Viewpoint Adjustment for 3D Scene Occlusion Avoidance
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Solution Overview
Problem
Existing techniques for rendering 3D scenes in computer graphics fail to provide suitable viewpoints, leading to unsuitable screens for players due to occlusion by background objects or character positioning, which can hinder gameplay experience.
Innovation Solution
A method that determines whether background objects are within a predetermined volume between the viewpoint and reference objects, and adjusts the viewpoint position to avoid occlusion, while also managing transparency for character objects based on their proximity to the viewpoint.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If the viewpoint position is not changed when the straight line connecting the gaze point and viewpoint is not obstructed by an obstacle, then the rendering performance is maintained, but a screen with large region occupied by BG object is output which is not suitable for player
Solution Approach 1:
The patent changes the parameter of viewpoint position based on the distance between the viewpoint and BG objects. When the distance is within a predetermined range, the viewpoint is shifted to a candidate position, thereby changing the rendering parameters to avoid BG object occlusion while maintaining rendering performance
Solution Approach 2:
The patent introduces feedback by detecting whether the straight line connecting the gaze point and viewpoint is obstructed by BG objects. Based on this feedback, the viewpoint position is dynamically adjusted to ensure suitable screen composition for player gameplay
2Ease of operation
If the viewpoint position is changed to avoid BG object occlusion, then a suitable screen is presented, but a character object that is not a target of manipulation may be located in the vicinity of manipulation target character object resulting in obstruction to game play
Solution Approach 1:
The patent applies different processing to different types of objects. BG objects trigger viewpoint changes to avoid occlusion, while character objects (especially manipulation targets) are handled differently - their presence is detected but does not automatically trigger viewpoint changes, allowing local differentiation in quality of treatment based on object type
Solution Approach 2:
The patent uses the concept of 'character object' as an intermediary that mediates between the viewpoint and the player's manipulation target. When a character object is detected in the vicinity, it serves as a mediator to prevent direct viewpoint changes that would obstruct gameplay, while still allowing BG object-based viewpoint adjustments
3Ease of operation
If the straight line connecting the viewpoint and gaze point is obstructed by an obstacle, then the viewpoint position is changed according to existing technique, but a character object present behind manipulation target character object is determined to be an obstacle causing inappropriate viewpoint change
Solution Approach 1:
The patent distinguishes between different types of obstacles: BG objects trigger viewpoint changes to avoid occlusion, while character objects (especially those behind manipulation targets) are treated differently. The local quality of treatment varies based on object type, preventing inappropriate viewpoint changes that would obstruct gameplay
Data Source
AI summary
An information processing apparatus determines whether a background object is included in a predetermined volume defined between a viewpoint position for rendering a scene and a reference object that is a reference for rendering; and if it determines that the background object is included in the predetermined volume, changes the viewpoint position to a viewpoint candidate position defined based on the background object. Also, the apparatus determines whether a character object exists in a predetermined range from a viewpoint position for rendering the scene, and sets, for a target character object determined to exist in the predetermined range from the viewpoint position a transparency of the target character object overall.


