Slot State Data Management for Game Character Customization

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Solution Overview

Problem

Existing image generation systems for virtual reality, such as game systems, offer limited character customization options, leading to increased processing load and memory requirements due to the need for extensive object data when attempting to provide a wide range of customization variations.

Innovation Solution

The system employs an object data storage section, a slot state data storage section, a disposition direction reception section, and a slot state update section to manage and update part object dispositions based on priority information, allowing for efficient generation of customized model objects with reduced processing load by determining the necessary data updates and object dispositions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the system provides a wide range of customization variations by allowing part overlap, then the character customization capability is improved, but the amount of object data required increases enormously

Engineering Contradiction:
Improvecharacter customization capabilityVSAvoidamount of object data
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

The character model is divided into multiple part objects (body parts, accessories, clothing layers) that can be independently selected and combined. Each part is stored as separate object data that can be overlapped in specific slots, allowing extensive customization without requiring complete model variations for every possible combination.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Multiple part objects are allowed to be disposed in the same part slot with different overlap priorities, creating a nested structure where parts can be layered on top of each other. This enables parts to be overlapped in a hierarchical manner, reducing the total data needed compared to storing every possible layered combination as separate complete models.

Inventive Principle:
Principle #7Nested doll (Nesting)

2Adaptability or versatility

If the system allows extensive part overlap for customization, then the customization range is improved, but the processing load increases

Engineering Contradiction:
Improvecustomization rangeVSAvoidprocessing load
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system pre-establishes part slots and assigns priority relationships between parts before rendering. By determining in advance which parts should be displayed and in what order based on stored priority information, the system avoids complex real-time calculations during image generation, reducing processing load while maintaining extensive customization capabilities.

Inventive Principle:
Principle #10Preliminary action

3Adaptability or versatility

If the system stores complete object data for all possible character variations, then the customization capability is improved, but the memory requirements increase enormously

Engineering Contradiction:
Improvecustomization capabilityVSAvoidmemory requirements
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

Instead of storing complete character models for every possible variation, the system extracts only the essential part objects (body parts, accessories, clothing) and stores them as separate data units. These extracted parts are then combined through slot state data to create various character appearances, dramatically reducing memory requirements while maintaining customization capability.

Inventive Principle:
Principle #2Taking out (Extraction)

Data Source

PatentUS7706636B2Image generation system (game system), image generation method, program and information storage medium
Publication Date: 2010.04.27 BANDAI NAMCO ENTERTAINMENT INC
  • US7706636B2 patent drawing
  • US7706636B2 patent drawing
  • US7706636B2 patent drawing

AI summary

A part object which forms a model object is disposed by receiving a disposition direction for the part object and updating slot state data indicating a disposition state of the part object in a part slot provided corresponding to each part object. When another part object has been disposed in the part slot corresponding to the part object for which the disposition direction has been issued, whether or not to update the slot state data of the part slot is determined based on priority information which determines disposition priority of each part object, and the slot state data is updated based on the determination result.