Game program, information processing system, information processing device, and game processing method
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- NINTENDO CO LTD
- Filing Date
- 2026-03-16
- Publication Date
- 2026-06-16
Smart Images

Figure 2026098061000001_ABST
Abstract
Claims
1. In the computer of the information processing device, For multiple vertices that constitute a mesh defined in a virtual space, each of which has at least one type of material assigned to it, For each of several vertex groups, each containing multiple adjacent vertices, if a simplification condition is met that at least the total number of material types for each vertex in that vertex group is less than or equal to a first number, then the vertices in that vertex group are replaced with a single vertex that has that total number of material types set. A game program that renders the mesh, which is based on the vertices that reflect the simplification, based on the rendering settings for the material of each vertex.
2. The aforementioned computer further: Based on voxel data defined in the aforementioned virtual space, where each of a plurality of voxels has at least a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material indicating the type of contents, which can be set up to a second number of materials, For a portion where a voxel having the density set to indicate existence and a voxel having the density set to indicate non-existence are adjacent, a vertex is set at coordinates based on the positions and densities of the surrounding multiple voxels, and for each such vertex, up to the first number of materials are selected from the materials included in the voxel data of the surrounding multiple voxels and set as the material for that vertex, thereby determining the vertex. When generating the mesh in the virtual space, the simplification is performed on all the vertices determined based on the voxel data. The game program according to claim 1, which generates the mesh based on the vertices that reflect the simplification.
3. The aforementioned computer further: Based on game processing, update at least one of the voxels included in the voxel data such that at least one of the density and material changes. When such update is performed, the coordinates of the vertices and the simplification are further performed for the vertices in the range including the updated area. The game program according to claim 2, which updates the mesh based on the vertices that reflect the simplification.
4. To the aforementioned computer, For each vertex, the system calculates a priority parameter for each material included in the voxel data of the surrounding voxels based on the voxel data, and based on the priority parameter, selects up to the first number of materials with high priority and determines them as the material for that vertex. For each polygon, select up to the first number of materials from the materials set on the vertices included in that polygon and determine them as the materials for that polygon. For each polygon, based on the material of all vertices constituting that polygon, If the number of materials is less than or equal to the first number, set the material to be the material of the polygon. The game program according to claim 3, wherein if the number of materials exceeds the first number, the program selects the first number with the highest priority based on the priority parameter of each vertex and determines that the polygon will be the material for that polygon.
5. The aforementioned computer further: The game program according to claim 4, wherein rendering setting information includes at least texture information set for a material, and the program renders the polygon by mapping a plurality of textures, based on rendering setting information corresponding to each of the materials set for each polygon in the mesh, blending at the position of each vertex with a blend ratio corresponding to the priority parameter of that vertex, and between vertices with an interpolated blend ratio obtained by interpolating the blend ratio of each vertex.
6. The aforementioned computer further: For each polygon of the mesh, the first number of materials are selected from the materials set on the vertices included in that polygon and determined to be the material for that polygon, thereby generating and updating the material for the polygon. The game program according to claim 1, which causes the mesh to be drawn based on the coordinates of the vertices of the mesh and the texture corresponding to the material of the polygon.
7. The game program according to any one of claims 1 to 6, wherein the simplification condition further includes not including in the vertex group any vertices from which a material reduction has been performed to set the first number of materials based on a first number of materials, or vertices from which a simplification has been performed based on such vertices.
8. The game program according to any one of claims 1 to 6, wherein the simplification condition further includes that the error between the shape of the mesh before simplification and the shape of the mesh after simplification is within a predetermined range.
9. The game program according to any one of claims 1 to 6, wherein the first number and the second number are 2.
10. The aforementioned computer further: A game program according to any one of claims 1 to 6, which generates or updates a judgment mesh used for collision detection in game processing, corresponding to the voxel data, by determining the vertex coordinates of the judgment mesh based on at least the density included in the voxel data, determining the material of the judgment mesh based on at least the material included in the voxel data, and further performing the simplification.
