IP Library › Granted Patent US 12,134,038
Granted Patent B2
US 12,134,038 · App. 18/366,205 · Granted Nov 5, 2024

Methods and systems for generating proxy 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 12,134,038
App. No.
18/366,205
Granted
Nov 5, 2024
Kind
B2
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 (32)

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

receiving data associated with said portion of the game map;

generating a first LOD visual asset representative of the data and an associated first switch distance;

generating a second LOD visual asset by iteratively reducing a mesh characteristic of the first LOD visual asset until a function of the second LOD visual asset approaches a predefined threshold value;

generating a second switch distance at which the second LOD visual asset, when projected on a display having a first resolution, comprises a predefined number of pixels; and

displaying the second LOD visual asset at the second switch distance only when a difference between the first switch distance and the second switch distance is greater than a predefined distance.

2. The method of claim 1 , wherein the mesh characteristic is a mesh complexity.

3. The method of claim 1 , wherein the function is a maximum geometric deviation.

4. The method of claim 1 , wherein the game map is segmented into a plurality of grid cells and wherein the portion is one grid cell of the plurality of grid cells.

5. The method of claim 4 , wherein the grid cell further comprises a plurality of static object models and wherein each static object model of the plurality of static object models is represented by a LOD visual asset.

6. The method of claim 1 , wherein the first LOD visual asset is generated by applying a function to the data and wherein the function is at least one of remeshing or material baking.

7. The method of claim 1 , wherein, if a difference between the first switch distance and the second switch distance is less than or equal to the predefined threshold distance, then generating a third LOD visual asset by iteratively reducing a mesh of the second LOD visual asset.

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

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

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

11. 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.

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 level of detail (LOD) visual assets in a portion of a game map in a multi-player video game is performed, the plurality of executable programmatic instructions comprising:

receiving data associated with said portion of the game map;

generating a first LOD visual asset representative of the data and an associated first switch distance;

generating a second LOD visual asset by iteratively reducing a mesh characteristic of the first LOD visual asset until a function of the second LOD visual asset approaches a predefined threshold value;

generating a second switch distance at which the second LOD visual asset, when projected on a display having a first resolution, comprises a predefined number of pixels; and

displaying the second LOD visual asset at the second switch distance only when a difference between the first switch distance and the second switch distance is greater than a predefined distance.

13. The computer readable non-transitory medium of claim 12 , wherein the mesh characteristic is a mesh complexity.

14. The computer readable non-transitory medium of claim 12 , wherein the function is a maximum geometric deviation.

15. The computer readable non-transitory medium of claim 12 , wherein the game map is segmented into a plurality of grid cells and wherein the portion is one grid cell of the plurality of grid cells.

16. The computer readable non-transitory medium of claim 15 , wherein the grid cell further comprises a plurality of static object models and wherein each static object model of the plurality of static object models is represented by a LOD visual asset.

17. The computer readable non-transitory medium of claim 12 , wherein the first LOD visual asset is generated by applying a function to the data and wherein the function is at least one of remeshing or material baking.

18. The computer readable non-transitory medium of claim 12 , wherein, if a difference between the first switch distance and the second switch distance is less than or equal to the predefined threshold distance, then generating a third LOD visual asset by iteratively reducing a mesh of the second LOD visual asset.

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

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

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

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

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 7, 2023
From: RAYMOND, RULON JOSEPH
To: ACTIVISION PUBLISHING, INC.
Reel/Frame 064509/0592 →
Continuity (2)
Continuation 17037309 · Sep 29, 2020
Related Publication 20230372817A1 · Nov 23, 2023
Cited By (2)
US 12,370,445 US 12,589,303