3D Model Penetration Prevention via Depth Buffer Pixel Removal

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Solution Overview

Problem

In 3D games, the inner layer clothing of character models often penetrates through the outer layer clothing, leading to poor game quality and user experience, due to limitations in physical simulation time and existing methods for preventing model penetration.

Innovation Solution

A method that determines a target sub-model with the maximum layer level, renders it, and stores the display position of its front pixel points in a buffer area. During rendering of other sub-models, pixel points with matching display positions are removed to prevent penetration.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Reliability

If physical parameters of clothing and character body are adjusted to maintain reasonable distances, then model penetration is prevented, but rendering efficiency decreases and parameter adjustment complexity increases

Engineering Contradiction:
Improvepenetration preventionVSAvoidrendering efficiency
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The patent replaces the mechanical/physical simulation approach (adjusting physical parameters, forces, and distances) with a rendering-based solution. By using depth buffer comparison and pixel removal during the rendering phase, the system prevents penetration visually without requiring complex physical parameter adjustments, thereby maintaining rendering efficiency while achieving penetration prevention.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Solution Approach 2:

The patent introduces a depth buffer as an intermediary data structure to store depth information of rendered pixels. This buffer serves as a mediator between the rendering process and penetration detection, allowing the system to efficiently determine whether pixels from different clothing layers overlap without direct physical simulation, thus preventing penetration while maintaining performance.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Reliability

If physical parameters are adjusted to prevent penetration, then clothing distance is maintained, but device operation complexity increases

Engineering Contradiction:
Improvepenetration preventionVSAvoidparameter adjustment complexity
Core Design Contradiction:
ReliabilityVSEase of operation

Solution Approach 1:

The patent eliminates the need for manual physical parameter adjustment by replacing the mechanical simulation approach with an automated rendering-based solution. The system automatically performs depth buffer comparison and pixel removal during rendering, removing the operational complexity of parameter tuning while maintaining penetration prevention.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

3Productivity

If rendering-based pixel removal is used to prevent penetration, then rendering efficiency is maintained, but measurement precision of pixel positions must be high

Engineering Contradiction:
Improverendering efficiencyVSAvoidpixel position accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

Solution Approach 1:

The patent creates a copy of depth information in the depth buffer during the rendering process. By storing and comparing depth values of rendered pixels in this buffer, the system achieves precise position measurement automatically as part of the rendering pipeline, maintaining both rendering efficiency and measurement precision without additional computational overhead.

Inventive Principle:
Principle #26Copying

Data Source

PatentUS20250041727A1Method for preventing model penetration, electronic device and storage medium
Publication Date: 2025.02.06 NETEASE (HANGZHOU) NETWORK CO LTD
  • US20250041727A1 patent drawing
  • US20250041727A1 patent drawing
  • US20250041727A1 patent drawing

AI summary

A method for preventing model penetration, including: determining a target sub-model of a model to be rendered, where the model to be rendered includes a plurality of sub-models, the target sub-model is one of the plurality of sub-models, and a layer level number of the target sub-model is a target layer level number; performing rendering on the target sub-model, and storing a display position of a front pixel point corresponding to the target sub-model into a buffer area; and removing, during performing rendering on a first sub-model in the model to be rendered, a pixel point of the first sub-model, where, a display position corresponding to the pixel point of the first sub-model is the same as the display position stored in the buffer area, and the first sub-model is one of the plurality of sub-models and is different from the target sub-model.