Avatar Mesh Deformation for Visible In-Game Stat Upgrades
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Solution Overview
Problem
In multi-player video games, users are often unaware of their opponent's avatar upgrades, leading to frustration and misinformed interactions due to the lack of visible indicators of the opponent's enhanced statistics.
Innovation Solution
A graphics rendering apparatus and method that modifies the appearance of avatars by deforming their meshes in response to predefined actions performed a threshold number of times, providing visual cues about the avatar's upgraded statistics.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If avatar upgrades are not displayed visually, then the game maintains visual integrity and simplicity, but users become frustrated due to lack of information about opponent capabilities
Solution Approach 1:
The patent applies color changes to avatar visual elements (such as changing the color of avatar outlines or specific body parts) to indicate upgraded statistics. This allows information about avatar capabilities to be conveyed through visual color cues without fundamentally altering the game's visual integrity or requiring complex additional displays.
Solution Approach 2:
The patent changes visual parameters of the avatar (such as size, shape, or color intensity) based on the avatar's statistical upgrades. By modifying visual parameters dynamically, the system conveys information about avatar strength, health, or other statistics without adding complex interface elements that would compromise visual integrity.
2Loss of information
If visual indicators of avatar upgrades are added, then user frustration is reduced and information is improved, but the game's visual integrity and simplicity are compromised
Solution Approach 1:
The patent applies visual indicators locally to specific parts of the avatar (such as highlighting only the weapon, armor, or specific body parts that have been upgraded) rather than adding global visual effects. This localized approach provides necessary information while maintaining the overall simplicity and visual integrity of the game environment.
Solution Approach 2:
The patent implements partial visual indication by only displaying visual cues for certain types of upgrades or under specific conditions (such as only when avatars are in close proximity or during combat). This partial action approach provides sufficient information to reduce user frustration without adding excessive visual complexity throughout the entire game.
3Loss of information
If mesh deformation is applied to show avatar upgrades, then visual cues are provided without adding interface elements, but processing complexity increases
Solution Approach 1:
The patent uses dynamic mesh deformation that adjusts the avatar's visual geometry in real-time based on upgrade levels. By making the mesh dynamic and responsive to statistical changes, the system provides continuous visual feedback about avatar capabilities without requiring separate interface elements, while the deformation algorithms are optimized to maintain reasonable processing requirements.
Data Source
AI summary
A graphics rendering apparatus, comprising: a first receiving unit configured to receive mesh data comprising a mesh that defines a geometry of a virtual element that is comprised within a virtual environment of a video game; a second receiving unit configured to receive one or more input signals; an animation unit configured to cause the virtual element to perform a given predefined action in response to one or more of the input signals; a determination unit configured to determine whether the virtual element has performed the given predefined action at least a threshold number of times; an identification unit configured to identify one or more predefined mesh deformations associated with the given predefined action if the virtual element has performed the given predefined action at least the threshold number of times; a deformation unit configured to deform one or more subsets of the mesh in accordance with one or more of the predefined mesh deformations, and at least in part thereby generate subsequent mesh data comprising a subsequent mesh that defines a subsequent geometry of the virtual element; and a rendering unit configured to render the virtual element based on the subsequent mesh data.


