# US 2022/0284651 A1 · Dynamic simulation of interaction between water and an object

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- Number: US 2022/0284651 A1
- Document ID: US20220284651A1
- Status: Published application
- Kind: A1
- Application number: 17/195,598
- Filed: 2021-03-08
- Published: 2022-09-08
- Earliest claimed: 2021-03-08
- Assignees: Square Enix Co., Ltd.
- Applicants: Square Enix Ltd.
- Inventors: Konstantin Khitrin
- Web page: https://patentgrep.com/patent/US20220284651A1

## CPC

- G06T 13/60: of natural phenomena, e.g. rain, snow, water or plants
- A63F 13/35: Details of game servers
- A63F 13/57: Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence)
- G06T 2210/21: Collision detection, intersection
- G06T 2210/24: Fluid dynamics
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

A view of a virtual environment that includes a body of fluid is rendered by a method that includes dividing the body of fluid into a plurality of tiles having consistent size and shape and generating a distribution of waves for the plurality of tiles. A reactive region overlaying at least some of the plurality of tiles is defined and an object within the reactive region is identified. The method further includes determining an influence of the object on fluid within the reactive region, simulating motion of the fluid in the reactive region using the determined influence of the object, and rendering a frame of a video sequence including the view of the virtual environment, the view including a visual representation of at least a portion of the body of fluid.

## Claims

### Claim 1

A method for rendering a view of a virtual environment that includes a body of fluid, the method comprising:
dividing the body of fluid into a plurality of tiles having consistent size and shape;
generating a distribution of waves for the plurality of tiles;
defining a reactive region overlaying at least some of the plurality of tiles;
identifying an object within the reactive region;
determining an influence of the object on fluid within the reactive region;
simulating motion of the fluid in the reactive region using the determined influence of the object; and
rendering a frame of a video sequence including the view of the virtual environment, the view including a visual representation of at least a portion of the body of fluid.

### Claim 2 (depends on 1)

The method of claim 1, wherein the distribution of waves is generated using a Joint North Sea Wave Observation Project spectrum.

### Claim 3 (depends on 1)

The method of claim 1, wherein determining the influence of the object on fluid within the reactive region comprises calculating a pressure exerted by the object on the fluid within the reactive region.

### Claim 4 (depends on 3)

The method of claim 3, wherein calculating the pressure exerted by the object on the fluid within the reactive region comprises calculating a ram pressure exerted by the object on the fluid within the reactive region.

### Claim 5 (depends on 3)

The method of claim 3, wherein the distribution of waves is generated in a frequency domain and the pressure is calculated in a spatial domain, and the method further comprises converting the pressure into the frequency domain.

### Claim 6 (depends on 1)

The method of claim 1, wherein simulating motion of the fluid in the reactive region comprises:
determining a disturbance to the fluid in the reactive region caused by the influence of the object; and
propagating the disturbance through the reactive region, wherein the disturbance is damped as it propagates through the reactive region.

### Claim 7 (depends on 1)

The method of claim 1, further comprising determining, based on one or more properties of the object, that the object will interact with the fluid in the reactive region.

### Claim 8 (depends on 1)

The method of claim 1, further comprising:
calculating a force exerted on the object; and
simulating motion of the object using the force exerted by the fluid on the object.

### Claim 9 (depends on 1)

The method of claim 1, further comprising:
identifying a second object having a collision volume that intersects with the body of fluid;
determining that the second object does not influence the fluid within the reactive region;
determining a force exerted by the fluid in the reactive region on the second object; and
simulating motion of the second object using the force exerted by the fluid on the second object.

### Claim 10 (depends on 1)

The method of claim 1, wherein the fluid is water.

### Claim 11

A non-transitory computer-readable medium comprising instructions rendering a view of a virtual environment that includes a body of fluid that, when executed by a computing device, cause the computing device to perform operations comprising:
dividing the body of fluid into a plurality of tiles having consistent size and shape;
generating a distribution of waves for the plurality of tiles;
defining a reactive region overlaying at least some of the plurality of tiles;
identifying an object within the reactive region;
determining an influence of the object on fluid within the reactive region;
simulating motion of the fluid in the reactive region using the determined influence of the object; and
rendering a frame of a video sequence including the view of the virtual environment, the view including a visual representation of at least a portion of the body of fluid.

### Claim 12 (depends on 11)

The non-transitory computer-readable medium of claim 11, wherein determining the influence of the object on fluid within the reactive region comprises calculating a pressure exerted by the object on the fluid within the reactive region.

### Claim 13 (depends on 12)

The non-transitory computer-readable medium of claim 12, wherein calculating the pressure exerted by the object on the fluid within the reactive region comprises calculating a ram pressure exerted by the object on the fluid within the reactive region.

### Claim 14 (depends on 12)

The non-transitory computer-readable medium of claim 12, wherein the distribution of waves is generated in a frequency domain and the pressure is calculated in a spatial domain, and the operations further comprise converting the pressure into the frequency domain.

### Claim 15 (depends on 11)

The non-transitory computer-readable medium of claim 11, wherein simulating motion of the fluid in the reactive region comprises:
determining a disturbance to the fluid in the reactive region caused by the influence of the object; and
propagating the disturbance through the reactive region, wherein the disturbance is damped as it propagates through the reactive region.

### Claim 16 (depends on 11)

The non-transitory computer-readable medium of claim 11, wherein the operations further comprise:
calculating a force exerted on the object; and
simulating motion of the object using the force exerted by the fluid on the object.

### Claim 17 (depends on 11)

The non-transitory computer-readable medium of claim 11, wherein the operations further comprise:
identifying a second object having a collision volume that intersects with the body of fluid;
determining that the second object does not influence the fluid within the reactive region;
determining a force exerted by the fluid in the reactive region on the second object; and
simulating motion of the second object using the force exerted by the fluid on the second object.

### Claim 18

A video sequence depicting a view of a virtual environment that includes a body of fluid, the video sequence comprising at least a subset of frames generated by:
dividing the body of fluid into a plurality of tiles having consistent size and shape;
generating a distribution of waves for the plurality of tiles;
defining a reactive region overlaying at least some of the plurality of tiles;
identifying an object within the reactive region;
determining an influence of the object on fluid within the reactive region;
simulating motion of the fluid in the reactive region using the determined influence of the object; and
rendering a frame of a video sequence including the view of the virtual environment, the view including a visual representation of at least a portion of the body of fluid.

### Claim 19 (depends on 18)

The video sequence of claim 18, wherein determining the influence of the object on fluid within the reactive region comprises calculating a ram pressure exerted by the object on the fluid within the reactive region by the object, and wherein the distribution of waves is generated in a frequency domain and the ram pressure is calculated in a spatial domain.

### Claim 20 (depends on 18)

The video sequence of claim 18, wherein the at least a subset of frames are further generated by:
identifying a second object having a collision volume that intersects with the body of fluid;
determining that the second object does not influence the fluid within the reactive region;
determining a force exerted by the fluid in the reactive region on the second object; and
simulating motion of the second object using the force exerted by the fluid on the second object.
