Virtual Environment Display Method Switching Viewing Angles

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Solution Overview

Problem

Side-scrolling virtual games using two-dimensional aesthetic resources lack a rich variety of visual switching effects, resulting in a weak sense of rhythm and limited three-dimensional effects.

Innovation Solution

A virtual environment display method and apparatus that utilize a three-dimensional virtual scene with a preset trajectory including curved and non-curved paths, switching the viewing angle direction of a virtual object based on the trajectory type to enhance visual experiences.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If two-dimensional aesthetic resources are used to form game pictures, then resource usage is simple and limited, but visual switching effects are rich and three-dimensional effects are strong

Engineering Contradiction:
Improvevisual switching effectsVSAvoidresource format complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent transitions from two-dimensional map resources to three-dimensional virtual scene resources, adding the dimension of depth and spatial arrangement. This enables curved trajectories and multiple viewing angle directions (first and second viewing angle directions) that cannot be achieved in traditional 2D side-scrolling games, thereby enriching visual switching effects while maintaining resource management simplicity.

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Ease of operation

If two-dimensional maps are used, then rendering is simple, but sense of rhythm in movement animation is weak and only horizontal/vertical translation effects can be achieved

Engineering Contradiction:
Improvemovement control flexibilityVSAvoidanimation production complexity
Core Design Contradiction:
Ease of operationVSEase of manufacture

Solution Approach 1:

The patent introduces dynamic viewing angle adjustment based on the virtual object's trajectory. When the virtual object moves along a curved trajectory, the system switches to a second viewing angle direction that rotates with the curve, creating dynamic visual feedback that enhances the sense of rhythm and movement flexibility without requiring complex manual animation production.

Inventive Principle:
Principle #15Dynamics

3Adaptability or versatility

If three-dimensional virtual scene is used with curved trajectory, then visual impact and three-dimensional effect are enhanced, but device complexity and rendering requirements increase

Engineering Contradiction:
Improvetrajectory varietyVSAvoidsystem complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent segments the trajectory into curved and non-curved portions, and correspondingly segments the viewing angle into first and second directions. This segmentation allows the system to use simple 2D rendering for straight sections and switch to 3D rotated viewing only when needed for curved sections, reducing overall system complexity while maintaining 3D effect where necessary.

Inventive Principle:
Principle #1Segmentation

Data Source

PatentUS20250135340A1Virtual environment display method and apparatus
Publication Date: 2025.05.01 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20250135340A1 patent drawing
  • US20250135340A1 patent drawing
  • US20250135340A1 patent drawing

AI summary

A virtual environment display method and apparatus is provided. In the method, a virtual object in a three-dimensional virtual scene moving along a preset trajectory is displayed. The preset trajectory includes a curved trajectory and a non-curved trajectory. The virtual object in a first viewing angle direction is displayed. The first viewing angle direction is an observation direction of a first virtual camera along the non-curved trajectory. The virtual object in a second viewing angle direction is displayed when the virtual object moves to the curved trajectory. The second viewing angle direction is an observation direction of a second virtual camera along the curved trajectory. When the virtual object switches from the curved trajectory to the non-curved trajectory, the display of the virtual object back to the first viewing angle direction is updated.