Image-Based Game Asset Creation for Remote Tabletop Play

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Solution Overview

Problem

Networked multiplayer video games lack human interaction, while traditional tabletop games require physical presence, limiting remote playability.

Innovation Solution

A data processing apparatus that captures images of real-world objects using image sensors, processes them to create game assets, and renders these assets for display across multiple users, enabling remote gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If networked multiplayer video games use computer generated stock images, then users can play remotely, but users feel a lack of human interaction and connection with opposing players

Engineering Contradiction:
Improveremote playabilityVSAvoidhuman interaction
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The system creates digital copies of users' actual physical game pieces by capturing images with image sensors and processing them into game assets. These copies are then used in the virtual game environment, allowing users to remotely play with representations of their real physical collections, thereby maintaining a sense of authenticity and personal connection while enabling remote gameplay.

Inventive Principle:
Principle #26Copying

Solution Approach 2:

Users perform preliminary actions by photographing their physical game pieces beforehand using their devices. The system then processes these images to create ready-to-use game assets. This preliminary capture and processing allows the virtual game to seamlessly use authentic representations of users' physical collections during remote gameplay.

Inventive Principle:
Principle #10Preliminary action

2Loss of information

If conventional table top games use physical objects, then users can interact with real items, but users must be physically present at the same location

Engineering Contradiction:
Improvehuman interactionVSAvoidremote playability
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The system introduces digital intermediaries (processed images and game assets) that mediate between the physical game pieces and the virtual game environment. These intermediaries allow users' physical objects to be represented and manipulated in a remote digital setting, enabling face-to-face gameplay without physical co-location while maintaining the essence of interacting with personal collections.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Manufacturing precision

If users capture multiple images to ensure quality, then asset creation accuracy improves, but processing time and complexity increase

Engineering Contradiction:
Improveasset creation accuracyVSAvoidprocessing complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The system employs partial action by selectively processing only the necessary portions of captured images. Rather than requiring multiple complete images or processing entire image sets, the system identifies and processes only the relevant game pieces visible in the captured image, reducing processing complexity while maintaining sufficient accuracy for asset creation.

Inventive Principle:
Principle #16Partial or excessive action

Data Source

PatentUS12602869B2Apparatus, systems and methods for processing images
Publication Date: 2026.04.14 SONY INTERACTIVE ENTERTAINMENT LLC
  • US12602869B2 patent drawing
  • US12602869B2 patent drawing
  • US12602869B2 patent drawing

AI summary

A data processing apparatus includes receiving circuitry to receive one or more first images comprising a plurality of real-world objects, processing circuitry to detect one or more respective real-world objects in one or more of the first images where, for each detected real-world object, the processing circuitry is configured to generate a respective texture in dependence upon pixel data for the detected real-world object and to associate the respective texture with predefined mesh data to create a respective game asset for the detected real-world object, storage circuitry to store one or more respective game assets for one or more of the detected real-world objects and rendering circuitry to generate one or more images for display including one or more of the respective game assets.