18486414. VIRTUAL REPRESENTATION ENCODING IN SCENE DESCRIPTIONS simplified abstract (QUALCOMM Incorporated)

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VIRTUAL REPRESENTATION ENCODING IN SCENE DESCRIPTIONS

Organization Name

QUALCOMM Incorporated

Inventor(s)

Imed Bouazizi of Frisco TX (US)

Michel Adib Sarkis of San Diego CA (US)

Thomas Stockhammer of Bergen (DE)

VIRTUAL REPRESENTATION ENCODING IN SCENE DESCRIPTIONS - A simplified explanation of the abstract

This abstract first appeared for US patent application 18486414 titled 'VIRTUAL REPRESENTATION ENCODING IN SCENE DESCRIPTIONS

Simplified Explanation

The patent application describes systems and techniques for generating virtual representations, such as avatars, based on hierarchical data structures.

  • The process involves obtaining data describing the virtual representation, including type information, source information, and mappings within a hierarchical set of nodes.
  • The format associated with the virtual representation is identified based on the type information, and the corresponding segment of the virtual representation is processed accordingly.
  • The child node in the hierarchical set of nodes is identified based on the mapping, and the data associated with the child node is processed based on the source information.

Potential Applications

This technology could be applied in virtual reality systems, online gaming, social media platforms, and digital communication tools.

Problems Solved

This technology streamlines the process of generating virtual representations by organizing data in a hierarchical structure and processing it efficiently based on type, source, and mapping information.

Benefits

The benefits of this technology include improved user experiences, enhanced customization options, and more realistic virtual representations.

Potential Commercial Applications

Potential commercial applications of this technology include virtual reality software development, online gaming platforms, social media companies, and digital marketing agencies.

Possible Prior Art

One possible prior art for this technology could be the use of hierarchical data structures in computer graphics and animation software to organize and process visual elements efficiently.

Unanswered Questions

How does this technology impact data privacy and security in virtual representations?

This article does not address the potential implications of data privacy and security when generating virtual representations. It would be important to consider how sensitive information is handled and protected within this system.

What are the scalability limitations of this technology in generating complex virtual representations?

The article does not discuss the scalability limitations of this technology when dealing with large and intricate virtual representations. It would be essential to understand how this system performs when processing a significant amount of data for complex avatars or virtual environments.


Original Abstract Submitted

Systems and techniques are described herein for generating virtual representation (e.g., avatar). For example, a process can include obtaining data describing a virtual representation, the data including a hierarchical set of nodes, wherein a first node of the set of nodes includes type information, source information, and a mapping, and wherein a child node of the hierarchical set of nodes includes data associated with a segment of the virtual representation; identifying, based on the type information, a format associated with the virtual representation of a user; identifying, based on the mapping, the child node in the hierarchical set of nodes; identifying, based on the source information, a portion of the data associated with the child node; and processing the data associated with the segment of the virtual representation of the child node based on a corresponding format for the virtual representation to generate a segment of the virtual representation.