FR2838846A1 - Real time 3D image generation system uses detailed projected two dimensional image on solid model with moving parts having erased relief - Google Patents

Real time 3D image generation system uses detailed projected two dimensional image on solid model with moving parts having erased relief Download PDF

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Publication number
FR2838846A1
FR2838846A1 FR0205018A FR0205018A FR2838846A1 FR 2838846 A1 FR2838846 A1 FR 2838846A1 FR 0205018 A FR0205018 A FR 0205018A FR 0205018 A FR0205018 A FR 0205018A FR 2838846 A1 FR2838846 A1 FR 2838846A1
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dimensional
subject
image
scene
model
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DELPHINE SOFTWARE INTERNAT
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DELPHINE SOFTWARE INTERNAT
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/04Texture mapping

Abstract

A real time 3D image generation system obtains a two dimensional synthesised or photographic video image of a subject from an observation point and projects (26) it from the viewpoint (23) with a simplified texture onto a three dimensional model (20) of the subject shape with erased relief around the lips (25) which can move in the 3D model. Includes an Independent claim for a video game using the technique.

Description

audit au moins un appareil de passation de commande a distance.audit at least one remote control device.

La presente invention concerne un procede de generation en temps reel d'images tridimensionnelles dans un jeu video interactif, ainsi qu'un jeu video interactif mettant en  The present invention relates to a method for real-time generation of three-dimensional images in an interactive video game, as well as an interactive video game using

ceuvre ce procede.this process works.

De fa,con plus precise, I'invention concerne le domaine des jeux videos interactifs en trots dimensions, c'est-a-dire des jeux dans lesquels des objets ou des personnages  More specifically, the invention relates to the field of interactive trot-dimensional video games, that is to say games in which objects or characters

tridimensionnels animes evoluent dans un decor tridimensionnel.  animated three-dimensional evolve in a three-dimensional decor.

II convient de rappeler tout d'abord que dans le domaine des jeux videos interactifs,  It should first of all be recalled that in the field of interactive video games,

une difficulte technique provient de la necessite d'effectuer des calculs en temps reel.  a technical difficulty arises from the need to perform calculations in real time.

Cette contrainte resulte du fait que l'utilisateur d'un jeu doit disposer d'une certaine liberte de choix quant au deroulement du jeu. II n'est done pas possible, sauf cas exceptionnels, d'enregistrer a l'avance des sequences precalculees pour lesquelles d'importants moyens  This constraint results from the fact that the user of a game must have a certain freedom of choice as for the progress of the game. It is therefore not possible, except in exceptional cases, to record precalculated sequences in advance for which significant resources

de calculs auraient ete utilises de maniere differee.  calculations would have been used differently.

Dans la suite de la description, on appellera quiet tout objet ou personnage devant  In the following description, we will call quiet any object or character before

etre visualise dans un jeu.to be viewed in a game.

Les jeux videos ont toujours evolue dans le sens d'un accroissement de leur complexite. Les premieres ameliorations avaient consiste a representer en trots  Video games have always evolved in the direction of an increase in their complexity. The first improvements had consisted in representing in trots

dimensions des sujets qui, au depart, ntavaient qu'une representation bidimensionnelle.  dimensions of the subjects which, at the beginning, had only a two-dimensional representation.

Ceci avait requis la mise en ceuvre de moyens de calcul importants et n'avait ete possible que lorsque les calculateurs accessibles au grand public, sous forme d'ordinateurs  This had required the implementation of significant computing resources and was only possible when the computers accessible to the general public, in the form of computers

personnels ou de consoles de jeu, avaient atteint un niveau de puissance suffisant.  personal or game consoles, had reached a sufficient level of power.

Mais encore aujourd'hui, I'evolution des capacites de calcul est insuffisante pour que des formes tridimensionnelles complexes et finement detaillees puissent etre traitees en  But even today, the evolution of computing capacities is insufficient for complex and finely detailed three-dimensional shapes to be processed in

temps reel dans le cadre d'un jeu video interactif.  real time as part of an interactive video game.

En particulier, la texture des pieces, c'est-a-dire leur aspect visuel, qui depend de la matiere dont elles vent constituees, de leur couleur, des conditions d'eclairage et  In particular, the texture of the pieces, that is to say their visual appearance, which depends on the material of which they are made, their color, the lighting conditions and

d'observation, est souvent extremement simplifiee.  of observation, is often extremely simplified.

