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
Engineering 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
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
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
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
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
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
Data Source
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.


