Vision-Obstruction Service for Virtual Environment Visibility

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Solution Overview

Problem

Conventional methods for determining visibility in graphical applications, such as video games and 3D rendering, are computationally complex and limit the number of visibility calculations, making it difficult to achieve immersive real-time visibility in large virtual spaces.

Innovation Solution

A vision-obstruction service that distributes visibility calculations across GPU computing instances, using raytrace algorithms to determine unobstructed vectors and generate visibility data, allowing for efficient parallel processing and improved computational efficiency.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If conventional visibility calculation methods are used, then computational accuracy is maintained, but computational complexity increases and limits the number of visibility calculations

Engineering Contradiction:
Improvevisibility calculation accuracyVSAvoidcomputational complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The patent segments the virtual space into discrete tiles and divides visibility calculations into independent raytrace operations that can be processed in parallel. Each tile's visibility is determined separately by casting rays from observation points, allowing the overall visibility problem to be broken into manageable, parallelizable segments that reduce computational complexity while maintaining accuracy.

Inventive Principle:
Principle #1Segmentation

2Device complexity

If the number of visibility calculations is limited, then computational complexity is reduced to feasible levels, but immersive real-time visibility experiences in large virtual spaces become difficult to obtain

Engineering Contradiction:
Improvecomputational complexityVSAvoidvisibility calculation throughput
Core Design Contradiction:
Device complexityVSProductivity

Solution Approach 1:

The patent introduces parallel processing as an additional computational dimension by distributing raytrace calculations across multiple GPU computing instances. This transforms the visibility calculation system from sequential single-instance processing to parallel multi-instance processing, dramatically increasing throughput and enabling real-time visibility determination in large virtual spaces without excessive computational complexity.

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

3Productivity

If more visibility calculations are performed, then immersive real-time visibility experience is improved, but computational complexity and processing time increase

Engineering Contradiction:
Improvevisibility calculation throughputVSAvoidprocessing time
Core Design Contradiction:
ProductivityVSLoss of time

Solution Approach 1:

The patent replaces traditional CPU-based sequential visibility calculations with GPU-based parallel processing. This substitution leverages the massively parallel architecture of GPUs to perform multiple raytrace operations simultaneously, dramatically reducing processing time while enabling a higher number of visibility calculations to be performed, thus improving real-time visibility experience without excessive computational overhead.

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

Data Source

PatentUS10347038B1Determining visibility in virtual environments
Publication Date: 2019.07.09 AMAZON TECH INC
  • US10347038B1 patent drawing
  • US10347038B1 patent drawing
  • US10347038B1 patent drawing

AI summary

Technologies are disclosed herein for providing a vision-obstruction service for distributed processing of visibility data for a virtual environment. The vision-obstruction service is configured to initiate processing unit instances to process ray-trace data, and to determine if visibility exists between a source of a ray-trace and a destination of the ray-trace.