# US 11,027,201 B2 · Composing an image

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- Number: US 11,027,201 B2
- Document ID: US11027201B2
- Status: Granted
- Kind: B2
- Application number: 16/724,502
- Filed: 2019-12-23
- Published: 2020-07-30
- Granted: 2021-06-08
- Earliest claimed: 2014-08-13
- Assignees: King.Com Ltd.
- Applicants: King.Com Limited
- Inventors: Juan Antonio Moya; David Picon; Oriol Canudas
- Web page: https://patentgrep.com/patent/US11027201B2

## CPC

- A63F 13/52: involving aspects of the displayed game scene
- A63F 13/332: using wireless networks, e.g. cellular phone networks
- A63F 13/335: using Internet
- A63F 13/47: involving branching, e.g. choosing one of several possible scenarios at a given point in time
- A63F 13/60: Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- G06T 11/10: Texturing; Colouring; Generation of textures or colours (retouching, inpainting or scratch removal G06T5/77)
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL

## Abstract

The invention relates to a computer implemented method for controlling the display of a tile image on a display of the computer device, the method comprising: storing in a computer memory at the computer device, image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image; selecting at random a tile image for display from a plurality of tile images; determining a location of each mask in the set of predefined masks for forming the selected tile image, in the image texture data; and supplying an indication of said location to a shader program executed on the computer device to control the shader program to use the set of predefined masks to form the selected tile image on said display.

## Claims

### Claim 1

A computer implemented method for controlling the display of a computer device to display randomly selected multiple tile images adjacent to each other to form a background image, the method comprising;
storing in a computer memory at the computer device, image texture data, the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image comprising multiple portions, wherein each mask of the set draws the corresponding respective portion of the tile image to be rendered;
selecting at random multiple tile images for display from a plurality of tile images;
for each randomly selected tile image, determining the location where each mask in the set of predefined masks for forming each selected tile image is stored in the image texture data; and
supplying the image texture data and an indication of said location to a shader program executed on the computer device to control the shader program to use the set of predefined masks to form each selected tile image, each predefined mask being used by the shader program to draw the corresponding respective portion of the selected tile image thereby to compose the selected tile image; and
displaying the randomly selected tile images adjacent to each other on the display to form the background image.

### Claim 2 (depends on 1)

The method according to claim 1, wherein each portion comprises a rectangle having a long side and a short side being a vertical height in the image, the rectangles in a tile image defining strata for composing the image.

### Claim 3 (depends on 2)

The method according to claim 2, wherein the method further comprises selecting a vertical scale adjustment parameter at random, and using the vertical scale adjustment parameter to adjust the vertical height of a rectangle onto which the predefined masks are to be mapped by the shader program prior to supply of the rectangle to the shader program, or supplying the vertical scale adjustment parameter to the shader program to adjust the vertical height of a rectangle onto which the predefined masks are to be mapped by the shader program.

### Claim 4 (depends on 1)

The method according to claim 1, wherein the image texture data comprises a plurality of overlay pattern tiles for overlaying over the selected tile image, and the method further comprises:
selecting at random overlay pattern tiles from the plurality of pattern tiles;
determining a location of the selected overlay pattern tiles in the image texture data; and
supplying an indication of said location to the shader program to control the shader program to overlay the selected overlay pattern tiles over the selected tile images on said display.

### Claim 5 (depends on 4)

The method according to claim 4, wherein the method is implemented by computer game code and the pattern tiles are selected from a set of pattern tiles determined based on a user's progression in the computer game.

### Claim 6 (depends on 4)

The method according to claim 4, wherein the selected overlay patterns are defined by colour values in the image texture data, and the method further comprises selecting a shade adjustment parameter at random, and supplying the shade adjustment parameter to the shader program to adjust the colour values of the selected overlay pattern tiles.

### Claim 7 (depends on 4)

The method according to according to claim 4, wherein the overlay pattern tiles are binary images, grayscale images or colour images.

### Claim 8 (depends on 1)

The method according to claim 1, further comprising determining at random that at least one of the tile images is to be flipped horizontally prior to display, and controlling the shader program to flip the tile image prior to display based on said determination.

