Voxel Terrain Deformation and Trace Projection for Realistic Game Surfaces
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Solution Overview
Problem
Existing games do not effectively simulate terrain deformation, limiting the ability to leave a trace on a terrain that deforms during gameplay.
Innovation Solution
A method for storing terrain volume data and terrain polygon mesh data in a computer-readable medium, allowing for deformation actions to update voxel values and project trace polygon meshes onto terrain objects, thereby leaving traces on deforming terrain.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If terrain deformation is simulated using traditional polygon methods, then the terrain can be visually represented, but the ability to leave accurate traces on deforming terrain is lost
Solution Approach 1:
The patent applies dynamics by making the terrain polygon mesh deformable through voxel value changes. The terrain object's shape dynamically changes based on deformation actions, and the trace polygon mesh is dynamically projected onto the deformed terrain surface to maintain accurate trace representation throughout the deformation process.
Solution Approach 2:
The patent uses copying by creating a trace polygon mesh that replicates the deformation pattern on the terrain surface. The trace polygon mesh is generated as a separate copy that follows the terrain's deformed shape, allowing the trace to be accurately displayed without modifying the original terrain data structure.
2Reliability
If complex terrain deformation simulation is implemented, then realistic terrain behavior is achieved, but processing costs increase
Solution Approach 1:
The patent segments the terrain representation into two independent parts: the terrain polygon mesh for visual display and the trace polygon mesh for trace representation. This segmentation allows each to be processed separately, reducing the overall computational complexity while maintaining realistic deformation visual effects.
Solution Approach 2:
The patent creates a simplified copy of the terrain surface as a trace polygon mesh that can be independently processed. Instead of complexly updating the entire terrain structure to accommodate traces, the trace polygon mesh serves as a lightweight copy that follows the terrain deformation, significantly reducing processing requirements.
3Reliability
If the terrain structure is modified to accommodate traces, then traces can be displayed, but the terrain deformation flexibility is reduced
Solution Approach 1:
The patent segments the graphical representation into distinct terrain and trace components. The terrain polygon mesh handles deformation freely while the trace polygon mesh is separately managed and projected onto the terrain surface, allowing both to maintain their independence and functionality without mutual constraint.
Solution Approach 2:
The trace polygon mesh acts as an intermediary between the deformation action and the visual trace display. Instead of modifying the terrain structure to accommodate traces, the trace polygon mesh mediates by being projected onto the terrain surface, preserving the terrain's deformation freedom while enabling accurate trace representation.
Data Source
AI summary
If a destruction action of a player character hits a terrain object, an example of an information processing system updates a voxel value of a voxel included in a destruction range, thereby deforming a terrain polygon mesh. The information processing system projects a trace polygon mesh onto the terrain polygon mesh at a place hit by the destruction action, and sets coordinates of a vertex that can be projected onto the terrain polygon mesh based on a position onto which the trace polygon mesh is projected and also sets a vertex that cannot be projected onto the terrain polygon mesh not to be displayed.


