CN101309398B - Interactive video and image system capable of detecting collision and method thereof - Google Patents

Interactive video and image system capable of detecting collision and method thereof Download PDF

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Publication number
CN101309398B
CN101309398B CN2007101046341A CN200710104634A CN101309398B CN 101309398 B CN101309398 B CN 101309398B CN 2007101046341 A CN2007101046341 A CN 2007101046341A CN 200710104634 A CN200710104634 A CN 200710104634A CN 101309398 B CN101309398 B CN 101309398B
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China
Prior art keywords
video
video data
engine
data stream
elfin
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Expired - Fee Related
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CN2007101046341A
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CN101309398A (en
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张嘉庆
林建中
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Sunplus mMobile Inc
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Sunplus mMobile Inc
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Abstract

The invention relates to an interactive mode video and a graphic system and a method thereof for detecting collision. A plurality of video data streams are stored in memory equipment, each video data stream comprises a header which is provided with at least a position coordinate field, and the position coordinate field corresponds to at least an object in the video data stream. A video engine is used for broadcasting a first video data stream in the video data streams. A graphic engine is used for receiving elf image data, the receiving elf image data comprise the position coordinate of the elf and receiving the header of the first video data stream, when the position coordinate of the elf is overlapped with the position coordinate of the object of the first video data stream, the graphic engine drives the video engine to select a second video data stream in the memory equipment to broadcast.