La raison d'une telle simplification est la suivante.  The reason for such simplification is as follows.

Les calculs qui doivent etre executes pour afficher une image tridimensionnelle d'un sujet appartiennent a deux categories, a savoir d'une part les calculs dits "geometriques", qui traitent la forme tridimensionnelle du sujet et determinant ses parties visibles par rapport au point d'observation a partir duquel il est visualise, en tenant compte d'eventuels autres quiets tridimensionnels environnants qui peuvent le masquer partiellement ou totalement, et d'autre part les calculs dits "d'integration de texture" qui, partant d'une texture de base appliquee a chaque facette du modele tridimensionnel, determinant les nuances a appliquer a chaque point visible de cette facette, pour lui conferer son aspect  The calculations which must be executed to display a three-dimensional image of a subject belong to two categories, namely on the one hand the so-called "geometric" calculations, which treat the three-dimensional shape of the subject and determine its visible parts relative to the point d observation from which it is viewed, taking into account any other surrounding three-dimensional quiets which may mask it partially or completely, and on the other hand the so-called "texture integration" calculations which, starting from a texture of base applied to each facet of the three-dimensional model, determining the nuances to be applied to each visible point of this facet, to give it its appearance

le plus realiste possible.as realistic as possible.

-2 Pour approcher un realisme acceptable, ces calculs doivent etre tres pousses et  -2 To approach an acceptable realism, these calculations must be very thorough and

s'averent en consequence enormement consommateurs de ressources informatiques.  consequently turn out to be enormously consumers of computer resources.

De ce fait, pour la plupart des jeux videos, les perspectives d'amelioration de ce realisme vent etroitement liees a ['evolution des ordinateurs et des consoles de jeux sur lesquels ils vent executes. La presente invention vise a proposer une solution simple et economique permettant d'obtenir un rendu visuel des sujets tres proche d'un rendu photographique ou cinematographique, et ce sans recourir a des moyens de calculs particulierement puissants. En d'autres termes, I'invention permet, sur des calculateurs actuellement disponibles pour le grand public, d'executer des jeux videos tridimensionnels interactifs dans lesquels les personnages, les objets animes et les decors vent representes en trots dimensions et  As a result, for most video games, the prospects for improving this realism are closely linked to the evolution of computers and game consoles on which they run. The present invention aims to provide a simple and economical solution for obtaining a visual rendering of subjects very close to a photographic or cinematographic rendering, and without resorting to particularly powerful means of calculation. In other words, the invention makes it possible, on computers currently available to the general public, to execute interactive three-dimensional video games in which the characters, animated objects and decors are represented in three-dimensional and

possedent un aspect visuel tres realiste.  have a very realistic visual aspect.

La presente invention a pour objet un procede de generation en temps reel d'images tridimensionnelles d'un sujet dans un jeu video interactif, caracterise en ce qu'il comprend les etapes suivantes: - obtention d'une representation bidimensionnelle du sujet vu d'un point d'observation initial, - creation d'un modele tridimensionnel de la forme du sujet, projection de la representation bidimensionnelle du sujet sur le modele tridimensionnel a partir d'un point de projection concidant sensiblement avec  The subject of the present invention is a method of real-time generation of three-dimensional images of a subject in an interactive video game, characterized in that it comprises the following stages: - obtaining a two-dimensional representation of the subject seen from an initial observation point, - creation of a three-dimensional model of the subject's shape, projection of the two-dimensional representation of the subject on the three-dimensional model from a projection point substantially coinciding with

['emplacement du point d'observation initial.  ['location of the initial observation point.

En d'autres termes, le procede selon ['invention consiste, a la difference des procedes connus, a remplacer les calculs d'integration de texture par un placage d'une image preparee a 1'avance du sujet, directement sur le modele tridimensionnel de la forme  In other words, the method according to the invention consists, in contrast to the known methods, in replacing the texture integration calculations by placing a picture prepared in advance of the subject, directly on the three-dimensional model. of shape

du quiet.quiet.

Les inventeurs a la base de la presente invention ont constate, contre toute attente, que le realisme des images utilisees prevaut sur le detail des volumes. De ce fait, en plaquant des images tres definies et tres detaillees sur des volumes simplex, on donne  The inventors on the basis of the present invention have found, against all expectations, that the realism of the images used prevails over the detail of the volumes. Therefore, by plating very defined and very detailed images on simplex volumes, we give

I'impression au joueur qu'il evolue dans des volumes complexes et detailles.  The impression that the player evolves in complex and detailed volumes.

