Virtual Environment Object Layering for Depth Cues

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Solution Overview

Problem

Conventional graphical user interfaces often fail to effectively convey depth and immersion in virtual three-dimensional environments, relying on two-dimensional representations that lack the depth cues and user experience of real-world interactions.

Innovation Solution

The system generates object layers within a virtual environment, determines virtual heights of objects, and renders cast shadows based on height differentials to create a more immersive and aesthetically pleasing three-dimensional interface, mimicking real-world lighting and occlusion effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If two-dimensional graphical user interfaces are used, then device complexity is reduced and ease of operation is improved, but depth cues and user immersion are insufficient

Engineering Contradiction:
Improveease of operationVSAvoiddevice complexity
Core Design Contradiction:
Ease of operationVSDevice complexity

Solution Approach 1:

The patent transitions from two-dimensional interface representations to three-dimensional virtual environments by introducing depth cues such as cast shadows, occlusion relationships, and layered object rendering. Objects are arranged in multiple depth layers with varying heights, allowing users to perceive spatial relationships and immersion that are absent in conventional 2D interfaces, thereby resolving the contradiction between operational simplicity and depth perception.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Device complexity

If three-dimensional virtual environments are implemented, then depth cues and user immersion are enhanced, but rendering complexity and computational requirements increase

Engineering Contradiction:
Improvedevice complexityVSAvoidproductivity
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent segments the virtual environment into multiple discrete depth layers, with each layer containing objects at specific heights. This segmentation allows the rendering system to process and manage objects in organized groups rather than as a single complex scene, reducing computational complexity while maintaining three-dimensional depth cues and user immersion.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent implements partial three-dimensionality by rendering only the necessary depth information required for user interaction. Cast shadows and occlusion effects are applied selectively to objects that require depth cues, rather than applying full three-dimensional rendering to all elements, thereby optimizing productivity by rendering only what is necessary for effective user experience.

Inventive Principle:
Principle #16Partial or excessive action

3Productivity

If cast shadows are rendered based on object height differentials, then visual realism and depth perception are improved, but rendering time and computational cost increase

Engineering Contradiction:
ImproveproductivityVSAvoidrendering time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent performs preliminary calculations of object heights and depth layer assignments before rendering cast shadows. By pre-determining the vertical positions and occlusion relationships of objects, the system can efficiently compute shadow parameters without performing complex real-time calculations during the rendering process, thereby reducing rendering time while maintaining visual realism.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS9990763B2Computerized systems and methods for layering content in a user interface
Publication Date: 2018.06.05 GOOGLE LLC
  • US9990763B2 patent drawing
  • US9990763B2 patent drawing
  • US9990763B2 patent drawing

AI summary

Computer-implemented systems and methods are provided for analyzing and determining properties of virtual environments rendered on a display. The disclosed embodiments include, for example, a method for rendering a virtual environment, the method comprising operations performed with one or more processors. The operations of the method may include generating a plurality of object layers, the object layers representing permissible height values. The method may also include populating the environment with a plurality of objects, wherein each object is associated with a height value corresponding to one of the object layers. The method may also include determining whether any two objects form an occluded pair. The method may also include calculating a cast shadow index for each occluded pair reflecting a magnitude of a height differential between occluding object and the occluded object. The method may also include rendering the virtual environment in accordance with the calculated cast shadow indices.