Description

But the interactive video of collision detection and graphics system and method
Technical field
The present invention relates to 2-D video and figure field, but relate in particular to a kind of interactive video and graphics system and method for collision detection.
Background technology
In electronic game machine, generally carry out background (background) image and elfin's (sprite) drafting, and be shown on the display screen by graphics engine (graphic engine).This graphics engine is also accepted user's input, handling the elfin on this display screen, and then reaches the effect of interactive game.Because the user is more and more higher for the requirement of video quality, the background image quality that graphics engine is in the past drawn can't satisfy user's demand.
In order to address the above problem, a kind of prior art uses the MPEG4 decoder to play the background video animation, and uses graphics engine to carry out elfin's (sprite) drafting.Yet the color of general video cartoon is essentially yuv format, and video cartoon is by being stored in the frame buffer (frame buffer) in the frame mode after the MPEG4 decoder for decoding, again by in the frame buffer frame being read one by one and play.At this moment, stored frame is a yuv format in the frame buffer, handles or other figure Overlay if frame stored in the frame buffer is carried out OSD, can destroy the playing up (render) method of MPEG4 decoder and can't carry out animation and play.
Can't carry out the OSD processing or the problem of other figure stack in the MPEG4 decoder for solving, prior art uses three-dimensional (3D) game engine to carry out broadcast background film animation, draw the elfin, carry out operations such as background film animation and elfin's stack.Three-dimensional (3D) game engine can provide the visual effect near outdoor scene, uses so it is very suitable for gaming platform.Yet not only price is high for the 3D game engine, learning cycle is long, and simultaneously the game making company making experience that also must have a 3D recreation could be developed 3D smoothly and plays on the 3D game engine.This development company for general 2D video game is very difficult.Hence one can see that, and existing interactive entertainment video and graphics engine and method still have the space of improvement.
Summary of the invention
But the interactive video and graphics system and the method that the purpose of this invention is to provide a kind of collision detection are handled or the problem of other figure Overlay to avoid can't carrying out OSD in existing MPEG4 decoder.
But another object of the present invention provides a kind of interactive video and graphics system and method for collision detection, with 3D game engine and the long problem of learning cycle thereof of avoiding the use cost costliness.
According to characteristic of the present invention, but the present invention proposes a kind of interactive video and graphics system of collision detection, and it comprises memory device, video engine, graphics engine.The a plurality of video data streams of this storage device stored, each this video data stream comprises header, and this header has at least one position coordinates field, and this at least one position coordinates field is corresponding at least one object in this video data stream; This video engine is coupled to this memory device, in order to play first video data stream of these a plurality of video data streams; This graphics engine receives elfin's view data, this elfin's view data comprises this elvish position coordinates, this graphics engine is coupled to this memory device and this video engine, to receive the header of this first video data stream, when the position coordinates of at least one object of this elvish position coordinates and this first video data stream was overlapping, this graphics engine drove this video engine with by selecting second video data stream in this memory device and playing.
According to another characteristic of the present invention, the present invention propose a kind of can be in interactive video and graphics system the method for collision detection, this video and graphics system have video engine and graphics engine, this graphics engine receives elfin's view data, this elfin's view data comprises this elvish position coordinates, this video engine receives the video data stream in a plurality of video data streams, this video data stream comprises header, this header has at least one position coordinates field, this at least one position coordinates field is at least one object in should video data stream, and this method comprises the following step: (A) this graphics engine and this video engine are play the elfin's view data and first video data stream respectively; (B) this graphics engine receives the header of this first video data stream; (C) judge that this graphics engine drives this video engine and selects the also broadcast of second video data stream when the position coordinates of at least one object of this elvish position coordinates and this first video data stream is overlapping when this graphics engine.
Description of drawings
But Fig. 1 is the interactive video of collision detection as described in the present invention and the block diagram of graphics system.
Fig. 2 is the schematic diagram of video data stream among the present invention.
Fig. 3 is the schematic diagram of elfin's image document among the present invention.
Fig. 4 is that the image of elvish image and at least one object 230 among the present invention produces the schematic diagram of collision.
Fig. 5 is the flow chart of the method for collision detection in interactive video and the graphics system as described in the present invention.
The primary clustering symbol description
Memory device 110 video engine 120
Graphics engine 140 YUV to RGB conversion equipments 130
First video data stream, 111 second video data streams 112
The 3rd video data stream 112 elfin's view data 143
First frame buffer, 141 second frame buffers 142
Header 210 data 220
Object 230 position coordinates fields 211
Foresight 144
Embodiment
But Fig. 1 is the interactive video of collision detection as described in the present invention and the block diagram of graphics system, and it comprises memory device 110, video engine 120, graphics engine 140, reaches YUV to RGB conversion equipment 130.
This memory device 110 stores a plurality of video data streams, and in the present embodiment, this memory device 110 has stored first video data stream 111, second video data stream 112 and the 3rd video data stream 113.As shown in Figure 2, each video data stream is made up of header 210 and data 220.This header 210 has at least one position coordinates field 211,211 pairs of this at least one position coordinates fields at least one object 230 in should video data stream.In the present embodiment, this at least one object 230 for example can be aircraft.This at least one object 230 is represented the upper left corner of the rectangle of these position coordinates field 211 these at least one objects 230 of record and the coordinate position in the lower right corner with rectangle.These data 220 are video datas of compression, and its compressed format for example can be MPEG1, MPEG2, MPEG4 or H.263.
