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

VSEngineering 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

Engineering Contradiction:
Improverendering process complexityVSAvoidpainted area position accuracy
Core Design Contradiction:
Device complexityVSMeasurement precision

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

Inventive Principle:
Principle #24Intermediary (Mediator)

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

Inventive Principle:
Principle #1Segmentation

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

Engineering Contradiction:
Improverendering process easeVSAvoidpainted area boundary accuracy
Core Design Contradiction:
Ease of manufactureVSManufacturing precision

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

Inventive Principle:
Principle #3Local quality

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

Engineering Contradiction:
Improveprocessing efficiencyVSAvoidcontact position representation accuracy
Core Design Contradiction:
ProductivityVSMeasurement precision

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

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS12482186B2Computer-readable non-transitory storage medium, information processing apparatus, information processing method, and information processing system
Publication Date: 2025.11.25 NINTENDO CO LTD
  • US12482186B2 patent drawing
  • US12482186B2 patent drawing
  • US12482186B2 patent drawing

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.