Voxel Mesh Deformation with Collision-Triggered Chain Updates
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Solution Overview
Problem
Existing mesh deformation techniques in games based on voxel updates lack variety and efficiency, particularly in processing load and deformation continuity.
Innovation Solution
A game system and method that updates voxel data to deform meshes by setting density and material for each voxel, performing collision determination, and generating update ranges to reduce density, allowing continuous and chain-like mesh deformations based on player actions.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Adaptability or versatility
If conventional mesh deformation techniques are used in games based on voxel updates, then the implementation is simple, but the variety of deformation techniques is limited and processing load is high
Solution Approach 1:
The patent segments the mesh deformation process into multiple independent techniques including density-based deformation, material-based deformation, collision-based deformation, and chain deformation. Each technique operates on voxel data with density and material attributes, allowing selective application and combination of different deformation methods without requiring a complete system redesign.
Solution Approach 2:
The patent introduces and utilizes multiple parameters including density values, material types, collision positions, and update ranges to control mesh deformation. By changing these parameters dynamically based on game events and player actions, the system achieves diverse deformation techniques while maintaining a unified voxel-based framework that manages complexity.
2Manufacturing precision
If comprehensive mesh deformation processing is performed for all voxels, then deformation accuracy is high, but processing load increases significantly
Solution Approach 1:
The patent applies local quality by determining specific update ranges for voxel data based on collision positions and game events. Instead of processing all voxels uniformly, the system identifies and processes only the relevant local regions where deformation is needed, maintaining high deformation accuracy in affected areas while significantly reducing overall processing load through spatial optimization.
3Duration of action of moving object
If continuous mesh deformation is implemented through frequent voxel updates, then deformation continuity is improved, but processing load and computational cost increase
Solution Approach 1:
The patent achieves continuous mesh deformation through a structured update mechanism that processes voxel data in defined update ranges triggered by game events and player actions. This approach maintains continuous deformation visual效果 while optimizing computational energy consumption by processing only necessary regions at appropriate intervals rather than continuously updating all voxels.
4Adaptability or versatility
If multiple collision determination operations are performed for chain deformation, then deformation chain effect is enhanced, but processing time increases
Solution Approach 1:
The patent implements preliminary action by pre-defining update ranges and collision determination parameters before actual deformation occurs. When chain deformation is triggered, the system uses previously established parameters and data structures to rapidly perform multiple collision determinations, enhancing chain deformation capability while minimizing processing time through advance preparation and optimization.
Data Source
AI summary
Executed are: first updating including generating a first voxel update range in a virtual space based on a position where a first event has occurred, and reducing the density of each voxel of voxel data related to the first voxel update range; performing collision determination between a first mesh updated based on the first updating, and a first determination shape set in a first direction from a position based on at least the first voxel update range; and second updating including, when a material for the first mesh at a collision position is a first material, reducing the density of each voxel related to a second voxel update range generated at a position based on the collision position.