This memory device 110 can be dynamic random access memory.It can be asynchronous dynamical random access memory or Synchronous Dynamic Random Access Memory.When this memory device 110 was the double-speed Synchronous Dynamic Random Access Memory, it for example can be DDR-I, DDR-II, DDR-333 or DDR-400.
This video engine 120 is coupled to this memory device 110, to play first video data stream 111 of these a plurality of video data streams.Since existing MPEG or H.263 the flow through signal that the back produced that decompresses of the video data of form be yuv format, so this video engine 120 is to play the video data stream that is produced after this a plurality of decompression with yuv format.
This YUV to RGB conversion equipment 130 is coupled to this video engine 120 and this graphics engine 140, becomes the data of rgb format with the data transaction with the yuv format of this video engine 120 outputs, thereby is play by this graphics engine 140.
This graphics engine 140 is coupled to this memory device 110 and this YUV to RGB conversion equipment 130.This graphics engine 140 has first frame buffer (frame buffer), 141 and second frame buffer 142.The data that this first frame buffer 141 is exported in order to temporary this YUV to RGB conversion equipment 130.
This graphics engine 140 receives elfin's view data 143, and this elfin's view data 143 is rgb format and the position coordinates that comprises this elfin's image.As shown in Figure 3, in the present embodiment, this elfin's image is a cross foresight 144, and this elfin picture position coordinate can be in the center of this foresight 144, be expressed as this moment (x3, y3).The also available rectangle of this elfin picture position coordinate represents, this elfin picture position coordinate then write down the rectangle of this elfin's image the upper left corner (x4, y4) and the lower right corner (x5, coordinate position y5).
This second frame buffer 142 is in order to temporary elvish view data 143.This graphics engine 140 is carried out alpha blended (alpha blending) with the data of the data of this first frame buffer 141 and this second frame buffer 142 and is handled, and superposes and exports with first video data stream 111 with this elfin's image and 120 outputs of this video engine.
This graphics engine 140 is coupled to this memory device 110 and by the header 210 that reads this first video data stream 111 in this memory device 110.This graphics engine can judge whether the position coordinates 211 of at least one object 230 of this elvish position coordinates and this first video data stream 111 is overlapping by x1≤x3≤x2 and y1≤y3≤y2 two discriminants.As shown in Figure 4, when the position coordinates 211 of at least one object 230 of this elvish position coordinates and this first video data stream 111 is overlapping, this graphics engine 140 judges that the image of this elvish image and this at least one object 230 produces collision, and this graphics engine 140 drives this video engine 120 and selects second video data stream 112 also to play from this memory device 110.Wherein, second video data stream 112 for example can be the video data stream of an air crash.
When the position coordinates 211 of at least one object 230 of this elvish position coordinates and first video data stream 111 is not overlapping, this this first video data stream 111 of video engine 120 sustainable broadcasts, or through behind the predetermined time interval, this graphics engine 140 drives this video engine 120 to select the 3rd video data stream 113 and play from this memory device 110.Wherein, the 3rd video data stream 113 can be the video data stream of an aircraft follow-on mission.
Fig. 5 is the flow chart of collision checking method in interactive video and the graphics system as described in the present invention.As mentioned above, this video and graphics system have video engine 120 and graphics engine 140, this graphics engine 140 receives elfin's view data 143, this elfin's view data 143 comprises this elvish position coordinates, this video engine 120 receives first video data stream 111 of a plurality of video data streams, this video data stream 111 comprises header 210, this header 210 has at least one position coordinates field 211, and this at least one position coordinates field 211 is corresponding at least one object 230 in this first video data stream 111.At first, in step S510, this graphics engine 140 and this video engine 120 are play elfin's view data 142 and this first video data stream 111 respectively.
In step S520, this graphics engine 140 receives the header 210 of this first video data stream.
In step S530, judge whether the position coordinates of at least one object 230 of this elvish position coordinates and this first video data stream 111 is overlapping.
When this graphics engine 140 is judged when the position coordinates of at least one object 230 of this elvish position coordinates and this first video data stream 111 is overlapping, the image of representing this elvish image and this at least one object 230 produces collision, and this graphics engine 140 drives this video engine 120 and selects second video data stream 112 and play (step S540).
When this graphics engine 140 judges that the position coordinates of at least one object 230 of these elvish position coordinateses and this first video data stream 111 is not overlapping, the image of representing this elvish image and this at least one object 230 does not produce collision, this graphics engine 140 drives this this first video data stream 111 of video engine 120 sustainable broadcasts, or, select the 3rd video data stream and play (step S550) through behind the predetermined time interval.
By as can be known aforementioned, the present invention can be applicable to the collision detection of the object in video plane and the graphics plane.This video plane is to be driven by this video engine 120, and graphics plane is to be driven by this graphics engine 140.Application of the present invention comprises and for example can be film caption menu, film interactive advertisement, OK a karaoke club ok choosing song etc.
As shown in the above description, the processing that the present invention can superpose video data stream (video stream) and image (graphic), thereby provide the visual effect abundanter more than existing game picture, whether overlapping by the position coordinates that detects elvish position coordinates and at least one object 230 simultaneously, carrying out collision detection, and reach interaction effect.Can avoid simultaneously the 3D game engine and the long problem of 3D game engine learning cycle of use cost costliness.
The foregoing description is only given an example for convenience of description, and the interest field that the present invention advocated should be as the criterion so that claim is described, but not only limits to the foregoing description.

