Virtual Mesh Vertex Simplification for Natural Material Rendering

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Solution Overview

Problem

Existing methods for managing objects in virtual spaces using voxel data result in high vertex counts for meshes, leading to increased processing loads and potential unnatural appearances.

Innovation Solution

Implement a simplification process for vertex groups based on material conditions, using voxel data to determine vertices and materials, and applying rendering settings to reduce vertex numbers while maintaining natural appearances.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If voxel data is used to generate mesh in virtual space, then object representation is achieved, but the number of vertices increases leading to high processing load

Engineering Contradiction:
Improveobject representation accuracyVSAvoidprocessing load
Core Design Contradiction:
ReliabilityVSDevice complexity

Solution Approach 1:

Multiple adjacent vertices that share the same material type are merged into a single vertex. The patent groups vertices by material type and consolidates them, reducing the total vertex count while preserving the visual representation of the object. This merging process directly addresses the contradiction by maintaining object accuracy while reducing processing complexity.

Inventive Principle:
Principle #5Merging (Combining)

Solution Approach 2:

A single vertex is designed to store multiple material types simultaneously rather than requiring separate vertices for each material. This multi-functional vertex structure allows one vertex to represent multiple material regions, thereby reducing the overall number of vertices needed while maintaining complete object representation.

Inventive Principle:
Principle #6Universality (Multi-functionality)

2Adaptability or versatility

If multiple material types are assigned to vertices, then material diversity is improved, but vertex data complexity increases

Engineering Contradiction:
Improvematerial diversityVSAvoidvertex data structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

Vertices are designed to hold composite material data structures that can contain multiple material types. Instead of using separate vertices for different materials, each vertex becomes a composite container that can store references to multiple materials, their respective properties, and rendering parameters. This approach increases material versatility while managing data complexity through structured composition.

Inventive Principle:
Principle #40Composite materials

Solution Approach 2:

Material data is organized in a nested hierarchical structure where vertices contain material references, which in turn contain sub-materials and their properties. This nested organization allows multiple levels of material detail to be stored within a single vertex, providing high material diversity while keeping the overall data structure compact and manageable.

Inventive Principle:
Principle #7Nested doll (Nesting)

3Productivity

If vertex simplification is performed, then processing load is reduced, but material transition naturalness may deteriorate

Engineering Contradiction:
Improverendering efficiencyVSAvoidmaterial transition quality
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The vertex simplification process applies different strategies to different regions of the mesh based on local material characteristics. In regions where material transitions are critical, the algorithm preserves more vertices or applies more conservative merging. In homogeneous regions, aggressive merging is applied. This localized approach ensures that material transition quality is maintained where needed while achieving overall processing efficiency.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The simplification algorithm incorporates feedback mechanisms that evaluate the quality of material transitions after each merging operation. If a merge operation would create unnatural material transitions, the algorithm detects this through quality metrics and prevents the merge or adjusts the merging strategy. This feedback loop ensures that rendering efficiency is improved without sacrificing material transition naturalness.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260042014A1Storage medium, information processing system, and game processing method
Publication Date: 2026.02.12 NINTENDO CO LTD
  • US20260042014A1 patent drawing
  • US20260042014A1 patent drawing
  • US20260042014A1 patent drawing

AI summary

An example of an information processing system performs simplification for a plurality of vertices constituting a mesh defined in a virtual space, each vertex having at least one type of material being set, and renders a mesh based on the vertices on which the simplification is reflected, based on rendering setting based on the materials of each of the vertices. In the case where, for each of a plurality of vertex groups including a plurality of adjacent vertices, a simplification condition including at least a condition that a total number of types of materials of the vertices included in the vertex group is equal to or less than a first number, is satisfied, the simplification is performed by replacing the plurality of vertices in the vertex group with one vertex on which the types of materials corresponding to the total number are set.