L'effet obtenu peut en particulier etre utilise pour reduire la definition tridimensionnelle des quiets, ce qui revient paradoxalement a requerir moins de puissance  The effect obtained can in particular be used to reduce the three-dimensional definition of quiets, which paradoxically amounts to requiring less power

de calcul de la part des ordinateurs et consoles servant a ['execution du jeu.  of calculation on the part of the computers and consoles used for the execution of the game.

Ainsi, le procede selon ['invention a non seulement pour effet de procurer un rendu visuel tres realiste mais egalement de permettre la rehabilitation de calculateurs de  Thus, the method according to the invention not only has the effect of providing a very realistic visual rendering but also of enabling the rehabilitation of

puissance moyenne.average power.

-3 Grace a ['invention, on peut visualiser ['objet en trots dimensions, faire varier ['orientation et la largeur du champ de visualisation, ajouter tous les effete de volume souhaites, le tout en beneficiant de la profondeur de ['image procuree par le modele tridimensionnel. On peut par exemple recadrer le sujet ou une partie du sujet, ou encore deplacer le champ de vision sur ['ensemble de ['image. Des mouvements de camera tels que des panoramiques, des inclinaisons, des zooms ou de legers mouvements de translation peuvent egalement etre effectues. Dans chaque cas, I'image obtenue resulte de la projection de la representation bidimensionnelle  -3 Thanks to the invention, one can visualize the object in three dimensions, vary the orientation and the width of the visualization field, add all the volume effects desired, all while benefiting from the depth of the image. provided by the three-dimensional model. For example, you can crop the subject or part of the subject, or even move the field of view to the entire image. Camera movements such as panning, tilting, zooming or slight translational movements can also be performed. In each case, the image obtained results from the projection of the two-dimensional representation

sur le modele tridimensionnel calcule.  on the three-dimensional model calculated.

Dans un mode de mise en ceuvre prefere de ['invention, on applique a ['image bidimensionnelle projetee un calcul simplifie d'integration de texture qui vise uniquement a redefinir les eclairages et eventuellement a ajouter des effete speciaux a la texture  In a preferred embodiment of the invention, a simplified texture integration calculation is applied to the projected two-dimensional image which aims only to redefine the lighting and possibly to add special effects to the texture.

plaquee sur le modele.plate on the model.

On utilise alors le fait que le sujet possede un volume, par exemple pour calculer des ombres projetees ou des reflets, et l'on obtient un aspect visuel qui ne peut etre  We then use the fact that the subject has a volume, for example to calculate projected shadows or reflections, and we obtain a visual aspect which cannot be

obtenu avec une representation bidimensionnelle du sujet.  obtained with a two-dimensional representation of the subject.

Dans l' hypothese ou le sujet n'est visual ise q u'a partir d'u n point co ncidant avec le point d'observation initial, ou situe dans le voisinage immediat de ce point, aucun complement de definition de texture n'est necessaire et la projection de ['image bidimensionnelle sur le modele tridimensionnel du sujet suffit a definir integralement  In the hypothesis where the subject is visualized only from a point coinciding with the initial observation point, or located in the immediate vicinity of this point, no further definition of texture can be found. is necessary and the projection of the two-dimensional image on the three-dimensional model of the subject is sufficient to fully define

['image a afficher en temps reel.['image to display in real time.

Avec cette technique, on peut par exemple realiser le decor diune scene dont tous les plans auront ete prealablement determines. A cet effet, on identifie d'abord les sujets composant la scene, c'est-a-dire les elements qui doivent etre traites separement lors du calcul geometrique, et on modelise chacun de ces sujets en volume tridimensionnel. On capture ensuite une ou plusieurs images de la scene suivant tous les plans de visualisation determines a l'avance, c'est-a-dire depuis un ou plusieurs points de visualisation initiaux predetermines, on reconstitue le modele tridimensionnel global de la scene en combinant tous les modeles tridimensionnels de tous les elements composant la scene, pcis, lors de la generation de ['image de la scene vue depuis un des points de visualisation, on projette globalement ['image precedemment capturee a partir de ce point sur la partie du modele tridimensionnel global visible depuis ce meme point, ce qui fournit  With this technique, one can for example carry out the decor of a scene of which all the plans will have been previously determined. To this end, we first identify the subjects making up the scene, that is to say the elements which must be treated separately during the geometric calculation, and we model each of these subjects in three-dimensional volume. We then capture one or more images of the scene according to all the visualization plans determined in advance, that is to say from one or more predetermined initial viewing points, we reconstitute the global three-dimensional model of the scene by combining all the three-dimensional models of all the elements making up the scene, pcis, during the generation of the image of the scene seen from one of the viewing points, the image previously captured from this point is generally projected onto the part of the global three-dimensional model visible from this same point, which provides

la texture de chacun des elements presents sur la scene.  the texture of each of the elements present on the scene.

