Virtual Terrain Deformation Using Vertex Shader Displacement
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Solution Overview
Problem
Existing game development technologies face inefficiencies in creating natural-looking virtual terrains, leading to monotonous appearances and increased development costs due to the need for complex, non-segmented terrain objects.
Innovation Solution
An information processing apparatus that stores part shape data and part arrangement data for terrain parts, allowing deformation of these parts based on their coordinates using a vertex shader function, enabling natural appearance and efficient development by displacing vertices according to predetermined waveforms and allowing vertices of adjoining parts to share positions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Device complexity
If a single terrain is formed as a non-segmented object, then the terrain structure is simple, but the development cost increases and development efficiency decreases
Solution Approach 1:
The terrain is divided into multiple terrain parts (first terrain part, second terrain part, etc.) that can be independently managed. Each terrain part has its own shape data and can be deformed separately, allowing for more efficient development and easier updates without requiring modification of the entire terrain structure.
2Productivity
If terrain parts are simply disposed in the virtual space, then the development process is efficient, but the terrain appearance becomes monotonous and unnatural
Solution Approach 1:
The terrain parts are deformed dynamically by adding displacement to their vertices based on their coordinates in the virtual space. This deformation process transforms the simple disposed terrain parts into natural-looking terrain surfaces, allowing the same terrain parts to appear different at different locations and preventing monotonous appearance.
3Productivity
If the same terrain parts are used in different positions, then development efficiency is improved, but the terrain appearance becomes monotonous
Solution Approach 1:
The deformation applied to each terrain part is based on its specific coordinates in the virtual space, so that even identical terrain parts receive different deformations when placed at different locations. This ensures that the terrain appears varied and natural throughout the virtual space while still using the same reusable terrain part templates.
4Stability of the object's composition
If vertices of adjoining terrain parts share the same position, then misalignment is prevented, but the deformation flexibility is reduced
Solution Approach 1:
The terrain parts are pre-configured with vertices that share the same positions at their adjoining portions, ensuring proper alignment and continuity before deformation is applied. This preliminary arrangement of vertices guarantees that when deformation is subsequently applied, the terrain remains continuous and aligned without gaps or misalignments.
Data Source
AI summary
An example information processing apparatus stores part shape data indicating shapes of a plurality of kinds of terrain parts forming a terrain in a virtual space, and part arrangement data indicating an arrangement of the terrain parts in the virtual space. The information processing apparatus displaces each of the vertices of the disposed terrain parts, depending on the position of the vertex in the virtual space. The information processing apparatus renders an image of the virtual space including the terrain formed of the displaced terrain parts.


