Virtual Element Animation with Machine Learning for Lower Physics Load

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Solution Overview

Problem

The increasing computational complexity in video games due to numerous virtual elements and interactions leads to processor overload, resulting in input lag, reduced frame rates, and potential damage from high operating temperatures, affecting the gameplay experience.

Innovation Solution

Utilize a machine learning model to generate animation data for virtual elements, reducing the computational burden on processors by mimicking the results of physics engines for simpler interactions, while reserving complex calculations for physics engines.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If physics engines are used to model physical interactions for all virtual elements, then physical interaction accuracy is improved, but computational burden increases

Engineering Contradiction:
Improvephysical interaction accuracyVSAvoidcomputational burden
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The system segments virtual elements into two categories: those requiring physics engine modeling and those that can use pre-generated animation data. This segmentation allows the physics engine to focus only on elements where physical interaction accuracy is critical, while other elements use lighter-weight animation data, thereby reducing overall computational burden while maintaining necessary accuracy.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Animation data is generated in advance during an offline training phase using the physics engine, then stored for reuse during gameplay. This preliminary action transfers computational work from the runtime environment to an offline setting, reducing real-time computational burden while preserving physical interaction accuracy when needed.

Inventive Principle:
Principle #10Preliminary action

2Measurement precision

If processors perform more complex calculations to model physical interactions, then physical interaction accuracy is improved, but operating temperature increases

Engineering Contradiction:
Improvephysical interaction accuracyVSAvoidprocessor operating temperature
Core Design Contradiction:
Measurement precisionVSTemperature

Solution Approach 1:

The system performs complex physics-based calculations during an offline training phase to generate animation data, then stores this data for reuse during gameplay. This shifts the heat-generating computational work from runtime to an offline setting, reducing processor operating temperature during actual gameplay while preserving physical interaction accuracy through the pre-computed animation data.

Inventive Principle:
Principle #10Preliminary action

3Measurement precision

If physics engines model all physical interactions, then physical interaction accuracy is improved, but input lag increases

Engineering Contradiction:
Improvephysical interaction accuracyVSAvoidinput lag
Core Design Contradiction:
Measurement precisionVSLoss of time

Solution Approach 1:

The system segments virtual elements into those requiring real-time physics engine processing and those that can use pre-generated animation data. This segmentation reduces the number of elements requiring real-time physics calculations, thereby reducing input lag while maintaining physical interaction accuracy for elements where it is critical.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Animation data is generated in advance during an offline training phase, then stored for rapid retrieval during gameplay. This preliminary action eliminates real-time physics calculations for many elements, significantly reducing input lag while preserving physical interaction accuracy through the pre-computed data.

Inventive Principle:
Principle #10Preliminary action

4Measurement precision

If physics engines model all physical interactions, then physical interaction accuracy is improved, but frame rate decreases

Engineering Contradiction:
Improvephysical interaction accuracyVSAvoidframe rate
Core Design Contradiction:
Measurement precisionVSProductivity

Solution Approach 1:

The system segments virtual elements into two groups: those requiring physics engine modeling and those using pre-generated animation data. This segmentation reduces the computational workload on the physics engine during rendering, allowing higher frame rates while maintaining physical interaction accuracy for elements where it is essential.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Animation data is generated in advance during an offline training phase using the physics engine, then stored for efficient retrieval during gameplay. This preliminary computation reduces real-time physics engine workload, enabling higher frame rates while preserving physical interaction accuracy through the pre-computed animation data.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS20250278880A1System for animating a first virtual element within a virtual environment, and a method thereof
Publication Date: 2025.09.04 SONY INTERACTIVE ENTERTAINMENT LLC
  • US20250278880A1 patent drawing
  • US20250278880A1 patent drawing

AI summary

A system for animating a first virtual element within a virtual environment, comprising: receiving circuitry configured to receive first state data descriptive of a state of the first virtual element, the first state data comprising one or more kinematic properties of the first virtual element; generating circuitry comprising a generating model trained to generate, based on the received first state data, animation data to be applied to the first virtual element; and animating circuitry configured to apply the generated animation data to the first virtual element.