Dynamic Character Coloring Control for Realistic Game Visuals
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Solution Overview
Problem
Existing game image generation technologies struggle to control discoloration of characters in games, resulting in uniform and unrealistic coloration, especially in sports games, as they cannot change discoloration based on character motion.
Innovation Solution
A character coloring control method that detects specific 'coloring cause motions' in a game space and dynamically discolors corresponding portions of the character, allowing for varying levels of discoloration depth and texture changes based on motion, with options for gradual color restoration and immediate removal.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a discolored mark representation object with pre-mapped texture is used, then the game image generation is simplified, but the control over discoloration for each portion of the object is lost
Solution Approach 1:
The character model is divided into multiple portions (e.g., head, body, limbs) with separate texture coordinates and discoloration control. This segmentation allows independent discoloration control for each portion while maintaining manageable complexity through systematic organization of texture mapping data.
Solution Approach 2:
Different portions of the character are assigned different discoloration properties and texture mappings. The system applies local quality control by allowing specific areas to have unique discoloration characteristics based on their texture coordinates, enabling realistic varied discoloration patterns across different body parts.
2Productivity
If uniform discolored mark representation is applied, then the processing is simpler, but the realism of the game image decreases
Solution Approach 1:
The discolored mark representation is made dynamic by allowing the texture coordinates and discoloration properties to change based on character motion and environmental factors. The system dynamically adjusts which portions are discolored and to what extent, maintaining processing efficiency through algorithmic control while achieving visual realism through motion-responsive discoloration patterns.
Data Source
AI summary
Whether or not a discoloring motion has been performed by a player character is determined, and a discoloration portion set for the determined discoloring motion is discolored. A discolored mark texture of which the discolored mark pattern is denser and of a thicker color is mapped as a current discoloration value set to the discoloration portion becomes larger. The current discoloration value is added and updated by a discoloration unit set based on the stadium in which the game is performed and the game day weather each time the discoloring motion is performed.