Pour un sujet devant etre visualise au cours du jeu depuis differents points d'observation eloignes les uns des autres, ie procede selon ['invention consiste, dans un mode mise en ceuvre particulier, a combiner la technique decrite ci-dessus de projection -4 de la representation bidimensionnelle du sujet avec une technique plus traditionnelle de calcul d'integration de texture. De maniere plus precise, une partie du sujet est texturee selon ['invention par placage d'une representation bidimensionnelle du sujet vu a partir du point d'observation initial et le reste du sujet est texture par une technique de synthese tridimensionnelle traditionnelle, de preference avec une definition reduite. Par exemple, pour un meuble comportant une marqueterie en fa, cade, on peut modeliser le meuble par un parallelepipede a six faces, dont cinq faces depourvues de marqueterie vent simulees par calcul d'integration de texture et dont la sixieme face re,coit  For a subject to be viewed during the game from different observation points distant from each other, ie the method according to the invention consists, in a particular implementation mode, in combining the technique described above of projection -4 of the two-dimensional representation of the subject with a more traditional technique of texture integration calculation. More precisely, part of the subject is textured according to the invention by placing a two-dimensional representation of the subject seen from the initial observation point and the rest of the subject is textured by a traditional three-dimensional synthesis technique, preferably with a reduced definition. For example, for a piece of furniture with inlaid in fa, cade, one can model the piece of furniture by a parallelepiped with six faces, of which five sides without of inlay wind simulated by calculation of texture integration and whose sixth face re

une projection d'une photographic de la face marquetee du mouble reel.  a projection of a photograph of the inlaid side of the real furniture.

Ce meuble peut ensuite etre visualise depuis n'importe quel point d'observation,  This piece of furniture can then be viewed from any observation point,

meme eloigne du point d'observation initial.  even away from the original observation point.

On comprend que le procede selon ['invention permet deconomiser, tent lors de la phase de creation du jeu que pendant son deroulement, de nombreuses heures de modelisation et de calcul necessaires a ia reconstitution de la face riche en details du  We understand that the method according to the invention allows to save, tent during the phase of creation of the game that during its progress, many hours of modeling and calculation necessary for ia reconstruction of the face rich in details of the

1 5 meuble.1 5 furniture.

11 convient de noter qu'il n'est pas necessaire, selon 1'invention, que la photographic de la face detaillee du meuble soit capturee individuellement. Wile peut provenir d'une  It should be noted that it is not necessary, according to the invention, that the photograph of the detailed face of the piece of furniture be captured individually. Wile can come from a

prise de vue globale incorporant differents elements du decor.  global shot incorporating different elements of the decor.

Une des originalites du procede selon ['invention est que seules les images tridimensionnelles reellement visualisees au cours du jeu peuvent effectivement etre generees pour construire le jeu, a la difference des solutions de synthese traditionnelles qui permettent une generation de toutes les images possibles, vues de n'importe quel point d'observation. Cette approche inhabituelle de la construction d'un jou video va a l'encontre des pratiques courantes de i'homme du metier, specialiste de la conception et  One of the original features of the method according to the invention is that only the three-dimensional images actually viewed during the game can actually be generated to build the game, unlike traditional synthesis solutions which allow generation of all the possible images, viewed from any observation point. This unusual approach to building a video game goes against the common practices of a person skilled in the art, a design specialist and

de la realisation de jeux video.of the realization of video games.

Dans un mode de mise en oeuvre particulier de ['invention, la representation bidimensionnelle du sujet consiste non pas en une unique image fixe mais en une  In a particular embodiment of the invention, the two-dimensional representation of the subject consists not of a single fixed image but of a

succession d'images, egalement designee sequence video.  succession of images, also designated video sequence.

