3D Virtual Object Content Rendering Management

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Solution Overview

Problem

Existing 3D virtual environments face challenges in efficiently rendering and managing third-party content, leading to increased computational demand and unnecessary data transmissions, which can distract users and drain system resources.

Innovation Solution

A computing system that includes a memory subsystem, communications interface, rendering engine, and virtual object manager to efficiently render third-party content in 3D environments by initially displaying only constrained content formats, such as images, and transitioning to more resource-intensive content like videos or 3D models only upon user interaction, while deferring transmissions of secondary content until a triggering event occurs.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the system loads and transmits all third-party content (images, videos, 3D models) upfront, then the user experience is enhanced with rich content availability, but computational demand and data transmission increase significantly

Engineering Contradiction:
Improvecontent availabilityVSAvoidcomputational demand
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system performs preliminary actions by loading only essential content (images) upfront while deferring more resource-intensive content (videos, 3D models) until triggered by user interactions. This allows the system to prepare basic functionality in advance without overloading computational resources with all possible content types simultaneously.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts content loading based on real-time user interactions and device state. Content is loaded on-demand when triggered by specific events (e.g., user gaze, selection actions), allowing the system to adapt computational resource usage to actual user needs rather than maintaining static high-resource operation throughout.

Inventive Principle:
Principle #15Dynamics

2Adaptability or versatility

If the system transmits all third-party content over the network initially, then content diversity is improved, but unnecessary data transmissions increase network usage and load

Engineering Contradiction:
Improvecontent diversityVSAvoiddata transmission
Core Design Contradiction:
Adaptability or versatilityVSLoss of substance

Solution Approach 1:

The system performs preliminary network transmissions only for essential content types (images) that provide basic functionality. More diverse content types (videos, 3D models) are transmitted later only when triggered by user interactions, reducing initial network load while preserving content diversity availability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically controls network transmissions based on user interaction events. Data transmission is adjusted from static upfront loading to dynamic on-demand loading, where the amount and type of data transmitted varies based on actual user engagement and device capabilities at the time of request.

Inventive Principle:
Principle #15Dynamics

3Illumination intensity

If the system renders complex 3D models and videos immediately, then visual quality is improved, but processing time and battery consumption increase

Engineering Contradiction:
Improvevisual qualityVSAvoidprocessing time
Core Design Contradiction:
Illumination intensityVSLoss of time

Solution Approach 1:

The system performs preliminary rendering only for simplified content (images on basic geometries) that provide acceptable visual quality with minimal processing. Complex rendering of 3D models and videos is deferred to later when triggered, reducing initial processing time while maintaining visual quality availability.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically adjusts rendering complexity and quality based on user interactions and device state. Rendering resources are allocated adaptively - basic visual content is rendered immediately with standard quality, while complex content rendering is triggered only when user interactions indicate need, optimizing the balance between visual quality and processing time.

Inventive Principle:
Principle #15Dynamics

4Adaptability or versatility

If the system displays multiple content formats simultaneously, then user engagement is improved, but device complexity and resource management increase

Engineering Contradiction:
Improvecontent format diversityVSAvoidresource management
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system performs preliminary setup for handling multiple content formats by establishing the framework and essential image loading capabilities upfront. Support for diverse content formats (videos, 3D models) is prepared structurally but not fully instantiated until triggered, reducing initial device complexity while maintaining format versatility.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system dynamically manages resource allocation across different content formats based on user interactions. Instead of maintaining static high-level support for all formats simultaneously, the system activates specific format handling capabilities dynamically when triggered by user events, reducing ongoing resource management complexity while preserving format diversity availability.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS11113863B2Rendering content in a 3D environment
Publication Date: 2021.09.07 GOOGLE LLC
  • US11113863B2 patent drawing
  • US11113863B2 patent drawing
  • US11113863B2 patent drawing

AI summary

Systems, methods, devices, and other techniques for rendering content in a 3D environment. In some implementations the system includes a memory subsystem, a communications interface, a rendering engine, an input handling apparatus, and a virtual object manager. The memory subsystem is configured to store first data that (i) defines a three-dimensional (3D) environment and (ii) identifies a virtual object in the 3D environment. The communications interface is configured to transmit requests over a network for third-party content to display with the virtual object in the 3D environment and to receive third-party content responsive to the requests. The rendering engine is configured to use the first data from the memory subsystem to render the 3D environment for presentation on a display device, including rendering the virtual object at a specified location of the 3D environment in a first mode in which the virtual object displays a first set of third-party content.