Translucent Object Rendering for 3D Visibility
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Solution Overview
Problem
In game processing, when a virtual object obstructs the player's view, it is difficult for the player to recognize the position and shape of the obstructing object, particularly in three-dimensional virtual spaces with multiple objects, which impairs gameplay experience.
Innovation Solution
The game system employs a rendering technique where the obstructing object is rendered with a translucent first portion and a constant opaque second portion, with transparency adjusted based on the relative positional relationship between the player character and the object, allowing the player to recognize the position and shape of the obstructing object.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Loss of information
If the obstructing object is rendered with high transparency to reveal the player character, then the player can recognize the player's position, but the shape and form of the obstructing object become difficult to recognize
Solution Approach 1:
The obstructing object is divided into multiple portions based on their contribution to obscuring the player character. The first portion (highly opaque) represents areas that strongly obstruct the player, while the second portion (more transparent) represents areas with lesser obstruction. This segmentation allows differential transparency application that balances player visibility with object shape recognition.
Solution Approach 2:
Different transparency values are applied to different portions of the obstructing object based on their local characteristics and obstruction strength. Rather than applying uniform transparency, the system assigns higher opacity to portions that more strongly block the player character and lower opacity to portions with lesser blocking effect, optimizing both player visibility and object recognition locally.
2Shape
If the obstructing object is rendered with high opacity to maintain its shape visibility, then the player character's position becomes hidden, but the object's shape remains clear
Solution Approach 1:
The obstructing object is segmented into portions with varying transparency characteristics. By identifying the first portion (highly opaque) and second portion (more transparent), the system can selectively apply transparency to reveal the player character while preserving the overall shape through the opaque first portion.
Solution Approach 2:
The system applies different transparency qualities to different portions of the object based on their obstruction characteristics. Areas that strongly obstruct the player (first portion) maintain high opacity for shape recognition, while areas with lesser obstruction (second portion) use lower opacity to improve player visibility.
3Loss of information
If conventional transparency or silhouette display methods are used to indicate player position, then the player's location is visible, but the three-dimensional shape and surface orientation of the obstructing object cannot be recognized
Solution Approach 1:
Instead of using simple silhouettes or uniform transparency, the object is segmented into multiple portions with different transparency values. This segmentation preserves three-dimensional shape information while indicating player position, as the varying transparency reveals spatial relationships and surface orientations.
Solution Approach 2:
The system applies local quality variations in transparency across the object's surface based on their obstruction characteristics. This approach maintains three-dimensional shape and surface orientation recognition while simultaneously indicating player character position through strategic transparency application.
Data Source
AI summary
An exemplary game system and the like which do not impair ease of playing a game are provided. The exemplary game system displaying a scene including a predetermined object located in a virtual space includes: an object locating section configured to locate a polygon model as the object in the virtual space, the polygon model including a first portion and a second portion set to correspond to a surface which can be determined as a hidden surface in the first portion on the basis of a normal vector; a game processing section configured to perform game processing; a transparent processing section configured to increase transparency of the first portion of the object when a predetermined condition is met in the game processing; and a rendering processing section configured to render the first portion on the basis of the set transparency and to render a polygon of the second portion.


