Synchronization of data for colliding bodies
US-2017104661-A1 · Apr 13, 2017 · US
US10044800B2 · US · B2
| Field | Value |
|---|---|
| Publication number | US-10044800-B2 |
| Application number | US-201514880237-A |
| Country | US |
| Kind code | B2 |
| Filing date | Oct 11, 2015 |
| Priority date | Oct 11, 2015 |
| Publication date | Aug 7, 2018 |
| Grant date | Aug 7, 2018 |
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A server, which is in communication with a plurality of client computing devices configured to perform a reduced simulation function, comprises a synchronization engine configured to generate synchronization packets for one or more rigid bodies according to a synchronization scheme and, for each rigid body, to dynamically update the synchronization scheme based on a current state of the rigid body in simulation data and stored states for the rigid body which are stored in a buffer. The synchronization packets are then transmitted to one of the plurality of client computing devices.
Opening claim text (preview).
The invention claimed is: 1. A server comprising: a buffer configured to store a plurality of previous states of all rigid bodies involved in a simulation, the state of a rigid body being categorized as either colliding or not colliding; a synchronization engine configured to generate synchronization packets for one or more rigid bodies according to a synchronization scheme and, for each rigid body, to dynamically update the synchronization scheme based on a current state of the rigid body in simulation data and the stored states for the rigid body; and a communication interface configured to transmit the synchronization packets to one of a plurality of client computing devices configured to perform a reduced simulation function. 2. A server according to claim 1 , wherein the synchronization engine is configured to dynamically update the synchronization scheme for a rigid body by detecting if the rigid body is transitioning between a continuously colliding state and steady gravitational state, in response to detecting a transition from the continuously colliding state to the steady gravitational state, updating the synchronization scheme to generate a synchronization packet comprising a full set of properties of the rigid body and in response to detecting a transition from the steady gravitational state to the continuously colliding state, updating the synchronization scheme to generate a synchronization packet to cause the simulation of the body on the client computing device to stop. 3. A server according to claim 2 , wherein the buffer is configured to store N previous states of a rigid body, where N is a positive integer greater than one and the synchronization engine is configured to detect a transition from the continuously colliding state to the steady gravitational state when at least the N−1 most recent stored states for the rigid body are all not colliding, the current state is not colliding and the most recent colliding state was N or N+1 states ago and the synchronization engine is configured to detect a transition from the steady gravitational state to the continuously colliding state when at least the N−1 most recent stored states for the rigid body are all not colliding and the current state is colliding. 4. A server according to claim 2 , wherein the full set of properties of the rigid body comprises the rigid body's velocity, position and rotation. 5. A server according to claim 2 , wherein the synchronization engine is further configured to dynamically update the synchronization scheme for a rigid body by detecting if the rigid body is in the continuously colliding state or in the steady gravitational state, in response to detecting that the rigid body is in the continuously colliding state, updating the synchronization scheme to generate a synchronization packet every K collisions, each synchronization packet comprising a reduced set of properties of the rigid body and in response to detecting that the rigid body is in the steady gravitational state, updating the synchronization scheme to stop generating synchronization packets, wherein K is a positive integer. 6. A server according to claim 5 , wherein the buffer is configured to store N previous states of a rigid body, where N is a positive integer greater than one and the synchronization engine is configured to detect that the rigid body is in the continuously colliding state when at least the N−1 most recent stored states for the rigid body are all colliding and the current state is colliding and the synchronization engine is configured to detect that the rigid body is in the steady gravitational state when at least the N−1 most recent stored states for the rigid body are all not colliding, the current state is not colliding and the most recent colliding state more than N or N+1 states ago. 7. A server according to claim 5 , wherein the reduced set of properties of the rigid body comprises the rigid body's position and rotation and does not comprise the rigid body's velocity. 8. A server according to claim 5 , wherein the synchronization engine is further configured to dynamically adjust the value of N and/or K based, at least in part, on an available bandwidth between the server and said one of the plurality of client computing devices. 9. A server according to claim 5 , wherein the synchronization engine is further configured to dynamically update the synchronization scheme for a rigid body by detecting if the rigid body is in a transient state and in response to detecting that the rigid body is in the transient state, updating the synchronization scheme to stop generating synchronization packets. 10. A server according to claim 9 , wherein the buffer is configured to store N previous states of a rigid body, where N is a positive integer greater than one and the synchronization engine is configured to detect that the rigid body is in the transient state when at least the N−1 most recent stored states for the rigid body are not identical. 11. A server according to claim 1 , further comprising: a collision handler configured to set the current state of the one or more rigid bodies as either colliding or not colliding based on a frame of the simulation data. 12. A server according to claim 1 , further comprising: a physics simulation engine configured to provide the simulation data, the simulation data having been generated by a simulation of both gravitational trajectories and collisions of rigid bodies. 13. A server according to claim 12 , wherein the physics simulation engine is further configured to perform the simulation and generate the simulation data and/or to aggregate simulation data received from other servers configured to perform the simulation. 14. A server according to claim 1 , the synchronization engine being at least partially implemented using hardware logic selected from any one or more of: a field-programmable gate array, a program-specific integrated circuit, a program-specific standard product, a system-on-a-chip, a complex programmable logic device. 15. A server comprising: a processor; a communication interface configured to transmit synchronization packets to one of a plurality of client computing devices configured to perform a reduced simulation function; and a memory, wherein the memory is configured to store: a plurality of previous states of all rigid bodies involved in a simulation, the state of a rigid body being categorized as either colliding or not colliding; device executable instructions which, when executed by the processor, cause the processor to generate synchronization packets for one or more rigid bodies according to a synchronization scheme and, for each rigid body, to dynamically update the synchronization scheme based on a current state of the rigid body in simulation data and the stored states for the rigid body. 16. A computer implemented method comprising: storing, in a buffer and for each of a plurality of chunks involved in a simulation, a plurality of previous states of the chunk; receiving a frame of simulation data; determining, in a collision handler on a server, a current state of each chunk in the frame of simulation data as being either colliding or not colliding; updating a synchronization scheme based on the current state of the chunk and the stored states for the chunk; generating synchronization packets for one or more chunks according to the synchronization scheme for the chunks; sending the synchronization packets to one of a plurality of client computing devices configured to perform a reduced simulation function; and storing the current state of each chu
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