Curved-Surface Terrain Objects for Depth in Game Rendering

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Solution Overview

Problem

Current image processing technologies struggle to effectively represent complex terrains in game screens, particularly in cylindrical curved-surface environments, lacking depth and realism.

Innovation Solution

The implementation of a computer-readable storage medium with an image processing program that arranges terrain/background objects with cylindrical or spherical surfaces in a virtual space, allowing for rotation based on movement instructions, forming multi-layer structures with varying radii and rotation speeds, and enabling the display of non-transmissive portions to create a sense of depth.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Device complexity

If terrain/background objects are arranged in a simple game field representation, then the processing complexity is reduced, but the terrain representation capability is insufficient

Engineering Contradiction:
Improveprocessing complexityVSAvoidterrain representation capability
Core Design Contradiction:
Device complexityVSAdaptability or versatility

Solution Approach 1:

The terrain is divided into multiple terrain/background objects, each with cylindrical or spherical surfaces. These segmented objects can be independently rotated and positioned to form complex terrain structures while maintaining simple individual geometries that are easy to process

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent introduces rotation of terrain objects about their center axes as an additional degree of freedom. By rotating multiple terrain objects at different angles and speeds, the system creates the illusion of complex three-dimensional terrain movement without increasing the complexity of individual object processing

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

2Adaptability or versatility

If multiple terrain objects with different rotation speeds are used to create depth, then the terrain realism is improved, but the computational load increases

Engineering Contradiction:
Improveterrain depth representationVSAvoidcomputational load
Core Design Contradiction:
Adaptability or versatilityVSPower

Solution Approach 1:

The system implements dynamic rotation of terrain objects with different rotation speeds based on their position and the operation object's movement. This creates realistic depth perception through parallax-like effects while using efficient rotational transformations rather than complex scene rendering

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

Multiple terrain objects with identical or similar geometries are replicated at different positions and rotation states. This allows the system to create depth through repetition and variation of simple forms rather than rendering complex unique terrain features

Inventive Principle:
Principle #26Copying

Data Source

PatentUS11135517B2Computer-readable non-transitory storage medium having image processing program stored therein for displaying game with curved-surface game field, image processing system, image processing apparatus, and image processing method
Publication Date: 2021.10.05 NINTENDO CO LTD
  • US11135517B2 patent drawing
  • US11135517B2 patent drawing
  • US11135517B2 patent drawing

AI summary

A plurality of terrain/background objects each including at least a part of a cylindrical curved surface are arranged within a virtual space, and an operation object to be operated on the basis of an operation input on an operation device is controlled within the virtual space. Furthermore, the plurality of terrain/background objects are rotated about rotation center axes on the basis of a movement instruction input to the operation device such that a relative positional relationship between each of the plurality of terrain/background objects and the operation object is changed. Then, an image of the virtual space to be displayed on a display device is generated using a virtual camera.