Voxel Mesh Material Overrides With Reversible State Restoration

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Solution Overview

Problem

Existing game technologies face difficulties in incorporating material changes into voxel-based objects while maintaining material information, leading to challenges in returning objects to their original state.

Innovation Solution

A game system and method that utilizes voxel data to manage material changes by setting multiple material IDs for each voxel, updating voxel data ranges, and employing forced change and removal flags to maintain material information, allowing for seamless material transitions and effects.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If a material is changed in voxel data, then the appearance of the object is updated, but the original material information is lost and cannot be returned

Engineering Contradiction:
Improvematerial change capabilityVSAvoidoriginal material information
Core Design Contradiction:
Adaptability or versatilityVSLoss of information

Solution Approach 1:

The patent applies preliminary action by setting a forced change flag to ON before material changes occur. This flag preserves the original material information in advance, allowing the object to return to its original state later. The forced change flag is set when material changes are applied through game processing, ensuring that material information is maintained even as the appearance updates.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The patent uses parameter changes by introducing a forced change flag parameter that controls material ID assignment. When the flag is ON, the system forces the material ID to match the voxel's original material regardless of other material ID settings. This parameter mechanism enables reversible material changes while maintaining the ability to restore original material information.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If multiple material IDs are set for each voxel, then material transitions become dynamic, but the data complexity increases

Engineering Contradiction:
Improvematerial transition flexibilityVSAvoidvoxel data structure
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The patent applies local quality by allowing different voxels to have different numbers of material IDs set based on their forced change flag status. Voxels with the flag ON have restricted material ID assignment (only original material), while voxels with the flag OFF can have multiple material IDs. This localized approach enables dynamic material transitions in specific areas without increasing overall data complexity.

Inventive Principle:
Principle #3Local quality

3Productivity

If material information is rewritten, then new materials are applied, but the ability to return to original state is lost

Engineering Contradiction:
Improvematerial application efficiencyVSAvoidmaterial restoration capability
Core Design Contradiction:
ProductivityVSEase of repair

Solution Approach 1:

The patent implements feedback by using the forced change flag to control material ID assignment. When the flag is ON, the system feedback mechanism ensures that only the original material ID can be applied, preventing permanent material changes. This feedback loop maintains material restoration capability while allowing efficient material application when the flag is OFF.

Inventive Principle:
Principle #23Feedback

Data Source

PatentUS20260038206A1Storage medium, game system, and game processing method
Publication Date: 2026.02.05 NINTENDO CO LTD
  • US20260038206A1 patent drawing
  • US20260038206A1 patent drawing
  • US20260038206A1 patent drawing

AI summary

A material for a display mesh is determined by setting a plurality of material IDs for each of a plurality of polygons included in the display mesh. A material for a determination mesh is determined by setting a single material ID for each of a plurality of polygons included in the determination mesh. Voxel data further includes a forced change flag for each voxel. A material for the display mesh and a material for the determination mesh are determined, assuming that a voxel whose forced change flag is on has only a material corresponding to the forced change flag irrespective of the material ID set for the voxel.