Boundary Surface Rendering for Game Character Processing Load
Find Innovative SolutionsGenerate Solutions
Solution Overview
Problem
In virtual three-dimensional spaces, as the number of three-dimensional objects increases, the processing load exceeds the computing power of hardware, leading to reduced display speed and screen flicker, and existing solutions that switch between three-dimensional polygon data and two-dimensional sprite data to manage this load result in decreased realism due to object omission or increased processing demands.
Innovation Solution
A method that maintains three-dimensional characters within a predetermined distance from the virtual camera's viewpoint and two-dimensional characters outside this distance, using boundary surfaces to prevent object passing through, thereby reducing processing load without compromising realism, by employing a system that determines and adjusts the positions of characters based on predefined conditions during camera movement.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If all objects are drawn by three-dimensional polygon data, then the realism is maintained, but the processing load exceeds the computing power of hardware
Solution Approach 1:
The patent applies local quality by differentiating the rendering method based on spatial location. Objects within the predetermined distance from the viewpoint position are rendered using three-dimensional polygon data to maintain high realism, while objects outside this distance are rendered using two-dimensional sprite data to reduce processing load. This spatially varying quality approach resolves the contradiction between maintaining realism and reducing processing demands.
2Productivity
If objects are omitted that are further from the viewpoint position by a predetermined distance or more, then the processing load is reduced, but the screen becomes less realistic
Solution Approach 1:
The patent changes the rendering parameter (three-dimensional polygon data versus two-dimensional sprite data) based on the distance parameter from the viewpoint position. By establishing a predetermined distance threshold and changing the rendering method at this boundary, the system reduces processing load for distant objects while maintaining realism for nearby objects, thus resolving the contradiction between processing efficiency and visual realism.
3Productivity
If objects switch between two-dimensional sprite data and three-dimensional polygon data based on distance, then the processing load is managed, but the control load increases due to data conversion
Solution Approach 1:
The patent applies preliminary action by pre-classifying objects into two-dimensional and three-dimensional categories based on their initial positions relative to the viewpoint position and predetermined distance. This pre-classification is performed before the rendering process, allowing the system to manage processing load effectively while minimizing control load during runtime, as objects remain in their classified categories unless they cross the distance boundary.
Data Source
Figure 1
Figure 2
Figure 3
AI summary
When a player character is moved toward a two-dimensional non-player character (NPC) in response to operation of an input section 21 by a player, a main process is repeatedly carried out by a video game apparatus 100. Thus, the two-dimensional NPC approaches the player character and is moved toward a visual boundary surface, and finally leaves the field of view of the virtual camera without moving within the 2D inhibit space. Because the two-dimensional NPC is maintained in a space opposite from the player character with respect to a boundary surface between 2D and 3D in this way, and the two-dimensional NPC is prevented from moving within the side of the player character P from the boundary surface between 2D and 3D, it is possible to reduce processing load of hardware without losing realism (realistic sensation) when an image including multiple objects is drawn in a virtual three-dimensional space.