Patent ID: 9626808
Date: 2017-04-18
CPC Classifications: A63F,G06T

Claim:
1. A method comprising: receiving, by a processing device, a graphical asset associated with a simulated character of a video game, wherein the graphical asset comprises a vertex buffer, the vertex buffer comprising an array of vertex data, wherein the vertex data comprises a vertex position, a normal vector, a deformation map texture coordinate and a vertex color; receiving, by the processing device, a first image and a second image associated with the simulated character, the first image comprising graphical displacement mapping information for a first topology of image deformation for the simulated character and the second image comprising graphical displacement mapping information for a second topology of deformation for the simulated character, wherein the graphical displacement mapping information comprises a maximum displacement in three-dimensional (3D) space that may be applied to a portion of the graphical asset; determining a pixel location in the first image and the second image in view of the deformation map texture coordinate of the vertex data; identifying a first color value at the pixel location of the first image and a second color value at the pixel location of the second image; calculating a total displacement value for the portion of the graphical asset in view of the first color and the second color; wherein calculating the total displacement value comprises: determining a first weight value of the first image and a second weight value of the second image in view of the vertex color; calculating a first displacement value in view of the first color value and the first weight value; calculating a second displacement value in view of the second color value and the second weight value; and combining the first displacement value and the second displacement value; and deforming, by the processing device, the portion of the graphical asset by updating the portion of the graphical asset in view of the total displacement value to change a 3D geometry of the portion of the graphical asset.