Distance-Based Object Scaling in Racing Game Rendering

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Solution Overview

Problem

In games like racing games, visibility of objects placed in a virtual space, particularly those far from the player object, is often reduced due to the wide field of view and distance, leading to decreased recognition and immersion.

Innovation Solution

Implementing a virtual camera positioned behind the player object to follow its movement, with objects farther away being enlarged using a vertex shader, and setting magnification based on distance to improve visibility, while maintaining natural object proportions and avoiding unnatural displays.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Area of stationary object

If a wide field of view is used to show the virtual space, then the player can see more of the game environment, but objects far from the player become smaller and less visible

Engineering Contradiction:
Improvefield of view areaVSAvoidvisibility of distant objects
Core Design Contradiction:
Area of stationary objectVSLoss of information

Solution Approach 1:

The patent applies local quality by differentiating the rendering treatment based on the spatial position of objects relative to the player. Objects within a predetermined distance from the player are rendered at normal scale, while objects beyond this distance are enlarged through vertex shader processing. This creates localized quality differences in the rendering output, where distant objects receive enhanced magnification treatment to compensate for their reduced apparent size due to the wide field of view.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The patent changes the rendering parameter (magnification) based on the distance parameter of objects from the player. By using vertex shader processing, the system dynamically adjusts the scale parameter of objects according to their distance from the player object, transforming the rendering equation to include distance-based magnification factors that compensate for perspective reduction.

Inventive Principle:
Principle #35Parameter changes

2Loss of information

If objects are enlarged to improve visibility, then distant objects become more recognizable, but object proportions may become unnatural

Engineering Contradiction:
Improvevisibility of distant objectsVSAvoidobject proportions
Core Design Contradiction:
Loss of informationVSShape

Solution Approach 1:

The patent applies local quality by selectively applying enlargement only to objects beyond a predetermined distance threshold, while leaving objects within the threshold at their normal scale. This localized approach ensures that only distant objects receive magnification treatment, preserving the natural proportions of nearby objects and avoiding the unnatural appearance that would result from uniform enlargement of all objects.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Instead of uniformly enlarging all objects or using traditional post-processing techniques that affect the entire scene, the patent inverts the approach by applying vertex shader processing specifically to objects beyond a certain distance threshold. This inverted selective approach allows the system to maintain natural proportions for close objects while compensating for perspective reduction in distant objects.

Inventive Principle:
Principle #13The other way round (Inversion)

3Shape

If traditional rendering is used, then object proportions remain natural, but collision detection may be affected by perspective distortion

Engineering Contradiction:
Improveobject proportionsVSAvoidcollision detection accuracy
Core Design Contradiction:
ShapeVSReliability

Solution Approach 1:

The patent segments the rendering process into different treatment zones based on object distance from the player. Objects within a predetermined distance are rendered using standard projection for accurate collision detection, while objects beyond this distance are enlarged through vertex shader processing for improved visibility. This segmentation allows the system to maintain collision detection accuracy for nearby objects while enhancing visibility of distant objects.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20260042006A1Storage medium, information processing system, and game processing method
Publication Date: 2026.02.12 NINTENDO CO LTD
  • US20260042006A1 patent drawing
  • US20260042006A1 patent drawing
  • US20260042006A1 patent drawing

AI summary

A racing game in which a player object and a plurality of other moving objects are caused to move on a field in a virtual space, is performed. In the racing game, an example of an information processing system sets a virtual camera in the virtual space at a position behind the player object, in a direction in which at least the player object is included in a field of view of the virtual camera, so that the virtual camera follows movement of the player object. Based on the virtual camera, the information processing system performs rendering of the objects in the virtual space, and during the rendering, enlarges and renders at least the other moving object among the objects in the virtual space by using a vertex shader, at a magnification that increases as at least a distance from the virtual camera becomes farther within a first range.