11. The simplification condition further includes that the error between the shape of the mesh before simplification and the shape of the mesh after simplification is within a predetermined range. The game program according to claim 10, wherein the simplification condition for the determination mesh is defined as a range that includes an error greater than the error in the simplification condition for the mesh.
12. For multiple vertices that constitute a mesh defined in a virtual space, each of which has at least one type of material assigned to it, For each of several vertex groups, each containing multiple adjacent vertices, if a simplification condition is met that at least the total number of material types for each vertex in that vertex group is less than or equal to a first number, then the multiple vertices in that vertex group are replaced with a single vertex that has that total number of material types set. An information processing system that renders the mesh based on the vertices that reflect the simplification, based on the rendering settings for the material of each vertex.
13. The aforementioned information processing system further, Based on voxel data defined in the aforementioned virtual space, where each of a plurality of voxels has at least a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material indicating the type of contents, which can be set up to a second number of materials, For a portion where a voxel having the density set to indicate existence and a voxel having the density set to indicate non-existence are adjacent, a vertex is set at coordinates based on the positions and densities of the surrounding multiple voxels, and for each vertex, a vertex is determined by selecting up to the first number of materials from the materials included in the voxel data of the surrounding multiple voxels and setting them as the material for that vertex. When generating the mesh in the virtual space, the simplification is performed on all the vertices determined based on the voxel data, The information processing system according to claim 12, which generates the mesh based on the vertices that reflect the simplification.
14. The aforementioned information processing system further, Based on game processing, an update is performed on at least one of the voxels included in the voxel data, such that at least one of the density and material changes. When such update is performed, the coordinates of the vertices and the simplification are further performed for the vertices in the range including the updated area. The information processing system according to claim 13, which updates the mesh based on the vertices that reflect the simplification.
15. The aforementioned information processing system is For each vertex, a priority parameter is calculated for each material included in the voxel data of the surrounding multiple voxels based on the voxel data, and based on the priority parameter, up to the first number of materials with high priority are selected and determined to be the material for that vertex. For each polygon, select up to the first number of materials from the materials set on the vertices included in that polygon and determine them as the materials for that polygon. For each polygon, based on the material of all vertices constituting that polygon, If the number of materials is less than or equal to the first number, set the material to be the material of the polygon. If the number of materials exceeds the first number, the information processing system according to claim 14 selects the first number with the highest priority based on the priority parameter of each vertex and determines it to be the material of the polygon.
16. The aforementioned information processing system further, The information processing system according to claim 15, comprising rendering setting information which includes at least texture information set for a material, and rendering the polygon by mapping which blends a plurality of textures at the position of each vertex with a blend ratio corresponding to the priority parameter of the vertex, and between vertices with an interpolated blend ratio obtained by interpolating the blend ratio of each vertex, based on rendering setting information corresponding to each of the materials set for each polygon in the mesh.
17. The aforementioned information processing system further, For each polygon of the mesh, the material of the polygon is generated and updated by selecting up to the first number of materials from the materials set on the vertices included in that polygon and determining them as the material of that polygon. The information processing system according to claim 12, which draws the mesh based on the coordinates of the vertices of the mesh and the texture corresponding to the material of the polygon.
18. An information processing device equipped with a processor, The aforementioned processor, For multiple vertices that constitute a mesh defined in a virtual space, each of which has at least one type of material assigned to it, For each of several vertex groups, each containing multiple adjacent vertices, if a simplification condition is met that at least the total number of material types for each vertex in that vertex group is less than or equal to a first number, then the multiple vertices in that vertex group are replaced with a single vertex that has that total number of material types set. An information processing device that renders the mesh based on the vertices that reflect the simplification, based on the rendering settings for the material of each vertex.
