Game Program Silhouette Detection via Judgment Points

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Solution Overview

Problem

Existing game technologies face complexity in processing and displaying silhouettes of objects hidden behind others, particularly when using Z-buffers, which can lead to increased processing demands and unwanted silhouette display in certain game worldviews.

Innovation Solution

A game program and method that employs movable judgment points to determine silhouette display opportunities by executing collision judgments between these points and virtual camera positions, allowing for simplified processing and controlled silhouette generation based on collision results.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If Z-buffer is used to calculate hidden surface area and display silhouettes, then silhouette display accuracy is improved, but processing complexity increases

Engineering Contradiction:
Improvesilhouette display accuracyVSAvoidprocessing complexity
Core Design Contradiction:
Measurement precisionVSDevice complexity

Solution Approach 1:

The player character is divided into multiple judgment points (e.g., head, body, foot positions) to discretize the silhouette detection problem. This segmentation allows the system to check visibility at key locations without processing the entire surface area, reducing computational complexity while maintaining accurate silhouette representation.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

An invisible judgment object is introduced as an intermediary between the player character and the camera. This judgment object contains the judgment points and serves as a mediator to perform collision detection with obstacles, simplifying the overall processing by separating the judgment logic from the character model itself.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of manufacture

If silhouette display is suppressed to match game worldview, then aesthetic control is improved, but processing opportunities are reduced

Engineering Contradiction:
Improveaesthetic controlVSAvoidprocessing efficiency
Core Design Contradiction:
Ease of manufactureVSProductivity

Solution Approach 1:

The silhouette display is made dynamic and conditional rather than static. The system dynamically determines whether to display silhouettes based on real-time collision detection results between judgment points and obstacles. This allows aesthetic control to be improved by suppressing unwanted silhouettes while maintaining processing efficiency through simple conditional logic.

Inventive Principle:
Principle #15Dynamics

3Measurement precision

If multiple judgment points are used to determine silhouette visibility, then detection accuracy is improved, but calculation load increases

Engineering Contradiction:
Improvevisibility detection accuracyVSAvoidcalculation load
Core Design Contradiction:
Measurement precisionVSPower

Solution Approach 1:

The character model is segmented into a limited number of key judgment points (typically 3-5 points representing head, body, and foot positions) rather than using continuous surface analysis. This segmentation maintains sufficient visibility detection accuracy while significantly reducing the calculation load compared to full surface area computations.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Instead of performing complete surface area calculations for every frame, the system uses partial action by checking only the visibility of discrete judgment points. This partial approach provides sufficient information for silhouette determination without the excessive computational burden of full surface analysis.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentEP4353343A1Game program, game system and game control method
Publication Date: 2024.04.17 NINTENDO CO LTD
  • EP4353343A1 patent drawingFigure 1
  • EP4353343A1 patent drawingFigure 2
  • EP4353343A1 patent drawingFigure 3

AI summary

A non-limiting example game system includes a main body apparatus, and the main body apparatus executes a virtual game, and a game screen is displayed on a display. A player character, a first fellow character and background objects such as the ground, trees and rocks are displayed in the game screen. A judgment object of a rectangular parallelepiped is set to the player character, and it is judged whether line segments each connecting each of multiple judgment points that are set to vertices of the rectangular parallelepiped to a position of a virtual camera collide with the background object, respectively. When the number of the line segments that collide with the background object is two or more, it is judged that a silhouette of the player character is to be displayed. If it is judged that the silhouette of the player character is to be displayed, a silhouette of a part or whole of the player character that is hidden behind the background object when viewed from the virtual camera is displayed on a surface of the background object.