Dynamic Interaction Hook Detection for Natural Player Movement

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Solution Overview

Problem

In virtual environments, the increasing complexity of object geometry leads to manual inefficiencies in placing interaction hooks, resulting in player movement issues such as collision with objects or unexpected behavior, making it difficult for level designers to create smooth navigation.

Innovation Solution

A method that dynamically analyzes geometry in real-time to detect candidate hooks for player movement, selecting the best hook based on distance, height, and interaction constraints, allowing for fluid and natural movement by performing three-dimensional ray traces and determining hook scores.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If level designers manually place interaction hooks throughout the virtual environment, then player movement control is improved, but the time and effort required for environment creation increases significantly

Engineering Contradiction:
Improveplayer movement controlVSAvoidtime for environment creation
Core Design Contradiction:
Ease of operationVSLoss of time

Solution Approach 1:

The system automatically detects geometry in the virtual environment and generates interaction hooks without human intervention. The geometry analysis module scans the 3D environment, identifies surfaces and objects, and creates hooks based on detected geometric features, allowing the environment to serve itself rather than requiring manual placement by level designers

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces the manual mechanical process of placing hooks with an automated computational system. The geometry analysis module uses algorithms to detect and analyze 3D geometry, automatically generating hooks based on mathematical calculations of spatial relationships, thereby substituting manual labor with automated computation

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

2Manufacturing precision

If manual hooks are placed to correspond to complex geometry, then interaction accuracy is improved, but the complexity of the design process increases

Engineering Contradiction:
Improvehook placement accuracyVSAvoiddesign process complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system replaces manual hook placement with automated geometry analysis. The module detects 3D geometry using computational algorithms, calculates spatial relationships mathematically, and automatically positions hooks with precision based on detected geometric features, eliminating the need for manual alignment while maintaining high accuracy

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The system creates interaction hooks as digital copies or representations of detected geometric features. Each hook is generated as a data structure that mirrors the spatial and geometric properties of the underlying 3D geometry, allowing automatic replication of accurate hook placements across complex environments

Inventive Principle:
Principle #26Copying

3Manufacturing precision

If detailed object geometry is included in the virtual environment, then visual realism is improved, but player movement freedom deteriorates due to collision issues

Engineering Contradiction:
Improvegeometry detailVSAvoidplayer movement freedom
Core Design Contradiction:
Manufacturing precisionVSAdaptability or versatility

Solution Approach 1:

The system introduces interaction hooks as intermediary elements between the player and detailed geometry. These hooks act as mediation points that allow players to interact with complex geometric features without experiencing collision problems, enabling movement freedom while preserving visual realism by maintaining the detailed geometry in the environment

Inventive Principle:
Principle #24Intermediary (Mediator)

4Quantity of substance

If manual hooks are placed throughout the virtual environment, then interaction coverage is improved, but the cost and time of development increase

Engineering Contradiction:
Improvenumber of interaction hooksVSAvoiddevelopment efficiency
Core Design Contradiction:
Quantity of substanceVSProductivity

Solution Approach 1:

The geometry analysis module automatically scans the entire virtual environment, detects all relevant geometric features, and generates interaction hooks without human intervention. This self-service approach ensures comprehensive coverage of the environment while dramatically reducing development time and costs compared to manual placement methods

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS9238175B2Natural movement in a virtual environment
Publication Date: 2016.01.19 TECHLAND
  • US9238175B2 patent drawing
  • US9238175B2 patent drawing
  • US9238175B2 patent drawing

AI summary

Some aspects discussed herein may provide for a dynamic and real-time analysis of a virtual environment around a player as the player traverses the virtual environment. The analysis may determine candidate hooks (interaction points) for player movement in the virtual environment, and a best hook may be selected for performing a movement action. The movement action may be selected based on the selected hook, providing fluid and natural movement through the virtual environment. The candidate hooks may be determined based on a plurality of three dimensional ray traces originating from points along a left side and a right side of the player and at a range of heights. Collision points from the ray traces may be analyzed to determine whether they may support movement interaction, and valid points may be used to create the candidate hooks.