Game Scene Visualization via High-Polygon Reconstruction
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Solution Overview
Problem
Existing methods for capturing and recreating gameplay scenes in computer games, such as screenshots, are of low resolution and fail to fully capture the richness of the experience, especially when players are off-screen or in inconvenient orientations, and cannot create arbitrarily designed scenes.
Innovation Solution
A system that captures and re-renders game scenes at high-polygon-count models, allowing for re-staging and re-positioning of characters and scenery, enabling high-quality visualizations that can be used for various applications like prints, comics, or movies, by receiving and modifying data from both the client and game servers.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If screenshots are used to capture gameplay scenes, then the capture process is simple, but the resolution is low and the richness of the experience is lost
Solution Approach 1:
The patent creates high-resolution copies of gameplay scenes by rendering new images from stored game data rather than directly copying screenshots. The system reconstructs scenes using polygon models and camera parameters to generate visualization images that match the original gameplay moment but at higher resolution and quality.
Solution Approach 2:
The system performs preliminary actions by storing detailed game state data (polygon models, camera parameters, character positions) during gameplay. This pre-stored data enables later high-quality scene reconstruction without needing to replay or re-capture the actual gameplay moment.
2Ease of operation
If screenshots are taken during gameplay, then the process is convenient, but players off-screen or in inconvenient orientations cannot be captured
Solution Approach 1:
The system dynamically adjusts camera orientation and character positioning in the reconstructed scenes. By storing and reusing camera parameters and character position data, the system can re-stage scenes to ensure all desired characters are visible and properly oriented, unlike static screenshots that are limited to the original camera view.
Solution Approach 2:
The patent introduces an intermediary rendering system that acts between the raw gameplay data and the final visualization. This intermediary process uses stored game state information to reconstruct scenes, allowing adjustment of character positions and camera angles to ensure complete visibility of all participants.
3Measurement precision
If high-polygon-count models are used for visualization, then the image quality is high, but the data processing requirement increases
Solution Approach 1:
The system performs the computationally intensive high-polygon rendering in advance and stores the results. By pre-processing and storing visualization images during or after gameplay, the energy-intensive rendering operations are completed beforehand rather than being performed repeatedly in real-time, reducing overall processing energy requirements.
Solution Approach 2:
The patent creates high-quality visualizations by rendering scenes with high-polygon models and then storing these rendered images. The actual expensive rendering operation is performed once to create a copy of the scene at high quality, rather than repeatedly processing raw game data each time a visualization is needed.
4Adaptability or versatility
If screenshots are used, then the format is simple, but arbitrarily-designed scenes cannot be created
Solution Approach 1:
The patent segments the scene construction process into separate controllable elements: character selection, character positioning, camera angle selection, and background selection. This segmentation allows users to independently adjust each element to create arbitrarily designed scenes while managing complexity through modular controls.
Solution Approach 2:
The system provides dynamic scene construction where users can adjust character positions, orientations, and camera angles after the scene is rendered. This dynamic adjustment capability allows arbitrary scene design while the underlying rendering engine handles the complexity of reconstructing and modifying the scene based on user preferences.
Data Source
AI summary
A method is given for providing a visualization of a scene corresponding to game play. The method includes steps of receiving at a visualization server information about a scene corresponding to game play at a client computer, receiving additional information about the scene at the visualization server; and constructing a visualization at the visualization server based on the scene, the constructing based at least in part on the received information and the received additional information. In another embodiment, the visualization may be composed by the user rather than being a scene corresponding to game play. In a further embodiment, a method is given for providing a visualization of a scene corresponding to game play, including: receiving at a visualization server information about a scene corresponding to game play at a client; modifying the scene information; and constructing a visualization at the visualization server based on the modified scene information.

