Voxel Mesh Material Switching Without Mesh Regeneration

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Solution Overview

Problem

Existing game technologies using voxel mesh generation techniques lack effective control over material changes in virtual spaces, necessitating updates to voxel data and meshes for material switching, which is inefficient and time-consuming.

Innovation Solution

A game program and system that allows for immediate material switching of voxel meshes by altering material IDs without updating voxel data or meshes, enabling seamless transitions and deformations, and supports separate rendering and collision determination meshes for efficient processing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If material switching is achieved by updating voxel data and meshes, then material changes can be implemented, but processing time increases and efficiency decreases

Engineering Contradiction:
Improvematerial switching capabilityVSAvoidprocessing time
Core Design Contradiction:
Adaptability or versatilityVSLoss of time

Solution Approach 1:

The system separates material identification (material ID) from material realization (mesh rendering). By segmenting the material control into independent material ID data and material definition data, the patent enables material switching without requiring mesh updates, thus resolving the contradiction between material adaptability and processing time

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The patent uses material IDs as abstract copies or references to actual material definitions. Instead of directly modifying mesh data for material changes, the system switches material IDs which then reference pre-defined material properties, achieving rapid material switching without time-consuming mesh regeneration

Inventive Principle:
Principle #26Copying

2Adaptability or versatility

If voxel data is updated for material changes, then material switching is achieved, but computational load increases

Engineering Contradiction:
Improvematerial control flexibilityVSAvoidcomputational load
Core Design Contradiction:
Adaptability or versatilityVSUse of energy by moving object

Solution Approach 1:

The patent extracts material information from the voxel data structure into separate material ID fields. By taking out material definitions from the main voxel data, the system reduces computational load during material switching while maintaining full material control flexibility through the separated material ID reference system

Inventive Principle:
Principle #2Taking out (Extraction)

Solution Approach 2:

Material IDs serve as intermediaries between voxel data and material definitions. This intermediary layer allows material switching without direct manipulation of complex voxel data or mesh structures, significantly reducing computational load while preserving material control flexibility

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If material switching requires mesh updates, then material changes are implemented, but processing efficiency decreases

Engineering Contradiction:
Improvematerial switching capabilityVSAvoidprocessing efficiency
Core Design Contradiction:
Adaptability or versatilityVSProductivity

Solution Approach 1:

The system implements dynamic material switching through material ID changes without requiring static mesh updates. This dynamic approach allows materials to be changed on-the-fly by simply changing material ID references, dramatically improving processing efficiency while maintaining full material switching capability

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS20260097311A1Storage medium, game system, and game processing method
Publication Date: 2026.04.09 NINTENDO CO LTD
  • US20260097311A1 patent drawing
  • US20260097311A1 patent drawing
  • US20260097311A1 patent drawing

AI summary

Voxel data in which at least a density and a material ID are set for each of a plurality of voxels is updated based on game processing. Vertex coordinates of a first mesh and a material ID of a polygon are determined based on at least the voxel data. Each polygon is rendered based on rendering setting information of a material associated with the material ID of the polygon of the first mesh, whereby the first mesh is rendered. When a first event occurs a material associated with a first material ID associated with a first material is switched from the first material to the second material.