Virtual World Creation Using Real Space Mesh Data

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Solution Overview

Problem

The high entry barrier for software development in creating 3D metaverse platforms, requiring expertise in complex authoring tools like Unity and Unreal Engine, limits the introduction of metaverse technology in various fields.

Innovation Solution

A method and apparatus for creating a virtual world using a processor and memory to receive an image of a real space, collect mesh data, determine coordinates for edges, select edges based on area, and output a virtual space and object, allowing for creation without complex software expertise.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If complex authoring software like Unity or Unreal Engine is used to create 3D metaverse platforms, then the quality and functionality of the virtual world can be improved, but the entry barrier increases and requires expert knowledge

Engineering Contradiction:
Improvequality of virtual worldVSAvoidsoftware complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent captures real-world environments using cameras and sensors, then creates virtual representations by copying the physical space's geometry, textures, and objects. This allows high-quality virtual worlds to be generated automatically without requiring manual 3D modeling expertise, thus maintaining quality while reducing the entry barrier.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent replaces manual mechanical operations (manual 3D modeling, texturing, and scene assembly) with automated computational processes. Algorithms automatically process captured images and sensor data to generate virtual world assets, substituting expert manual work with automated systems that require no specialized knowledge.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Adaptability or versatility

If manual 3D content creation using development tools is required, then the virtual world can be customized and optimized, but the development time and expertise required increase significantly

Engineering Contradiction:
Improvecustomization capabilityVSAvoiddevelopment time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The patent performs preliminary actions by capturing and processing real-world data before virtual world creation. By pre-capturing geometry, textures, and object information from the physical environment, the system prepares all necessary assets in advance, enabling rapid virtual world generation without manual creation steps.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system enables self-service by allowing the real-world environment to serve as its own source of content. The physical space automatically provides its own geometry, lighting, and object information through camera capture and sensor data, eliminating the need for external artists to manually create and import assets.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS12225175B2Method and apparatus for creating virtual world
Publication Date: 2025.02.11 IND ACAD COOP GRP OF SEJONG UNIV
  • US12225175B2 patent drawing
  • US12225175B2 patent drawing
  • US12225175B2 patent drawing

AI summary

An apparatus for creating a virtual world includes a processor and a memory connected to the processor, in which the memory stores program instructions executed by the processor so as to receive an image of a real space through a device having a stereo camera, collect mesh data for the real space and an object existing in the real space through the image, determine coordinates for first edges of the real space from the mesh data for the real space, select one of a plurality of second edges based on an area of a virtual space defined by each of the plurality of second edges facing a predetermined direction, when there are more first edges of the real space than edges of a polygon preset for the real space, and output a virtual space defined by some of the first edges and the selected one second edge and a virtual object corresponding to the real object recognized in the real space.