3D Game Scene Virtual Resource Generation via Cuboid Mesh Segmentation

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Solution Overview

Problem

In three-dimensional games, the generation of virtual resources is inefficient, requiring significant computing resources and complex operation instructions, especially on mobile devices, leading to a high operational burden for players.

Innovation Solution

The method involves dividing the game scene into multiple cuboid meshes, determining the construction location of newly-created resources based on the virtual character's location and orientation, and rendering these resources on specific mesh surfaces, reducing calculation complexity and operational burden.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If virtual resources are constructed according to player instructions in a 3D game scene, then players can create desired structures, but computing resource consumption increases significantly and hardware requirements become high

Engineering Contradiction:
Improveconstruction capabilityVSAvoidcomputing resource consumption
Core Design Contradiction:
Ease of operationVSUse of energy by moving object

Solution Approach 1:

The patent divides the 3D game scene into multiple cuboid meshes, creating a segmented spatial structure. This segmentation allows the system to pre-establish a coordinate system and transformation relationships for each mesh, enabling efficient resource construction without heavy real-time computing. Players can select meshes and adjust parameters within predefined ranges, significantly reducing computational load while maintaining construction flexibility.

Inventive Principle:
Principle #1Segmentation

2Adaptability or versatility

If players control virtual characters to construct virtual resources, then construction freedom is achieved, but operation complexity and player burden increase

Engineering Contradiction:
Improveconstruction freedomVSAvoidoperation complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent performs preliminary actions by pre-dividing the scene into meshes and establishing coordinate systems and transformation relationships before construction begins. Resource templates and their associated mesh relationships are pre-configured. When players construct resources, they only need to select pre-defined meshes and adjust parameters within predefined ranges, rather than manually controlling every aspect of resource placement, thus reducing operational complexity while maintaining freedom.

Inventive Principle:
Principle #10Preliminary action

3Measurement precision

If complex operation instructions are used for resource construction, then precise control is achieved, but player operational burden becomes heavier

Engineering Contradiction:
Improveresource placement precisionVSAvoidoperational burden
Core Design Contradiction:
Measurement precisionVSEase of operation

Solution Approach 1:

The patent introduces mesh objects as intermediaries between players and the final resource placement. Players interact with meshes rather than directly controlling resource positions in 3D space. The mesh coordinate systems and transformation relationships automatically handle the complex calculations, serving as intermediaries that simplify player operations while ensuring precise resource placement through the established mathematical relationships.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS11090562B2Method and apparatus for generating virtual resources in three-dimensional game scene
Publication Date: 2021.08.17 NETEASE (HANGZHOU) NETWORK CO LTD
  • US11090562B2 patent drawing
  • US11090562B2 patent drawing
  • US11090562B2 patent drawing

AI summary

A method and apparatus for generating virtual resources in a three-dimensional game scene is provided. A space of the game scene is divided into multiple cuboid meshes, and newly-created resources are virtual resources rendered according to a construction instruction of a player. The method includes that: in response to the construction instruction, a current location and orientation of the virtual character are acquired, where the construction instruction includes space type information of the newly-created resources; at least one target mesh surface is determined in the plurality of cuboid meshes as a construction location of the newly-created resources according to the space type information and the current location and orientation of the virtual character and the newly-created resources are rendered on the at least one target mesh surface. The present disclosure solves the technical, problem of low generation efficiency of virtual resources in 3D games.