Virtual Camera Re-Movement Logic for Multi-Obstacle Occlusion

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Solution Overview

Problem

Existing virtual camera control technologies result in rapid changes in viewpoint position when multiple obstacles hide the player character, leading to decreased visibility.

Innovation Solution

The virtual camera is moved to a position where the player character is not hidden by sequentially crossing multiple obstacles one by one, based on specific conditions such as contact with obstacles or elapsed time, rather than simultaneously crossing all obstacles.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If the virtual camera is moved to a position where the player character is not hidden by crossing all obstacles at one time, then the player character becomes visible, but the viewpoint position changes rapidly causing image changes and decreasing visibility

Engineering Contradiction:
Improvevisibility of player characterVSAvoidviewpoint position change speed
Core Design Contradiction:
ReliabilityVSSpeed

Solution Approach 1:

The patent divides the movement process into multiple segments by introducing intermediate positions between the initial camera position and the final position where the player character is fully visible. Instead of moving the camera directly to the target position, it moves to intermediate positions sequentially, allowing the player character to become visible step by step while preventing rapid viewpoint changes that would cause image distortion or loss of visibility.

Inventive Principle:
Principle #1Segmentation

2Reliability

If the virtual camera is moved to cross multiple hiding objects at one time, then the player character becomes visible, but the movement causes rapid image changes reducing user visibility

Engineering Contradiction:
Improveplayer character visibilityVSAvoiduser visibility stability
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent segments the camera movement into multiple controlled steps through intermediate positions, ensuring that the player character becomes visible gradually rather than through a single rapid movement. This segmentation maintains image stability and user visibility while achieving the goal of revealing the hidden player character.

Inventive Principle:
Principle #1Segmentation

3Reliability

If the virtual camera moves to positions beyond multiple hiding objects sequentially, then the player character remains visible, but the process takes more time

Engineering Contradiction:
Improveplayer character visibilityVSAvoidcamera movement time
Core Design Contradiction:
ReliabilityVSLoss of time

Solution Approach 1:

The patent calculates and determines intermediate positions in advance based on the positions of hiding objects and the player character. By pre-computing the optimal intermediate positions that will reveal the player character, the system can execute the segmented movement efficiently without excessive delays, balancing the need for step-by-step visibility with reasonable time consumption.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS12496520B2Computer-readable non-transitory storage medium, information processing apparatus, information processing system, and information processing method
Publication Date: 2025.12.16 NINTENDO CO LTD
  • US12496520B2 patent drawing
  • US12496520B2 patent drawing
  • US12496520B2 patent drawing

AI summary

When an object of interest is hidden by a first hiding object as viewed from a virtual camera, the virtual camera is moved, on a virtual line from the virtual camera toward the object of interest, to a first position that is a position where the virtual line first passes through the first hiding object or a position closer to the object of interest than this position. When the virtual camera is moved to the first position, if at least a part of the object of interest is further hidden by a second hiding object, the virtual camera is not moved to a second position that is a position where the virtual line first passes through the second hiding object or a position closer to the object of interest than this position, until a re-movement condition is satisfied.