Nvidia corporation (20240127519). SCALABLE CONTACT-RICH SIMULATION simplified abstract

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SCALABLE CONTACT-RICH SIMULATION

Organization Name

nvidia corporation

Inventor(s)

Kier Storey of Altrincham (GB)

Fengyun Lu of Altrincham (GB)

SCALABLE CONTACT-RICH SIMULATION - A simplified explanation of the abstract

This abstract first appeared for US patent application 20240127519 titled 'SCALABLE CONTACT-RICH SIMULATION

Simplified Explanation

The patent application addresses scalable contact-rich simulation in physics engines using processing units to simulate movement between objects based on reduced points obtained from an iterative reduction process.

  • The innovation involves using one or more processing units to simulate movement between at least two objects in a physics engine.
  • The movement is based on a plurality of sets of reduced points obtained from an iterative reduction process using threshold criteria.
  • The iterative reduction process is applied to a plurality of points associated with at least one contact between the objects.

Potential Applications

This technology could be applied in various industries such as:

  • Video game development
  • Virtual reality simulations
  • Robotics

Problems Solved

This technology solves the following problems:

  • Efficient simulation of contact-rich interactions in physics engines
  • Scalability of simulations involving movement between multiple objects

Benefits

The benefits of this technology include:

  • Improved realism in simulations
  • Enhanced performance and efficiency in physics engines
  • Scalability for complex simulations involving multiple objects

Potential Commercial Applications

The potential commercial applications of this technology include:

  • Developing advanced video games with realistic physics simulations
  • Creating virtual reality environments with accurate interactions
  • Designing robotics systems with precise movement simulations

Possible Prior Art

One possible prior art for this technology could be existing physics engines that simulate interactions between objects based on simplified models and algorithms.

=== What are the specific threshold criteria used in the iterative reduction process? The specific threshold criteria used in the iterative reduction process are not mentioned in the abstract.

=== How does the technology handle complex interactions between multiple objects in a simulation? The abstract does not provide details on how the technology specifically handles complex interactions between multiple objects in a simulation.


Original Abstract Submitted

systems and methods herein address scalable contact-rich simulation in physics engines using one or more processing units to simulate movement between at least two objects in a simulation, the movement based at least on a plurality of sets of reduced points obtained from an iterative reduction using one or more threshold criteria, the iterative reduction applied to a plurality of points associated with at least one contact between the depictions.