Virtual Terrain Rendering Using Geometric Blocks
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Solution Overview
Problem
Existing methods for rendering and modifying virtual terrain in computer animation are limited by the computational resources available, as they rely heavily on physics simulators, restricting the size and complexity of simulated terrains.
Innovation Solution
A system and method that allows for terrain rendering and modification without relying on shared computational resources of a physics simulator, using geometric blocks such as symmetrical portions of a cube, wedges, or triangles, which enables automated terrain creation and editing, allowing for larger and more diverse terrains without impeding simulated motion or gaming processes.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If physics simulators are used to control terrain rendering and modification, then terrain can be built with physical accuracy, but computational resources are consumed and terrain size is limited
Solution Approach 1:
The patent segments terrain modification into two independent parts: (1) physics-based block placement for accurate physical behavior, and (2) software-based terrain rendering for visual representation. This segmentation allows each part to operate with appropriate computational resources, enabling larger terrain sizes while maintaining physical accuracy where needed.
Solution Approach 2:
The patent extracts the terrain rendering function from the physics simulator, creating a separate software component that handles visual terrain modification. This extraction removes the computational burden of terrain rendering from the physics engine, freeing resources to increase terrain size and complexity without sacrificing physical simulation accuracy.
2Reliability
If physics simulators are used to control terrain rendering and modification, then physical simulation accuracy is maintained, but computational resource consumption increases
Solution Approach 1:
The patent extracts the terrain rendering function from the physics simulator, creating a separate software component that handles visual terrain modification. This extraction removes the computational burden of terrain rendering from the physics engine, freeing resources to maintain physical simulation accuracy with lower overall computational resource consumption.
Solution Approach 2:
The patent creates a software-based copy of terrain rendering that operates independently from the physics simulator. This copy handles visual representation of terrain changes, allowing the physics engine to focus solely on physical accuracy without the additional computational overhead of rendering calculations.
3Productivity
If automated terrain creation is implemented, then terrain building efficiency increases, but terrain complexity and diversity are reduced
Solution Approach 1:
The patent implements preliminary automated terrain generation using geometric blocks to create the basic terrain structure efficiently. This preliminary action establishes the foundation quickly, after which users can apply higher-level modifications and details to increase complexity and diversity without manual block-by-block placement.
Solution Approach 2:
The patent adds a software-based terrain modification layer that operates in addition to automated block placement. This additional dimension allows users to apply complex modifications, textures, and features to the automatically generated terrain, combining efficiency with complexity and diversity.
Data Source
AI summary
A system for rendering virtual terrain includes an Internet-connected server and software executing on the server from a non-transitory physical medium, the software providing a first function for building a basic terrain from geometric blocks, a second function for analyzing surrounding terrain properties, a third function for adding or subtracting blocks from the terrain, and a fourth function for smoothing the final terrain surfaces.