19. In the information processing system, For multiple vertices that constitute a mesh defined in a virtual space, each of which has at least one type of material assigned to it, For each of several vertex groups, each containing multiple adjacent vertices, if a simplification condition is met that at least the total number of material types for each vertex in that vertex group is less than or equal to a first number, then the vertices in that vertex group are replaced with a single vertex that has that total number of material types set. A game processing method that renders the mesh, which is based on the vertices that reflect the simplification, based on the rendering settings for the material of each vertex.
20. The aforementioned information processing system further includes: Based on voxel data defined in the aforementioned virtual space, where each of a plurality of voxels has at least a density indicating the degree to which the space defined by the voxel is virtually occupied by its contents, and a material indicating the type of contents, which can be set up to a second number of materials, For a portion where a voxel having the density set to indicate existence and a voxel having the density set to indicate non-existence are adjacent, a vertex is set at coordinates based on the positions and densities of the surrounding multiple voxels, and for each such vertex, up to the first number of materials are selected from the materials included in the voxel data of the surrounding multiple voxels and set as the material for that vertex, thereby determining the vertex. When generating the mesh in the virtual space, the simplification is performed on all the vertices determined based on the voxel data. The game processing method according to claim 19, wherein the mesh is generated based on the vertices that reflect the simplification.
21. The aforementioned information processing system further includes: Based on game processing, update at least one of the voxels included in the voxel data such that at least one of the density and material changes. When such update is performed, the coordinates of the vertices and the simplification are further performed for the vertices in the range including the updated area. The game processing method according to claim 20, wherein the mesh is updated based on the vertices that reflect the simplification.
22. In the aforementioned information processing system, For each vertex, the system calculates a priority parameter for each material included in the voxel data of the surrounding voxels based on the voxel data, and based on the priority parameter, selects up to the first number of materials with high priority and determines them as the material for that vertex. For each polygon, select up to the first number of materials from the materials set on the vertices included in that polygon and determine them as the materials for that polygon. For each polygon, based on the material of all vertices constituting that polygon, If the number of materials is less than or equal to the first number, set the material to be the material of the polygon. The game processing method according to claim 21, wherein if the number of materials exceeds the first number, the first number with the highest priority is selected based on the priority parameter of each vertex and determined to be the material for that polygon.
23. The aforementioned information processing system further includes: A game processing method according to claim 22, wherein rendering setting information includes at least texture information set for a material, and rendering of the polygon is performed by mapping in which a plurality of textures are blended at the position of each vertex with a blend ratio corresponding to the priority parameter of the vertex, and between vertices with an interpolated blend ratio obtained by interpolating the blend ratio of each vertex, based on rendering setting information corresponding to each of the materials set for each polygon included in the mesh.
24. The aforementioned information processing system further includes: For each polygon of the mesh, the first number of materials are selected from the materials set on the vertices included in that polygon and determined to be the material for that polygon, thereby generating and updating the material for the polygon. The game processing method according to claim 19, wherein the mesh is drawn based on the coordinates of the vertices of the mesh and the texture corresponding to the material of the polygon.
25. The game processing method according to any one of claims 19 to 24, wherein the simplification condition further includes not including in the vertex group any vertices from which a material reduction has been performed to set a first number of materials based on a first number of materials, or vertices from which a simplification has been performed based on such vertices.
26. The game processing method according to any one of claims 19 to 24, wherein the simplification condition further includes that the error between the shape of the mesh before simplification and the shape of the mesh after simplification is within a predetermined range.
27. The game processing method according to any one of claims 19 to 24, wherein the first number and the second number are 2.
28. The aforementioned information processing system further includes: A game processing method according to any one of claims 19 to 24, wherein a judgment mesh used for collision detection in game processing is generated or updated by determining the vertex coordinates of the judgment mesh based on at least the density included in the voxel data, determining the material of the judgment mesh based on at least the material included in the voxel data, and further performing the simplification.
29. The simplification condition further includes that the error between the shape of the mesh before simplification and the shape of the mesh after simplification is within a predetermined range. The game processing method according to claim 28, wherein the simplification condition for the determination mesh is defined as a range that includes an error greater than the error in the simplification condition for the mesh.