Virtual Element Rebound Control in Interactive Scenes
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Solution Overview
Problem
Conventional interactive control methods in virtual scenes are limited in presenting dynamic and varied effects when virtual objects interact, leading to a simplistic user experience due to restricted rebound mechanisms for virtual props and skills.
Innovation Solution
A method and apparatus that display a virtual element moving towards a first virtual object, changing its direction based on orientation information, and determining a second virtual object to apply an effect, extending motion forms and enhancing interaction experience by allowing more complex interactions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional interactive control methods are used in virtual scenes, then the system is simple to operate, but the interaction experience is simplistic and lacks dynamic effects
Solution Approach 1:
The patent implements dynamic rebound mechanisms where virtual props and skills can bounce off multiple virtual objects based on orientation information and movement directions. The system dynamically determines rebound targets by analyzing the orientation of virtual objects and calculating appropriate rebound directions, transforming static interaction into dynamic multi-stage interactions that enhance user experience without requiring complex manual configuration
Solution Approach 2:
The patent creates a universal rebound mechanism that can be applied to various types of virtual objects (characters, monsters, items) and different types of virtual props (skills, projectiles, effects). The same core mechanism handles diverse interaction scenarios by adapting to the specific orientation and properties of each virtual object encountered, making the system versatile across different game contexts
2Adaptability or versatility
If virtual elements follow simple linear movement paths, then the system is easy to implement, but the motion forms are restricted and lack variety
Solution Approach 1:
The patent introduces directional dimensionality to virtual element movement by incorporating orientation information from virtual objects. Instead of simple linear paths, elements now move along multi-dimensional trajectories determined by the orientation angles and spatial relationships of target objects, creating richer motion patterns including arcs, rebounds, and multi-directional paths
Solution Approach 2:
The system pre-calculates orientation information and stores it for virtual objects before interactions occur. When virtual elements approach virtual objects, the system retrieves pre-computed orientation data to quickly determine rebound directions and movement adjustments, avoiding complex real-time calculations while maintaining diverse motion forms
Data Source
AI summary
A method for interactive control includes displaying a virtual element moving towards a first virtual object in a virtual scene, the virtual element being generated based on a first action for the first virtual object; in response to the virtual element moving to a first range associated with the first virtual object, changing a moving direction of the virtual element based on orientation information associated with the first virtual object; determining a second virtual object in the virtual scene acted on by the virtual element acts, based on the changed moving direction of the virtual element; and applying a first effect to the second virtual object, wherein the first effect is determined based on the first action. In this way, the motion forms of the virtual elements in the virtual scene can be extended, thereby improving the user's interaction experience in the virtual scene.


