Fluid Simulation on 3D Game Objects via 2D Height Maps

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

It is challenging to effectively show the flow of fluid, such as blood, on the surface of three-dimensional objects in virtual game spaces without increasing processing load, due to complex and unpredictable animations.

Innovation Solution

A game program that generates a three-dimensional virtual space and uses a two-dimensional data acquiring unit to process the surface of objects into a two-dimensional map with height information, allowing a simulating unit to simulate fluid flow based on this data and display it pseudo-three-dimensionally, maintaining object continuity and optimizing processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If fluid flow simulation is performed on three-dimensional objects in real-time during game animation, then visual realism of fluid flow is improved, but processing load increases significantly

Engineering Contradiction:
Improvevisual realism of fluid flowVSAvoidprocessing load
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The patent projects the three-dimensional object surface onto a two-dimensional map, performing fluid flow simulation in 2D space rather than 3D. This dimensional reduction simplifies the computational complexity while maintaining visual realism, as the simulated fluid flow is then mapped back to the 3D object surface for display.

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

Solution Approach 2:

The patent creates a two-dimensional copy (map) of the three-dimensional object surface to perform fluid flow simulation. Instead of simulating directly on the complex 3D surface, a 2D representation is used as a proxy, which reduces processing load while preserving the essential geometric information needed for realistic fluid visualization.

Inventive Principle:
Principle #26Copying

2Manufacturing precision

If fluid flow simulation is performed on complex animated surfaces, then accuracy of fluid animation is improved, but processing time increases

Engineering Contradiction:
Improveaccuracy of fluid animationVSAvoidprocessing time
Core Design Contradiction:
Manufacturing precisionVSLoss of time

Solution Approach 1:

By transforming the 3D surface problem into a 2D map problem, the patent reduces the computational complexity of fluid flow simulation. The 2D map preserves the essential surface geometry and height information needed for accurate fluid animation, while requiring significantly less processing time than direct 3D simulation.

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

Solution Approach 2:

The patent changes the representation parameters by using a 2D map with height information instead of full 3D surface data. This parameter transformation maintains the necessary geometric information for accurate fluid simulation while reducing the data complexity and processing requirements.

Inventive Principle:
Principle #35Parameter changes

3Productivity

If two-dimensional map processing is used to simulate fluid flow, then processing load is reduced, but object continuity may be disrupted

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidobject continuity
Core Design Contradiction:
ProductivityVSStability of the object's composition

Solution Approach 1:

The patent uses a 2D map that preserves the topological continuity of the 3D object surface. By maintaining height information and proper mapping relationships, the 2D representation allows fluid flow simulation to proceed efficiently while ensuring that the simulated fluid correctly follows the continuous surface geometry when mapped back to 3D.

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

Solution Approach 2:

The two-dimensional map serves as an intermediary between the 3D object surface and the fluid flow simulation. It preserves the essential geometric and topological information needed for continuity while providing a simplified computational domain for efficient simulation. The map acts as a bridge that maintains object continuity throughout the simulation process.

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS10245511B2Non transitory computer-readable storage medium and method of controlling a computer
Publication Date: 2019.04.02 CAPCOM CO LTD
  • US10245511B2 patent drawing
  • US10245511B2 patent drawing
  • US10245511B2 patent drawing

AI summary

The present invention causes a computer to function as a virtual space generating unit, a game screen displaying unit and a fluid displaying unit. The fluid displaying unit displays pseudo three-dimensional representation of fluid in a virtual space on a game screen. And the fluid displaying unit includes a two-dimensional data acquiring unit for acquiring two-dimensional data including a two-dimensional map by processing at least part of the surface of a three-dimensional object into a two-dimensional manner and a simulating unit for simulating a flow of the fluid on the two-dimensional map and displaying a simulating result on the surface of the object. The two-dimensional map includes height information of each point on the surface of the object. The simulating unit simulates the flow of the fluid on the two-dimensional map based on the height information.