Claims (13)

  1. But 1. the interactive video of a collision detection and graphics system, it comprises:
    Memory device, it stores a plurality of video data streams, and this each video data stream comprises header, and this header has at least one field to the position coordinates of the object in should video data stream;
    Video engine, it is coupled to this memory device, in order to play first video data stream in these a plurality of video data streams;
    Graphics engine, receive elfin's view data, this elfin's view data and this first video data stream superpose and export, this elfin's view data comprises elfin's position coordinates, this graphics engine is coupled to this memory device and this video engine, to receive the header of this first video data stream, when the position coordinates of at least one object of this elfin's position coordinates and this first video data stream was overlapping, this graphics engine drove this video engine to select second video data stream and play from this memory device.
  2. 2. system according to claim 1, wherein, when the position coordinates of at least one object of this elfin's position coordinates and first video data stream does not have when overlapping, this graphics engine drives this video engine and continues to play this first video data stream, or, from this memory device, select the 3rd video data stream and broadcast through behind the predetermined time interval.
  3. 3. system according to claim 2, wherein, this video engine is play these a plurality of video data streams with yuv format.
  4. 4. system according to claim 3, wherein, this graphics engine is play with rgb format.
  5. 5. system according to claim 4, it also comprises:
    YUV to RGB conversion equipment, it is coupled to this video engine and this graphics engine, converts rgb format with the data with this video engine output to by yuv format, and then is play by this graphics engine.
  6. 6. system according to claim 5, wherein, this graphics engine has first frame buffer, the data that this first frame buffer is exported in order to temporary this YUV to RGB conversion equipment.
  7. 7. system according to claim 6, wherein, this graphics engine has second frame buffer, and this second frame buffer is in order to temporary this elvish view data.
  8. 8. system according to claim 7, wherein, this graphics engine is carried out the alpha blended processing with the data of this first frame buffer and the data of this second frame buffer.
  9. 9. method that is applied to the collision detection of interactive video and graphics system, this video and graphics system have video engine and graphics engine, this graphics engine receives elfin's view data, this elfin's view data comprises elfin's position coordinates, this video engine receives the video data stream in a plurality of video data streams, this video data stream comprises header, and this header has at least one position coordinates field corresponding to the object in this video data stream, and this method comprises the following step:
    (A) this graphics engine and this video engine are play the elfin's view data and first video data stream respectively, and wherein, this first video data stream and this elfin's view data superpose and export;
    (B) this graphics engine receives the header of this first video data stream; And
    (C) judge that when this graphics engine this graphics engine drives this video engine and selects second video data stream and broadcast when the position coordinates of at least one object in this elfin's position coordinates and this first video data stream is overlapping.
  10. 10. method according to claim 9, it more comprises the following step:
    (D) when this graphics engine judges that the position coordinates of at least one object of this elfin's position coordinates and this first video data stream is not overlapping, this graphics engine drives this video engine and continues to play this first video data stream, or, select the 3rd video data stream and broadcast through behind the predetermined time interval.
  11. 11. method according to claim 9, wherein, this video engine flows with the yuv format playing video data.
  12. 12. method according to claim 11, wherein, this graphics engine is play with rgb format.
  13. 13. according to claim 12 a described method, it more comprises the following step:
    YUV to RGB switch process converts aforementioned rgb format with the data with this video engine output to by aforementioned yuv format, and then is play by this graphics engine.
CN2007101046341A 2007-05-18 2007-05-18 Interactive video and image system capable of detecting collision and method thereof Expired - Fee Related CN101309398B (en)

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Application Number Priority Date Filing Date Title
CN2007101046341A CN101309398B (en) 2007-05-18 2007-05-18 Interactive video and image system capable of detecting collision and method thereof

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Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4930074A (en) * 1986-10-15 1990-05-29 Atari Games Corporation Multiple stamp motion objects in a video game system
CN1044885A (en) * 1989-02-10 1990-08-22 普泽股份有限公司 Computerized image-processing circuit
US5513307A (en) * 1992-11-20 1996-04-30 Sega Of America, Inc. Video game with switchable collision graphics
US6326963B1 (en) * 1998-01-22 2001-12-04 Nintendo Co., Ltd. Method and apparatus for efficient animation and collision detection using local coordinate systems
CN1862453A (en) * 2005-05-11 2006-11-15 凌阳科技股份有限公司 Interactive image game system

Patent Citations (5)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
US4930074A (en) * 1986-10-15 1990-05-29 Atari Games Corporation Multiple stamp motion objects in a video game system
CN1044885A (en) * 1989-02-10 1990-08-22 普泽股份有限公司 Computerized image-processing circuit
US5513307A (en) * 1992-11-20 1996-04-30 Sega Of America, Inc. Video game with switchable collision graphics
US6326963B1 (en) * 1998-01-22 2001-12-04 Nintendo Co., Ltd. Method and apparatus for efficient animation and collision detection using local coordinate systems
CN1862453A (en) * 2005-05-11 2006-11-15 凌阳科技股份有限公司 Interactive image game system

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