3D Object Configuration in XR Simulcast Rendering

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Solution Overview

Problem

Current XR technologies rely on 2D tools for creating, manipulating, and rendering 3D graphical objects, which results in a loss of depth and realism, limiting the immersive experience.

Innovation Solution

A system that includes a server computer configured to receive live data and user input, allowing users to select and configure 3D graphical objects, and render a simulcast that combines live data with animations of these objects, outputting the content to various display devices.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If 2D tools are used for creating and manipulating 3D graphical objects, then the process is simpler and more accessible, but the depth and realism of the XR content is lost

Engineering Contradiction:
Improveease of content creationVSAvoiddepth and realism of 3D objects
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent transitions from 2D tools to 3D geometry-based tools for creating and manipulating graphical objects. By enabling users to work with three-dimensional spatial coordinates and volumetric data structures, the system preserves depth information and realism while maintaining user-friendly interfaces for content creation.

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

Solution Approach 2:

The patent introduces intermediate processing layers that translate user inputs into high-quality 3D graphical objects. These intermediary systems handle the complexity of 3D rendering and geometry processing, allowing users to create realistic content without needing to master complex 3D modeling techniques manually.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Manufacturing precision

If traditional rendering processes are used for high-quality XR content, then the visual quality is improved, but the processing time increases significantly

Engineering Contradiction:
Improvequality of rendered imagesVSAvoidrendering time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

The patent implements pre-computed lighting maps, pre-rendered textures, and pre-processed geometry data that can be quickly applied during runtime. By performing complex rendering calculations in advance and storing the results in optimized formats, the system achieves high visual quality without requiring lengthy processing times during actual XR content delivery.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent employs dynamic rendering techniques that adjust processing intensity based on real-time requirements. The system can switch between high-quality rendering modes for critical visual elements and optimized lower-quality modes for less important elements, maintaining overall visual quality while reducing total processing time through adaptive resource allocation.

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20250166316A1Mixing and Simulcasting Extended Reality Content
Publication Date: 2025.05.22 MXR HOLDINGS LLC
  • US20250166316A1 patent drawing
  • US20250166316A1 patent drawing
  • US20250166316A1 patent drawing

AI summary

The disclosed system pertains to the generation, mixing, and simulcasting of extended reality (XR) content in real-time. The system includes a first data input source providing live data and a server computer. The server computer receives the live data and user input, enabling a user to select and configure at least one three-dimensional (3D) graphical object. The server computer renders a simulcast comprising a composite of the live data and an animation of the 3D graphical object, and outputs the simulcast to at least one display device. The live data can be video broadcast data, live performance video data, motion capture data, location data, or audio data. The animation is responsive to changes in the live data.