3D Virtual Object Placement With Angle Matching to Prevent Clipping

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Solution Overview

Problem

Existing methods for placing virtual items in three-dimensional virtual scenes often result in clipping issues due to items not fitting the placement position, leading to erroneous calculations and waste of computing resources.

Innovation Solution

A method where a virtual object is moved synchronously with the perspective direction rotation and placed at an angle matching the plane performance feature of the placement position, merging movement and selection operations to improve human-computer interaction and prevent clipping.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If a specified item is placed at a fixed placement position in a three-dimensional virtual scene, then the placement operation is simple, but the item does not fit the placement position causing clipping and wall-through states

Engineering Contradiction:
Improveplacement operation simplicityVSAvoiditem placement accuracy
Core Design Contradiction:
Ease of operationVSManufacturing precision

Solution Approach 1:

The patent applies dynamics by making the virtual object's placement state adjustable and adaptive. The system dynamically determines the placement state based on the relationship between the virtual object and the placement position, allowing the object to transition between different states (e.g., upright, tilted, inverted) to fit various placement positions. This resolves the contradiction by enabling both simple placement operations and accurate fitting through automated state adjustment.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the placement state parameters of the virtual object based on the placement position characteristics. By analyzing the relationship between the virtual object and placement position, the system automatically adjusts parameters such as rotation angle, orientation, and placement posture to ensure proper fitting. This eliminates clipping issues while maintaining ease of operation through automated parameter optimization.

Inventive Principle:
Principle #35Parameter changes

2Device complexity

If a game engine determines the position and state of a virtual item without considering clipping, then the calculation process is simple, but erroneous calculations occur and computing resources are wasted

Engineering Contradiction:
Improvecalculation process complexityVSAvoidcalculation accuracy
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The patent applies preliminary action by performing clipping detection and placement state determination before finalizing the virtual object's placement. The system pre-calculates the relationship between the virtual object and placement position, identifies potential clipping issues, and adjusts the placement state in advance. This ensures calculation accuracy while maintaining efficiency through proactive problem prevention.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent implements feedback by continuously monitoring the placement state and clipping conditions of virtual objects. The system detects clipping situations and automatically adjusts the placement state based on feedback from the spatial relationship analysis. This closed-loop approach ensures calculation reliability while maintaining reasonable computational complexity through targeted adjustments.

Inventive Principle:
Principle #23Feedback

3Productivity

If a virtual object is placed in a complex virtual scene without angle matching, then the placement process is fast, but clipping occurs and display authenticity is reduced

Engineering Contradiction:
Improveplacement speedVSAvoidplacement authenticity
Core Design Contradiction:
ProductivityVSManufacturing precision

Solution Approach 1:

The patent applies self-service by enabling the virtual object to automatically determine its own optimal placement state based on the placement position characteristics. The system allows the virtual object to self-adjust its orientation, rotation, and posture by analyzing its relationship with the placement position, eliminating the need for manual angle matching while ensuring both speed and authenticity.

Inventive Principle:
Principle #25Self-service

Solution Approach 2:

The patent replaces manual mechanical angle matching operations with automated computational methods. Instead of requiring users to manually adjust angles and orientations, the system uses algorithms to automatically determine the optimal placement state based on spatial relationships. This substitution maintains placement speed while significantly improving placement authenticity and eliminating clipping issues.

Inventive Principle:
Principle #28Mechanics substitution (Replace mechanical system)

Data Source

PatentUS20260077266A1Virtual object placement method and apparatus, device, medium, and product
Publication Date: 2026.03.19 TENCENT TECHNOLOGY (SHENZHEN) CO LTD
  • US20260077266A1 patent drawing
  • US20260077266A1 patent drawing
  • US20260077266A1 patent drawing

AI summary

A virtual object placement method is performed by a computer device. The method includes: displaying a virtual object at a first placement position in a virtual scene in a first perspective direction of a virtual character; in response to receiving a perspective movement operation of the virtual character from the first perspective direction to a second perspective direction, displaying that the virtual object moves synchronously in the virtual scene from the first placement position to a second placement position corresponding to the second perspective direction according to the perspective movement operation, the virtual object moving, and the second placement position corresponding to the second perspective direction; and in response to receiving an object placement operation, placing the virtual object at an angle matching a plane performance feature of the second placement position relative to a supporting plane in the virtual scene when an