Virtual Object Damage Calculation via Body Part Segmentation
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Solution Overview
Problem
Existing virtual object damage mechanisms in game technologies, such as those involving virtual grenades, require precise positioning, leading to extended gameplay time and increased computer overhead due to simple damage calculations based on a single explosion range.
Innovation Solution
A method that generates a virtual effect in a virtual scene, allowing for attribute value changes of virtual objects based on positional relationships between object parts and the virtual effect, enabling sub-attribute changes and integrated attribute influence results for more precise and efficient damage calculation.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a simple damage mechanism based on single explosion range is used, then the device complexity is reduced, but the productivity is decreased due to extended gameplay time and increased computer overhead
Solution Approach 1:
The patent segments the virtual object into multiple body parts (head, torso, limbs) and the damage into sub-attribute changes for each part. This segmentation allows the system to process damage more efficiently by handling each body part independently, reducing the computational complexity while maintaining realistic damage calculation, thereby resolving the contradiction between simplicity and productivity.
Solution Approach 2:
The patent introduces a new dimension of analysis by considering the spatial relationship between the virtual prop and different body parts of the virtual object. Instead of a single explosion range, the system evaluates multiple functional ranges corresponding to different body parts, enabling more precise damage calculation without proportionally increasing computational overhead.
2Measurement precision
If precise positioning is required for virtual prop throwing, then the measurement precision is improved, but the loss of time is increased due to repeated position adjustments
Solution Approach 1:
The patent applies local quality by assigning different functional ranges to different body parts of the virtual object. Each body part has its own functional range for damage calculation, allowing the system to accept a broader range of throwing positions while still achieving precise damage assessment. This eliminates the need for repeated position adjustments to achieve precise hits.
3Manufacturing precision
If sub-attribute changes for each body part are calculated, then the manufacturing precision of damage calculation is improved, but the device complexity is increased
Solution Approach 1:
The patent segments the damage calculation into independent sub-attribute calculations for each body part. By processing each body part separately with its own functional range and sub-attribute changes, the system achieves high precision damage calculation while maintaining manageable computational complexity through modular processing.
Solution Approach 2:
The patent creates a universal damage calculation framework that can be applied to different virtual objects and props through the same multi-part body segmentation approach. This universal framework reduces the need for custom complex calculations for each scenario, thereby improving precision without proportionally increasing device complexity.
Data Source
AI summary
In a method for processing a virtual effect in a virtual scene, the virtual effect is generated in the virtual scene. The virtual effect is configured to change an attribute value of a virtual object that is located within a functional range of the virtual effect. Based on positional relationships between a plurality of body parts of the virtual object and the virtual effect in the virtual scene, a sub-attribute change value for each of the plurality of body parts of the virtual object that is affected by the virtual effect is determined. A change to the attribute value of the virtual object is determined based on the sub-attribute change value of each of the plurality of body parts of the virtual object that is affected by the virtual effect.


