3D Game Camera Repositioning for Occlusion Without View Instability
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Solution Overview
Problem
In games with 3D perspectives, frequent switching between telephoto and close-up lenses due to virtual camera movements causes instability in game pictures, making it difficult for players to observe global information and affecting decision-making, leading to poor gaming experience and increased power consumption.
Innovation Solution
A method for controlling a game picture that involves determining a target position point when a virtual object is blocked, generating a virtual straight line, finding an intersection point on a plane where the object is located, checking for obstacles, and moving the virtual camera to a specified position to maintain a clear view of the object and global scenario.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the virtual camera moves to a close-up position to photograph the virtual character when blocked, then the virtual character can be seen clearly, but the game picture becomes unstable and global information cannot be observed
Solution Approach 1:
The system performs preliminary action by calculating the intersection point in advance before the virtual camera actually moves. The intersection point is computed based on the virtual straight line and the plane containing the virtual character, so that when the camera needs to move around an obstacle, the target position is already determined, enabling smooth transition without sudden zooming that would disrupt picture stability.
Solution Approach 2:
The intersection point serves as an intermediary position between the current camera position and the desired close-up view. Instead of directly moving to a position that would block the view or causing sudden zoom, the camera moves to this intermediate intersection point calculated from the virtual straight line and plane, which mediates the transition and maintains picture stability while ensuring the virtual character remains visible.
2Adaptability or versatility
If the virtual camera frequently switches between telephoto and close-up lenses, then the virtual character can be observed when blocked, but the execution duration increases and power consumption rises
Solution Approach 1:
The system calculates the intersection point and determines the camera movement path in advance before actual movement occurs. By pre-computing the intersection point from the virtual straight line and plane, the system avoids repeated trial-and-error movements and frequent lens switching, thereby reducing execution duration while maintaining the ability to observe the virtual character when blocked.
3Measurement precision
If the virtual camera moves suddenly to zoom in on the virtual character, then the blocked virtual character becomes visible, but the player cannot observe global information in real time
Solution Approach 1:
The system performs preliminary calculation of the intersection point based on the virtual straight line and the plane containing the virtual character. This pre-determined position allows the camera to move smoothly to a location where the virtual character is visible without requiring sudden zooming, thus maintaining both the clarity of the virtual character view and the visibility of global scenario information.
Solution Approach 2:
The solution moves from a simple 1D zooming action to a 3D spatial movement by calculating the intersection point of a virtual straight line and a plane. This dimensional transition allows the camera to reposition itself in three-dimensional space to achieve the desired view without sudden zooming, preserving global information visibility while ensuring the virtual character remains clear.
Data Source
AI summary
A method for controlling a game picture, including: in response to detecting that a controlled virtual object in a first scenario picture is blocked by a first obstacle, determining a target position point in the first scenario picture; generating a virtual straight line based on a mapping point of the target position point in a virtual scenario and a position of a virtual camera in the virtual scenario; determining an intersection point of the virtual straight line and a plane that includes the controlled virtual object; determining the intersection point as a position point on the plane; and controlling, in response to detecting that a second obstacle is not present between the virtual camera and the position point, the virtual camera to move based on the mapping point until the controlled virtual object in a second scenario picture captured by the virtual camera is not blocked.


