IP Library › Granted Patent US 11,717,753
Granted Patent B2
US 11,717,753 · App. 17/037,309 · Granted Aug 8, 2023

Methods and systems for generating modified level of detail visual assets in a video game

Inventor: Rulon Joseph Raymond (Los Angeles, CA)
Assignee: Activision Publishing, Inc.
A63F13/537G06F3/0482G06F3/04847G06T15/005G06T17/20G06T2200/24
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Quick Facts
Patent No.
US 11,717,753
App. No.
17/037,309
Filed
Sep 29, 2020
Granted
Aug 8, 2023
Kind
B2
Art Unit
3715
USPC
463/31
Abstract

A method for generating at least one proxy level of detail (LOD) visual asset for contents of a grid cell of a game map is described. A LOD management engine receives data indicative of grid cell contents and at least one function is applied to the data. The LOD engine generates a base proxy LOD visual asset representative of the data and an associated base proxy switch distance as a result of the applying, received by a LOD management module which generates a first proxy LOD visual asset by iteratively reducing a polygon mesh complexity of the base proxy LOD visual asset until a maximum geometric deviation of the first proxy LOD visual asset approaches a predefined threshold value. The LOD management module generates a first proxy switch distance at which the predefined threshold value, when projected on a display of a default resolution, comprises a predefined number of pixels.

Claims (36)

1. A method for generating a plurality of level of detail (LOD) visual assets in a grid cell of a game map in a multi-player video game, wherein the grid cell is one of a plurality of grid cells, wherein the game map is segmented into said plurality of grid cells, and wherein the method is performed by a plurality of programmatic code executed by one or more processors, the method comprising:

receiving data indicative of the contents of the grid cell;

applying at least one of a plurality of functions to the data;

generating a first output, wherein the first output is a base LOD visual asset representative of the data and an associated base switch distance as a result of the applying, wherein the base LOD visual asset is stored in association with the base switch distance;

generating a second output, wherein the second output is a first LOD visual asset generated by iteratively reducing a polygon mesh complexity of the base LOD visual asset until a maximum geometric deviation of the first LOD visual asset approaches a predefined threshold value with respect to the base LOD visual asset;

generating a third output, wherein the third output is a first switch distance at which the predefined threshold value, when projected on a display of a first resolution, comprises a predefined number of pixels; and

storing the second output in association with the third output if a difference between the base switch distance and the first switch distance is greater than a predefined threshold distance.

2. The method of claim 1 , wherein the grid cell further comprises a plurality of static object models represented by their respective LOD visual assets.

3. The method of claim 1 , wherein the plurality of functions include at least one of remeshing or material baking.

4. The method of claim 1 , wherein if a difference between the base switch distance and the first switch distance is less than or equal to the predefined threshold distance, then the second output is used to generate a fourth output by iteratively reducing a polygon mesh of the second output.

5. The method of claim 1 , wherein the predefined threshold value is a maximum distance between vertices in the base LOD visual asset and closest corresponding points on the first LOD visual asset.

6. The method of claim 1 , wherein the predefined threshold value ranges from 0.001 to 24.0 inches.

7. The method of claim 1 , wherein the predefined number of pixels ranges from 2.0 to 100.00 pixels.

8. The method of claim 1 , wherein the predefined threshold distance ranges from 10 to 100 feet in a distance scale of the multi-player video game.

9. The method of claim 1 , wherein the steps of receiving input, generating the second output and the third output and storing the second output and the third output are repeated until at least one of a first condition or a second condition is satisfied, wherein the first condition corresponds to a size of the first LOD visual asset being determined to be less than or equal to a predefined size, and wherein the second condition corresponds to a predefined maximum number of the plurality of LOD visual assets being generated.

10. The method of claim 9 , wherein the predefined size ranges from 4.0 to 1000.0 inches, and wherein a predefined maximum number of the plurality of LOD visual assets is 6.

11. The method of claim 1 , further comprising:

generating one or more graphical user interfaces for receiving user input to modify one or more of the generated plurality of LOD visual assets, wherein a portion of the one or more graphical user interfaces prompt for user inputs related to one or more of auto LOD visual asset generation, LOD visual asset count, a LOD visual asset index at which to start generating the plurality of LOD visual assets, a distance scale, a tri-coverage LOD visual asset threshold, a LOD visual asset blink-out, a reduction percentage, weight settings to modify a number of triangles, edges and/or points, settings to modify geometry, texture coordinate, normal, material ID, object ID, skinning and/or vertex color, or settings to modify a maximum deviation, weld threshold, vertex regularization, surface area and/or normal split tolerance.

