Voxel Material Range Updates for Natural Deformed Surface Rendering

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Solution Overview

Problem

Existing methods for representing the surface of deformed objects in virtual spaces using voxel data are limited and can result in unnatural appearances when multiple materials are involved.

Innovation Solution

The method involves updating voxel data by reducing the density and changing the material of specific voxel ranges based on event triggers, using material IDs and data to manage material changes, allowing for smooth transitions and various material applications without restricting the original material.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Shape

If the density of voxels is reduced to represent deformed object surfaces, then the surface representation becomes more flexible and realistic, but the manufacturing precision and material consistency deteriorate

Engineering Contradiction:
Improvesurface representationVSAvoidmaterial consistency
Core Design Contradiction:
ShapeVSManufacturing precision

Solution Approach 1:

The voxel update range is divided into two distinct segments: a first voxel update range where density is reduced to create the deformed surface effect, and a second voxel update range (encompassing the first) where material is changed to maintain consistency. This segmentation allows simultaneous achievement of surface flexibility and material precision.

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

Different quality treatments are applied to different spatial regions: the first voxel update range (inner region) receives density reduction for surface deformation, while the second voxel update range (outer region) receives material changes for consistency maintenance. This local differentiation resolves the contradiction between surface flexibility and material precision.

Inventive Principle:
Principle #3Local quality

2Stability of the object's composition

If material changes are applied to encompass the entire voxel update range, then material consistency is improved, but the complexity of managing multiple material IDs increases

Engineering Contradiction:
Improvematerial consistencyVSAvoidmaterial ID management
Core Design Contradiction:
Stability of the object's compositionVSDevice complexity

Solution Approach 1:

Material ID data serves as an intermediary structure that manages the relationship between voxels and materials. The system uses material IDs as intermediate identifiers that can be mapped to actual material properties, simplifying the management of multiple materials while maintaining consistency across the voxel update range.

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The material ID system is designed to be universal, where a single material ID can represent different materials at different stages of deformation. This multi-functional material ID management system handles both the original material representation and the transformed material representation within a unified framework.

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Shape

If voxel density is reduced to indicate nonexistence, then the deformed surface appearance is achieved, but the object's structural integrity information is lost

Engineering Contradiction:
Improvedeformed surface appearanceVSAvoidstructural integrity
Core Design Contradiction:
ShapeVSLoss of information

Solution Approach 1:

Before completely reducing voxel density to indicate nonexistence, the system preliminarily changes the material of voxels in the encompassing range. This preliminary material change preserves structural integrity information by maintaining material presence even as density reduces, preventing complete information loss.

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The system cushions against information loss by applying material changes in the second voxel update range that encompasses the first range. This beforehand cushioning ensures that even when density is reduced in the inner range, the outer range maintains material information that preserves structural integrity.

Inventive Principle:
Principle #11Beforehand cushioning (Prior cushioning)

Data Source

PatentUS20260084051A1Storage medium, information processing system, and game processing method
Publication Date: 2026.03.26 NINTENDO CO LTD
  • US20260084051A1 patent drawing
  • US20260084051A1 patent drawing
  • US20260084051A1 patent drawing

AI summary

An example of an information processing system updates, based on game processing, voxel data in which at least a density and a material are set, and a display mesh is generated and updated based on the density and the material included in the voxel data. A virtual space including the display mesh is rendered based on vertex coordinates of the display mesh and a texture corresponding to the material of the display mesh. When an event occurs based on game processing, the information processing system generates a first voxel update range in a virtual space, and performs update to, in the voxel data, reduce the density of each of voxels corresponding to the first voxel update range in the virtual space, and change the material of each of voxels corresponding to a second voxel update range having a size that encompasses the first voxel update range.