited

Engineering Contradiction:
Improvesupport for non-Cartesian coordinate systemsVSAvoidtransform system complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The transform system is segmented into a base Cartesian transform component and an optional variable transform component. The variable transform component can be selectively applied to specific objects or hierarchies, allowing non-Cartesian coordinate systems to be implemented without complicating the entire transform system. This segmentation enables the system to maintain simplicity for standard cases while providing enhanced functionality where needed.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The variable transform component is designed to work with the existing base transform system, allowing it to serve multiple functions: it can implement cylindrical coordinate systems, spherical coordinate systems, or custom coordinate systems, all while maintaining compatibility with the standard transform pipeline. This multi-functionality approach allows a single added component to provide diverse non-Cartesian coordinate system support without requiring separate systems for each coordinate type.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Ease of operation

If locking or snapping objects to curved objects is used, then curved interface effects are achieved, but true non-Cartesian coordinate system manipulation is not provided

Engineering Contradiction:
Improvecurved interface effectVSAvoidtrue non-Cartesian coordinate system support
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The variable transform component acts as an intermediary between the base Cartesian transform system and the desired non-Cartesian coordinate system manipulation. It receives standard transform inputs and applies coordinate system-specific transformations to produce the appropriate outputs, enabling true non-Cartesian coordinate system support while maintaining compatibility with the existing transform pipeline.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The variable transform component specifically implements curved coordinate systems such as cylindrical and spherical coordinate systems. By incorporating curvature into the transform mathematics, the system can natively handle curved interface requirements and non-Cartesian coordinate manipulations, rather than merely simulating these effects through locking or snapping mechanisms.

Inventive Principle:
Principle #14Spheroidality (Curvature)

3Measurement precision

If a custom transform system for non-Cartesian coordinates is implemented, then accurate non-Cartesian manipulation is enabled, but compatibility with existing transform systems may be compromised

Engineering Contradiction:
Improvenon-Cartesian coordinate accuracyVSAvoidcompatibility with existing system
Core Design Contradiction:
Measurement precisionVSAdaptability or versatility

Solution Approach 1:

The variable transform component is nested within the existing base transform system, allowing it to inherit and build upon the established transform infrastructure. The variable transform component can be applied to individual objects or entire hierarchies, and it seamlessly integrates with parent-child transform relationships. This nesting approach enables accurate non-Cartesian coordinate manipulation while maintaining full compatibility with the existing transform system architecture.

Inventive Principle:
Principle #7Nested doll (Nesting)

Data Source

PatentUS11417004B2Variable transforms for three-dimensional engines
Publication Date: 2022.08.16 VMWARE INC
  • US11417004B2 patent drawing
  • US11417004B2 patent drawing
  • US11417004B2 patent drawing

AI summary

Disclosed are various embodiments of variable transform systems for three-dimensional engines. In some aspects, transform data is identified for an object. The object is associated with a base transform class of a three-dimensional engine. A variable transform class generates global transform data using the transform data. The global transform data is expressed according to a cartesian coordinate system used by the three-dimensional engine. The variable transform class provides the global transform data to the base transform class of the three-dimensional engine to position the object in world space.