Virtual Object Variant Generation Using Control-Point Simulations

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Solution Overview

Problem

Existing methods for designing large and realistic environments with virtual objects require significant time investments and do not consider organic mutations or changes that occur over time, leading to inefficiencies in generating diverse and dynamic virtual objects.

Innovation Solution

A method and system that identifies control points and vertices within a target virtual object, determines conditional relationships between them and adjustable external factors, generates simulations based on these factors over time, and performs simulations to dynamically generate variants of the object, simulating realistic evolution and mutation.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Productivity

If traditional manual methods are used to design and create virtual objects for large environments, then design quality and control can be maintained, but the time investment and production efficiency are significantly reduced

Engineering Contradiction:
Improvegeneration speed of virtual objectsVSAvoidtime investment for design
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The system performs preliminary actions by pre-defining control points, vertices, and conditional relationships in the target virtual object before actual variant generation. These preliminary structures enable rapid automated generation of diverse variants without requiring manual design for each object, thus improving productivity while maintaining quality control through the pre-established geometric constraints.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system applies parameter changes by modifying the values of adjustable external factors (such as light intensity, temperature, humidity) and applying these changed parameters to the control points over selected time windows. This allows automated generation of realistic variants with organic mutations without manual intervention, resolving the contradiction between generation speed and design quality.

Inventive Principle:
Principle #35Parameter changes

2Reliability

If static virtual objects are used in environments, then creation process is simple and fast, but the environments lack realism and dynamic characteristics

Engineering Contradiction:
Improverealism of virtual environmentVSAvoidcomplexity of object generation system
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

The system implements dynamics by generating virtual object variants that evolve over time through simulated changes in external factors. Control points are subjected to varying parameter values over selected time windows, creating dynamic variants with organic mutations that reflect realistic environmental influences, thus enhancing realism without requiring overly complex manual animation systems.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system applies self-service by enabling virtual objects to generate their own variants automatically through the simulation framework. The conditional relationships between vertices and control points, combined with time-varying external factors, allow the objects to self-mutate and self-evolve realistically without external manual intervention, balancing realism with manageable system complexity.

Inventive Principle:
Principle #25Self-service

3Adaptability or versatility

If diverse and dynamic virtual object variants are generated, then environment realism and content diversity improve, but the computational resources and processing time required increase

Engineering Contradiction:
Improvediversity of virtual objectsVSAvoidcomputational energy consumption
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The system applies partial action by focusing computational resources on key control points and their associated vertices rather than processing every element of every virtual object uniformly. By selectively applying external factor changes to specific control points over selected time windows, the system generates diverse variants efficiently, reducing overall computational energy consumption while maintaining adaptability and versatility.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12597211B2Generating variants of virtual objects based on adjustable external factors
Publication Date: 2026.04.07 INTERNATIONAL BUSINESS MACHINE CORPORATION
  • US12597211B2 patent drawing
  • US12597211B2 patent drawing
  • US12597211B2 patent drawing

AI summary

An embodiment for dynamically generating variants of virtual objects based on adjustable external factors. The embodiment may identify control points within a target virtual object. The embodiment may identify one or more vertices associated with each one of the control points. The embodiment may determine conditional relationships between the one or more vertices and the each of the one control points associated with the one or more vertices, where the conditional relationships include effects on the one or more vertices in response to modifying the adjustable external factors observable at the control points. The embodiment may generate simulations in which selected values of the adjustable external factors are applied to the control points over a selected window of time. The embodiment may perform the generated simulations to generate, based on the determined conditional relationships, variants of the target virtual object.