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

VSEngineering 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

Engineering Contradiction:
Improveterrain structureVSAvoiddevelopment efficiency
Core Design Contradiction:
Device complexityVSProductivity

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.

Inventive Principle:
Principle #1Segmentation

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

Engineering Contradiction:
Improvedevelopment efficiencyVSAvoidterrain appearance
Core Design Contradiction:
ProductivityVSShape

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.

Inventive Principle:
Principle #15Dynamics

3Productivity

If the same terrain parts are used in different positions, then development efficiency is improved, but the terrain appearance becomes monotonous

Engineering Contradiction:
Improvedevelopment efficiencyVSAvoidterrain variety
Core Design Contradiction:
ProductivityVSAdaptability or versatility

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.

Inventive Principle:
Principle #3Local quality

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

Engineering Contradiction:
Improveterrain continuityVSAvoiddeformation flexibility
Core Design Contradiction:
Stability of the object's compositionVSAdaptability or versatility

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.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS11244499B2Information processing apparatus, non-transitory computer-readable storage medium storing information processing program, information processing system, and information processing method
Publication Date: 2022.02.08 NINTENDO CO LTD
  • US11244499B2 patent drawing
  • US11244499B2 patent drawing
  • US11244499B2 patent drawing

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.