Sony · Filed Apr 29, 2026 · Published Sep 10, 2026

Sony Patents a Way to Teach AI the Full 3D Layout of a Game World

Sony has filed a patent for a system that trains an AI model on a running game, teaching it the full three-dimensional shape of the game world so it can generate views the game engine itself never explicitly drew.

A 3D game scene with a character and trees, overlaid with a spherical grid of potential viewpoints. Drawing from patent filing US 2026/0268583 A1.
A 3D game scene with a character and trees, overlaid with a spherical grid of potential viewpoints.
See all 20 drawings from this filing ↓
Publication number US 2026/0268583 A1 US20260268583A1
Applicant Sony Interactive Entertainment Inc.
Filing date Apr 29, 2026
Publication date Sep 10, 2026
Inventors Takayuki Shinohara
US classification 345/424
Status when we published Waiting for an examiner (Jun 29, 2026)
Parent application is a Continuation of PCTJP2023039247 (filed 2023-10-31)
Document 20 claims

How Sony's system learns a game world from the inside

Every time a game renders a frame on your screen, it only shows you one specific camera angle. The scene behind you, above you, or just off to the side exists in the game's logic, but your console never actually draws those pixels unless the camera swings that way.

Sony's patent describes a system that runs alongside a game and uses extra viewpoints to train an AI on what the world looks like from many angles at once. The AI builds its own internal map of the three-dimensional space, not just the frames you see. Once that map is built, it can generate images from angles the original game engine never rendered directly.

The system also includes a safeguard: game developers can set viewpoint restrictions, so the AI is only allowed to learn from camera positions the developer approves. That matters for games where certain angles would break the experience, reveal hidden geometry, or expose content players aren't supposed to see.

From the filing · CLAIM 1
… generate, at a predetermined rate, a frame of a display image representing a three-dimensional display world where a situation changes in accordance with a user operation; and generate a training image different from the display image and representing the display world; …

Translation: The system continuously renders both the normal game view and a separate training image for the AI.

How viewpoint limits and training images work together

The patent describes an image processing device that runs in parallel with a game application. At its core, it does three things:

  • Captures training images: While the game runs normally, the system generates additional frames from viewpoints the player never sees. These aren't shown to the user; they exist solely to teach the AI.
  • Builds a 3D scene model: A component called the 3D scene information generation unit applies machine learning to those training images, producing a data structure that encodes the three-dimensional shape, appearance, and depth of the game world. This is conceptually similar to techniques like Neural Radiance Fields (NeRF), which reconstruct a 3D space from a set of 2D images.
  • Renders novel viewpoints: An arbitrary viewpoint image generation unit uses that 3D model to produce images from camera positions that were never explicitly rendered by the game engine.

Critically, the whole process is gated by viewpoint restriction information tied to the application program. The developer defines which camera angles are valid for training and for output, so the AI cannot wander outside those approved boundaries. The training happens at a set rate alongside normal gameplay, meaning the system learns the world incrementally as the game runs.

From the filing · THE ABSTRACT
An additional viewpoint setting unit of a content server acquires viewpoint restriction information from an application execution unit, and sets viewpoints for generating training images within a restriction range.

Translation: A server restricts where the AI can look to keep its training within the game boundaries.

What this could mean for how games look and stream

For players, the practical payoff would show up in situations where the game camera needs to move fluidly to angles that weren't pre-baked by the developer, like a cinematic replay, a spectator mode, or a dynamic virtual camera in a sports or action title. Instead of the engine struggling to render geometry it wasn't optimized for, the AI fills in those views directly.

The viewpoint restriction system is the detail that makes this workable in practice. Sony Interactive Entertainment's consistent filing around real-time rendering suggests the company is thinking about how AI-generated imagery fits inside the existing rules of game development, not as a replacement for the engine but as a layer that extends what it can show without breaking what the developer intended.

This is the 16th Sony filing we've tracked in our AI simulation coverage since May, building on teaching AI object angles and any-angle game replay.

Editorial take

If you've ever watched a replay in a sports game and seen the camera clip through a wall or snap to a broken angle, this patent is aimed directly at that moment. The system teaches the AI to understand a game world only from positions where the camera is actually allowed to go, so it can never generate a view it was never meant to show you.

The other change you'd benefit from is invisible: the AI learns the world during normal play, without developers building anything extra by hand. That means free-roaming cameras and flexible replays become cheaper to include, which makes them more likely to ship in games that would have skipped the feature entirely.

Whether you'd ever notice it working depends on whether the result looks as clean as ordinary graphics at full speed. The architecture here is thoughtful, but the real test is a finished product in your hands, and that hasn't happened yet.

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The drawings

20 drawing sheets from US 2026/0268583 A1 · click any drawing to enlarge

Gaming system with client devices., drawing sheet 1 from US 2026/0268583 A1
Sheet 1 Gaming system with client devices.
Client terminal internal components., drawing sheet 2 from US 2026/0268583 A1
Sheet 2 Client terminal internal components.
Display image generation process., drawing sheet 3 from US 2026/0268583 A1
Sheet 3 Display image generation process.
Main image output and scene appreciation., drawing sheet 4 from US 2026/0268583 A1
Sheet 4 Main image output and scene appreciation.
Content server and client terminal units., drawing sheet 5 from US 2026/0268583 A1
Sheet 5 Content server and client terminal units.
Content server and client terminal image flow., drawing sheet 6 from US 2026/0268583 A1
Sheet 6 Content server and client terminal image flow.
3D scene with viewpoint grid., drawing sheet 7 from US 2026/0268583 A1
Sheet 7 3D scene with viewpoint grid.
Training images for 3D scene., drawing sheet 8 from US 2026/0268583 A1
Sheet 8 Training images for 3D scene.
Show the other 12 sheets
Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 9
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 10
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 11
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 12
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 13
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 14
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 15
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 16
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 17
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 18
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 19
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Sony Patents a Way to Teach AI the Full 3D Layout of a Game World patent drawing, sheet 20
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Browse all the drawings 20 drawing sheets
Patent filing page

Source. Full patent text and figures from the official USPTO publication PDF.
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