Voxel Material Updating for Real-Time Mesh and Collision Behavior

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Solution Overview

Problem

Existing game technologies struggle to effectively incorporate materials into the appearance and behaviors of voxel-based objects, limiting the realism and interaction in virtual environments.

Innovation Solution

A game system and method that updates voxel materials in real-time based on game events, using voxel data to determine material IDs and densities, allowing dynamic changes in object appearance and behavior through collision detection and player interactions.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If material IDs are updated for voxels during gameplay, then the appearance and behavior of voxel-based objects become more realistic and dynamic, but the computational complexity and processing time increase

Engineering Contradiction:
Improvedynamic material updating capabilityVSAvoidprocessing complexity
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system divides the voxel space into multiple update ranges, allowing material updates to be processed in segmented regions rather than globally. This enables selective updating of only those voxel regions that are currently visible or relevant to gameplay, reducing overall computational complexity while maintaining dynamic material updating capability.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The system performs material updates partially by focusing computational resources on specific update ranges that contain visible objects or areas of player interest. Instead of updating all voxels in the world, only portions requiring material changes are processed, reducing processing time and complexity while still achieving realistic dynamic appearances where needed.

Inventive Principle:
Principle #16Partial or excessive action

2Adaptability or versatility

If multiple material IDs are allowed per voxel, then the variety of appearances and behaviors for voxel objects increases, but the data storage requirements and processing overhead increase

Engineering Contradiction:
Improvematerial varietyVSAvoiddata storage
Core Design Contradiction:
Adaptability or versatilityVSQuantity of substance

Solution Approach 1:

Material IDs are pre-assigned to voxels during world generation or loading phases, with multiple material IDs stored in advance for each voxel. This preliminary preparation allows the system to quickly switch between materials during gameplay by simply activating pre-stored material IDs rather than computing or storing extensive material data structures, reducing processing overhead while maintaining material variety.

Inventive Principle:
Principle #10Preliminary action

3Reliability

If display meshes are updated in response to voxel changes, then the visual representation remains synchronized with game events, but the rendering performance may deteriorate

Engineering Contradiction:
Improvevisual synchronizationVSAvoidrendering performance
Core Design Contradiction:
ReliabilityVSProductivity

Solution Approach 1:

The system updates display meshes with local quality by focusing rendering updates only on specific regions where material changes have occurred, rather than globally refreshing all meshes. This allows visually critical areas to maintain high synchronization quality while reducing overall rendering workload and maintaining performance.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

Material ID changes are triggered by periodic game events such as collisions, player actions, or time-based conditions. This periodic update approach ensures visual synchronization occurs at meaningful moments in gameplay rather than continuously, reducing unnecessary rendering operations while maintaining reliability of visual representation when changes actually occur.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS12616900B2Storage medium, game system, and game processing method
Publication Date: 2026.05.05 NINTENDO CO LTD
  • US12616900B2 patent drawing
  • US12616900B2 patent drawing
  • US12616900B2 patent drawing

AI summary

At least one of material IDs is changed to a different material ID for each of voxels corresponding to a voxel update range, and a display mesh is updated in association with updated voxel data. In addition, generating an in-game behavior based on collision determination between a determination mesh in which a material is determined based on at least a plurality of materials ID included in voxel data, and a determination shape corresponding to a determination target, and a virtual space including a display mesh is rendered based on vertex coordinates of the display mesh and a texture corresponding to a material for the display mesh.