12. A computer readable non-transitory medium comprising a plurality of executable programmatic instructions wherein, when said plurality of executable programmatic instructions are executed by a processor in a computing device, a process for generating a plurality of level of detail (LOD) visual assets in a grid cell of a game map in a multi-player video game, wherein the grid cell is one of a plurality of grid cells, wherein the game map is segmented into said a plurality of grid cells, the plurality of executable programmatic instructions comprising:

receiving data indicative of the contents of the grid cell;

applying at least one of a plurality of functions to said data;

generating a first output, wherein the first output is a base LOD visual asset representative of said data and an associated base proxy switch distance as a result of said applying, wherein the base LOD visual asset is stored in association with the base proxy switch distance;

generating a second output, wherein the second output is a first LOD visual asset generated by iteratively reducing a polygon mesh complexity of the base LOD visual asset until a maximum geometric deviation of the first LOD visual asset approaches a predefined threshold value with respect to the base LOD visual asset;

generating a third output, wherein the third output is a first switch distance at which the predefined threshold value, when projected on a display of a first resolution, comprises a predefined number of pixels; and

storing the second output in association with the third output if a difference between the base proxy switch distance and the first switch distance is greater than a predefined threshold distance.

13. The computer readable non-transitory medium of claim 12 , wherein the grid cell further comprises a plurality of static object models represented by their respective LOD visual assets.

14. The computer readable non-transitory medium of claim 12 , wherein the plurality of functions include at least one of remeshing or material baking.

15. The computer readable non-transitory medium of claim 12 , wherein if a difference between the base switch distance and the first switch distance is less than or equal to the predefined threshold distance, then the second output is used to generate a fourth output by iteratively reducing a polygon mesh of the second output.

16. The computer readable non-transitory medium of claim 12 , wherein the predefined threshold value is a maximum distance between vertices in the base LOD visual asset and closest corresponding points on the first LOD visual asset.

17. The computer readable non-transitory medium of claim 12 , wherein the predefined threshold value ranges from 0.001 to 24.0 inches.

18. The computer readable non-transitory medium of claim 12 , wherein the predefined number of pixels ranges from 2.0 to 100.00 pixels.

19. The computer readable non-transitory medium of claim 12 , wherein the predefined threshold distance ranges from 10 to 100 feet in a scale of the multi-player video game.

20. The computer readable non-transitory medium of claim 12 , wherein the steps of receiving input, generating the second output and the third outputs and storing the second output and the third outputs are repeated until at least one of a first condition ora second conditions is satisfied, wherein the first condition corresponds to a size of the first LOD visual asset being determined to be less than or equal to a predefined size, and wherein the second condition corresponds to a predefined maximum number of the plurality of LOD visual assets being generated.

21. The computer readable non-transitory medium of claim 20 , wherein the predefined size ranges from 4.0 to 1000.0 inches, and wherein a predefined maximum number of the plurality of LOD visual assets is 6.

22. The computer readable non-transitory medium of claim 12 , further comprising:

generating one or more graphical user interfaces for receiving user input to modify one or more of the generated plurality of LOD visual assets, wherein a portion of the one or more graphical user interfaces prompt for user inputs related to one or more of auto LOD visual asset generation, LOD visual asset count, a LOD visual asset index at which to start generating the plurality of LOD visual assets, a distance scale, a tri-coverage LOD visual asset threshold, a LOD visual asset blink-out, a reduction percentage, weight settings to modify a number of triangles, edges and/or points, settings to modify geometry, texture coordinate, normal, material ID, object ID, skinning and/or vertex color, or settings to modify a maximum deviation, weld threshold, vertex regularization, surface area and/or normal split tolerance.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Oct 5, 2020
From: RAYMOND, RULON JOSEPH
To: ACTIVISION PUBLISHING, INC.
Reel/Frame 053975/0441 →
Continuity (1)
Related Publication 20220096933A1 · Mar 31, 2022
Cited By (2)
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