VR Gaming Environments Built From Real-World 3D Models

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Solution Overview

Problem

The process of creating 3D gaming environments is time-consuming and often results in environments that are smaller than intended, leading to staleness and inefficiency in game development, as developers reuse the same environments to maximize development time, sacrificing immersion and innovation.

Innovation Solution

Utilizing real-world VR models from third-party mapping systems as a base and augmenting them with surface enhancements and filler objects to create complete VR gaming environments, which can be reused across multiple gaming applications, reducing the need for developers to rebuild environments from scratch.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If developers manually build 3D gaming environments from scratch, then the environments can be customized and immersive, but the development time and effort increase significantly

Engineering Contradiction:
Improveenvironment qualityVSAvoiddevelopment time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system performs preliminary actions by automatically generating base 3D gaming environments using third-party mapping data before the developer needs them. The environment generation system pre-processes real-world mapping data to create usable 3D scenes, including placing placeholder objects and establishing basic geometry, so that developers receive a head start rather than beginning from an empty scene.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system creates copies of real-world environments by importing and processing third-party mapping data (such as Google Street View or other panoramic mapping services). These copied environmental structures are then adapted and integrated into the gaming engine, providing realistic 3D environments without manually modeling every detail from scratch.

Inventive Principle:
Principle #26Copying

2Productivity

If developers reuse the same 3D gaming environments across multiple projects, then development time is reduced, but the environments become stale and less innovative

Engineering Contradiction:
Improvedevelopment efficiencyVSAvoidenvironment variety
Core Design Contradiction:
ProductivityVSAdaptability or versatility

Solution Approach 1:

The system introduces dynamics by enabling automated modification and adaptation of base environments. Rather than static reused environments, the system can dynamically adjust environmental parameters, add or remove objects, and modify scene composition based on specific project requirements. This allows the same base environment to evolve and adapt to different gaming contexts while maintaining a development efficiency advantage.

Inventive Principle:
Principle #15Dynamics

3Manufacturing precision

If developers focus on building complete 3D environments, then immersion is enhanced, but less time remains for developing game logic

Engineering Contradiction:
Improveenvironment completenessVSAvoidtime for game logic
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The system applies partial action by generating only the essential base structure of 3D environments automatically, rather than attempting to create complete, polished environments. Placeholder objects and basic geometry are sufficient to establish the scene framework, allowing developers to focus their efforts on game logic while the automated system handles the bulk of environmental scaffolding.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP3762114B1Building virtual reality (VR) gaming environments using real-world models
Publication Date: 2026.02.25 SONY INTERACTIVE ENTERTAINMENT NETWORK AMERICA LLC
  • EP3762114B1 patent drawingFigure 1
  • EP3762114B1 patent drawingFigure 2
  • EP3762114B1 patent drawingFigure 3

AI summary

A method for building a gaming environment. The method includes accessing a base VR model of a real-world environment from a third party mapping data store, wherein the real-world environment includes a plurality of real-world objects. The method includes augmenting a first object in the base VR model that corresponds to a first real-world object in the real-world environment. The method includes stitching in the first object that is augmented into the base VR model to generate an augmented base VR model. The method includes storing the augmented base VR model to a library data store comprising a plurality of augmented base VR models for use as virtual environments of corresponding gaming applications storing the augmented base VR model to a library data store comprising a plurality of augmented base VR models. The method includes using one or more of the plurality of augmented base VR models to define a virtual environment of a gaming application.