Virtual Surface Texture Mapping for Accurate Paint Collision Rendering
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Solution Overview
Problem
Existing game rendering technologies fail to accurately represent color updates in virtual spaces due to displacement of inked areas relative to each other at locations with steps or curved surfaces, leading to inaccurate painting representations.
Innovation Solution
Generate virtual surfaces based on collisions in the virtual space, associating polygon meshes with these surfaces, and update color information at collision points using associated textures to ensure accurate rendering.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If texture projection is used to represent painted ground, then the rendering process is simple, but the painted area may be displaced from the actual contact position at locations with steps or curved surfaces
Solution Approach 1:
The patent introduces a virtual surface as an intermediary between the collision detection result and the texture projection. This virtual surface is generated at the contact position and serves as a mediator to accurately determine the painted area, resolving the displacement issue without complicating the overall rendering process
Solution Approach 2:
The patent segments the rendering process into distinct stages: collision detection, virtual surface generation, and texture projection. By dividing the process, the system can maintain simplicity in each stage while achieving high accuracy through the virtual surface intermediary
2Ease of manufacture
If the entire virtual space is painted with ink color, then the rendering is straightforward, but the painted area extends beyond the actual contact position on surfaces with depth differences
Solution Approach 1:
The patent applies local quality by generating a virtual surface specifically at the contact position where ink is discharged, rather than uniformly treating the entire virtual space. This localized approach ensures high precision in the painted area boundary while maintaining ease of rendering through targeted processing
3Productivity
If ink discharge position is directly projected to texture coordinates, then the process is efficient, but the projected position does not accurately reflect the actual contact position on complex surfaces
Solution Approach 1:
The virtual surface acts as an intermediary that transforms the ink discharge position into an accurate representation of the contact position on the polygon mesh. This mediator maintains processing efficiency while significantly improving position representation accuracy through its specialized generation at contact points
Data Source
AI summary
A virtual surface is generated on the basis of a collision for contact determination. Furthermore, a polygon mesh associated with a first texture is associated with the virtual surface. When a predetermined range targeted by a color update event overlaps the collision, color at coordinates on a second texture associated with the virtual surface is updated on the basis of an association relationship between the collision and the virtual surface. Then, the polygon mesh is rendered using the first texture and the second texture.