### Claim 9 (depends on 1)

The method according to claim 1, wherein the image texture data for predefined masks for rendering a portion of the tile image is stored in a respective channel of an image file, wherein each channel stores a plurality of predefined masks for creating that portion of the image, and wherein the set of predefined masks for rendering each tile image comprises a mask from each channel.

### Claim 10 (depends on 9)

The method according to claim 9, wherein, the image texture data comprises a plurality of overlay pattern tiles for overlaying over the selected tile image, and the method further comprises:
selecting at random overlay pattern tiles from the plurality of pattern tiles;
determining a location of the selected overlay pattern tiles in the image texture data; and
supplying an indication of said location to the shader program to control the shader program to overlay the selected overlay pattern tiles over the selected tile images on said display, wherein the plurality of pattern tiles are stored in a further channel of said image file.

### Claim 11 (depends on 1)

The method according to claim 1, wherein the predefined masks are binary images, grayscale images or colour images.

### Claim 12 (depends on 9)

The method of claim 9, wherein the channels are of an image file format structured to hold red, green, blue and alpha colour data and adapted to hold image texture data.

### Claim 13

Non-transitory computer readable media storing computer instructions which when executed on a processor of a computer device cause the following method to be performed:
storing in a computer memory at the computer device, image texture data, the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image comprising multiple portions, wherein each mask of the set determines how the respective portion of the tile image is to be rendered;
selecting at random multiple tile images for display from a plurality of tile images;
determining the location where each mask in the set of predefined masks for forming each selected tile image is stored in the image texture data;
supplying an indication of said location to a shader program executed on the computer device to control the shader program to use the set of predefined masks to form each selected tile image; and
displaying the randomly selected tile images adjacent to each other on a display to form the background image.

### Claim 14

A computer device comprising:
a memory adapted to store image texture data;
a display for displaying tile images of the background image; and
processing components comprising: a central processing unit configured to execute game code to carry out the steps of
storing the image texture data in the memory, the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image comprising multiple portions, wherein each mask of the set determines how the respective portion of the tile image is to be rendered,
selecting at random multiple tile images for display from a plurality of tile images,
determining the location where each mask in the set of predefined masks for forming each selected tile image is stored in the image texture data,
supplying an indication of said location to a shader program to control the shader program to use the set of predefined masks to form each selected tile image, and
displaying the randomly selected tile images adjacent to each other on the display to form the background image; and a graphical processing unit configured to execute the shader program.

### Claim 15 (depends on 14)

The computer device according to claim 14, wherein each portion comprises a rectangle having a long side and a short side being a vertical height in the image, the rectangles in a tile image defining strata for composing the image.

### Claim 16 (depends on 15)

The computer device according to claim 15, wherein the steps further comprise selecting a vertical scale adjustment parameter at random, and using the vertical scale adjustment parameter to adjust the vertical height of a rectangle onto which the predefined masks are to be mapped by the shader program prior to supply of the rectangle to the shader program, or supplying the vertical scale adjustment parameter to the shader program to adjust the vertical height of a rectangle onto which the predefined masks are to be mapped by the shader program.

### Claim 17

A computer device configured to generate and transmit a computer game code package to each of a plurality of user devices, wherein the computer game code package comprises:
computer instructions which when executed on a processor cause the following method to be performed:
storing image texture data in a computer memory at each user device, the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image comprising multiple portions, wherein each mask of the set determines how the respective portion of the tile image is to be rendered;
selecting at random multiple tile images for display from a plurality of tile images;
determining the location where each mask in the set of predefined masks for forming each selected tile image is stored in the image texture data;
supplying an indication of said location to a shader program executed on each user device to control the shader program to use the set of predefined masks to form each selected tile image;
displaying the randomly selected tile images adjacent to each other on the display to form the background image,
the shader program forming part of the game code package and adapted to be executed on each user device and to receive image texture data from the computer program product and to use a set of predefined masks in the image texture data to form a selected tile image on a display of each user device; and
an image file containing the image texture data comprising a plurality of sets of predefined masks, each set of predefined masks for forming a respective tile image.
