3D Spawn Point Selection via Lens Transition in Virtual Battle Scenes

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Solution Overview

Problem

Existing battle games provide a simplified planar diagram for selecting spawn points, which lacks immersive experience as players cannot directly view the environment around the spawn point, leading to complex operations and high resource consumption.

Innovation Solution

Display a first local scene of a 3D virtual scene under a close-shot lens view, gradually elevate the lens view to a wide-shot view to reveal spawn points, and seamlessly switch to a wide-shot lens view for spawn point selection within the 3D virtual scene, eliminating the need for a simplified planar diagram.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a simplified planar diagram is provided for spawn point selection, then the operation complexity is reduced, but the immersive game experience deteriorates as players cannot directly view the environment around the spawn point

Engineering Contradiction:
Improveoperation complexityVSAvoidenvironmental information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent transitions from a 2D planar diagram to a 3D virtual scene for spawn point selection. By rendering the virtual scene in three dimensions with adjustable lens views (from close-shot to wide-shot), players can directly observe the environmental context around spawn points while maintaining intuitive interaction. This dimensional upgrade preserves immersive experience without significantly increasing operational complexity.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Device complexity

If a simplified planar diagram is provided for spawn point selection, then the device complexity is reduced, but the processing resource consumption increases due to additional configuration and storage requirements

Engineering Contradiction:
Improvesystem complexityVSAvoidprocessing resource consumption
Core Design Contradiction:
Device complexityVSUse of energy by moving object

Solution Approach 1:

The patent merges the spawn point selection function with the existing 3D virtual scene rendering system. Instead of maintaining a separate 2D planar diagram with its own configuration and storage requirements, the selection interface is integrated directly into the 3D scene. This consolidation eliminates redundant data structures and reduces processing overhead while providing richer visual information.

Inventive Principle:
Principle #5Merging (Combining)

3Loss of information

If a simplified planar diagram is provided for spawn point selection, then the information display is simplified, but the user experience deteriorates due to switching back and forth between diagrams and 3D scenes

Engineering Contradiction:
Improveinformation display simplicityVSAvoiduser experience
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The 3D virtual scene serves multiple functions simultaneously: it acts as both the game environment and the spawn point selection interface. By implementing lens view adjustments that allow players to switch between close-shot (for detailed environmental observation) and wide-shot (for overview of multiple spawn points) perspectives within the same 3D space, the system eliminates the need for separate 2D diagrams and switching operations, thereby improving user experience while maintaining clear information display.

Inventive Principle:
Principle #6Universality (Multi-functionality)

Data Source

PatentUS20250360407A1Virtual scene display method and apparatus, computer device, and storage medium
Publication Date: 2025.11.27 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250360407A1 patent drawing
  • US20250360407A1 patent drawing
  • US20250360407A1 patent drawing

AI summary

A virtual scene display method performed by a computer device includes: displaying a first local scene at a spawn point selection stage of a virtual battle, wherein the first local scene including a target virtual object is a local scene picture of a three-dimensional (3D) virtual scene under a first close-shot lens view; generating and displaying a plurality of scene pictures of the 3D virtual scene sequentially during a gradual elevation of a lens view from the first close-shot lens view to a wide-shot lens view; displaying a second local scene including a plurality of spawn points when the lens view changes to the wide-shot lens view, wherein the second local scene including a plurality of spawn points is a local scene picture of the 3D virtual scene under the wide-shot lens view; and selecting a target spawn point from the plurality of spawn points for the target virtual object.