Image Generating Device for Realistic Bullet Hole Shading

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Solution Overview

Problem

Current video game technologies face memory capacity issues when displaying realistic bullet holes on diverse backgrounds, leading to unnatural appearances due to limited texture options, resulting in awkward bullet hole displays.

Innovation Solution

An image generating device that synthesizes a predetermined object in a three-dimensional space with a trace, using an information memory unit, original image drawing, synthesizing, brightness value calculating, and shading units, applying normal maps to ensure natural lighting and avoid recalculation of light sources.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Manufacturing precision

If multiple bullet hole textures are prepared for diverse wall backgrounds, then the realism of bullet hole display is improved, but the memory capacity consumption increases

Engineering Contradiction:
Improverealism of bullet hole displayVSAvoidmemory capacity consumption
Core Design Contradiction:
Manufacturing precisionVSQuantity of substance

Solution Approach 1:

The bullet hole texture is segmented from the wall background texture. Instead of preparing complete textured images for each bullet hole scenario, the invention extracts only the bullet hole portion as a separate texture element, which can be universally applied to different wall backgrounds without requiring multiple complete texture sets.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The invention uses texture copying by applying the same bullet hole texture to different wall backgrounds. The bullet hole texture is copied and pasted onto various wall surfaces, and the lighting and shading are adjusted to match the background, eliminating the need to create unique textures for each background type.

Inventive Principle:
Principle #26Copying

2Quantity of substance

If limited bullet hole textures are used to conserve memory, then memory capacity consumption is reduced, but the natural appearance of bullet holes deteriorates

Engineering Contradiction:
Improvememory capacity consumptionVSAvoidnatural appearance of bullet hole
Core Design Contradiction:
Quantity of substanceVSManufacturing precision

Solution Approach 1:

The invention changes the lighting parameters (brightness values) of the bullet hole texture dynamically based on the background wall properties. By adjusting the brightness and shading parameters to match the background, the same bullet hole texture can naturally blend with diverse wall backgrounds, maintaining realism while using limited texture resources.

Inventive Principle:
Principle #35Parameter changes

3Manufacturing precision

If pre-calculated lighting textures are used for each background, then the lighting accuracy is improved, but the device complexity and memory requirements increase

Engineering Contradiction:
Improvelighting accuracyVSAvoidtexture preparation complexity
Core Design Contradiction:
Manufacturing precisionVSDevice complexity

Solution Approach 1:

The invention performs preliminary action by pre-calculating and storing only the bullet hole texture with neutral lighting, rather than pre-calculating complete textured images for every possible background scenario. The lighting adjustment is performed dynamically during runtime based on the actual background, reducing pre-processing complexity while maintaining lighting accuracy.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8441483B2Image generating device, image generating method, information recording medium, and program
Publication Date: 2013.05.14 KONAMI DIGITAL ENTERTAINMENT CO LTD
  • US8441483B2 patent drawing
  • US8441483B2 patent drawing
  • US8441483B2 patent drawing

AI summary

A bullet-mark information memory unit (250) stores bullet hole information containing a normal map defining a recess of a bullet hole. An original image drawing unit (261) draws an original image containing an object having undergone lighting. A synthesizing unit (262) synthesizes a bullet hole to which a normal map is applied with a hit location of the drawn object. A compensation value calculating unit (263) calculates a compensation value based on a relationship between a normal line of the object and a light source direction. A brightness value calculating unit (264) calculates a brightness value based on a relationship between a normal line direction of a bullet through a normal map and a light source direction, and a relationship with the calculated compensation value. A shading unit (265) uses the calculated brightness value and performs shading which changes a tone of the object at a synthesis position.