Dans ce cas, la projection de la representation bidimensionnelle du sujet sur son modele tridimensionnel sert non seulement a fournir les nombreux details visuels du sujet  In this case, the projection of the two-dimensional representation of the subject on his three-dimensional model serves not only to provide the many visual details of the subject

mais egalement a l'animer avec un realisme tres pousse.  but also to animate it with a very strong realism.

Dans une variante particulierement avantageuse, le modele tridimensionnel du sujet comporte une partie mobile dont les mouvements vent calcules lors de la phase de calcul geometrique. La mise en mouvement de cette partie mobile ne necessite pas de calculs tres importants car, comme cela vient d'etre explique, le realisme des images projetees prevaut sur le detail des volumes. Par consequent, moyennant une animation simple du volume tridimensionnel sur lequel on plaque ['image, on ameliore encore le rendu visuel,  In a particularly advantageous variant, the subject's three-dimensional model includes a mobile part whose wind movements are calculated during the geometric calculation phase. The setting in motion of this mobile part does not require very important calculations because, as has just been explained, the realism of the projected images prevails over the detail of the volumes. Consequently, by means of a simple animation of the three-dimensional volume on which the image is placed, the visual rendering is further improved,

sans pour autant surcharger le calculateur.  without overloading the computer.

Cette variante se revere particulierement interessante pour animer le visage d'un personnage. Dans ce cas, la tete du personnage modelisee en trots dimensions comprend une partie correspondent au menton qui est rendue mobile entre une position bouche ouverte et une position bouche fermee. Le visage, menton mobile compris, est la partie du modele tridimensionnel sur laquelle on projette une sequence video montrant la face animee du personnage et le reste de la tete re,coit, suivant les cas, un texturage  This variant is particularly interesting to animate the face of a character. In this case, the head of the character modeled in three-dimensional form includes a part corresponding to the chin which is made movable between an open mouth position and a closed mouth position. The face, mobile chin included, is the part of the three-dimensional model on which we project a video sequence showing the animated face of the character and the rest of the head, costing, depending on the case, a texturing

synthetique ou un texturage projete tire d'une image fixe a 360 degree.  synthetic or projected texturing taken from a 360 degree still image.

La sequence video plaquee fournit la texture de la face du personnage, menton compris, ce qui donne ['impression au joueur que l'integralite du visage, c'est-a-dire les paupieres, les levres, les yeux, les differents muscles du visage, est mobile alors qu'en  The attached video sequence provides the texture of the character's face, chin included, which gives the player the impression that the entire face, i.e. the eyelids, the lips, the eyes, the different muscles of the face, is mobile while in

realite seul le menton bouge en rythme avec la machoire.  reality only the chin moves in rhythm with the jaw.

On peut ainsi restituer le realisme et la subtilite du jeu d'un acteur dont le visage a ete filme, avec toute la palette d'emotions pouvant etre exprimees par un visage humain, et ce sur des consoles de jeu du type de celles actuellement disponibles sur le marche ou  We can thus restore the realism and subtlety of the game of an actor whose face has been filmed, with all the palette of emotions that can be expressed by a human face, and this on game consoles of the type currently available on the market or

sur des ordinateurs dont le pare est deja installe.  on computers whose shield is already installed.

Dans le cas particulier d'un visage de personnage, il est avantageux, selon I'invention, de modeliser le volume du visage en gommant les levres et les commissures de fa,con a eliminer tous les reliefs autour des levres. De cette maniere, la sequence video peut recreer des impressions de volume sur une surface lisse et prendre le pas sur ie volume reel, en donnant ['impression qu'il existe des reliefs mobiles autour des levres. De plus, on peut ainsi recalculer la lumiere du visage en fonction de sources d'eclairage variables sans generer d'ombres qui interfereraient avec les images projetees et  In the particular case of a character's face, it is advantageous, according to the invention, to model the volume of the face by erasing the lips and the commissures so as to eliminate all the reliefs around the lips. In this way, the video sequence can recreate impressions of volume on a smooth surface and take precedence over real volume, giving the impression that there are moving reliefs around the lips. In addition, it is thus possible to recalculate the light of the face as a function of variable lighting sources without generating shadows which would interfere with the projected images and

reveleraient les details fixes de la geometric du visage.  would reveal the fixed details of the facial geometric.

L'invention trouve un interet particulier lorsqu'il s'agit de faire parler un personnage, car meme en renonc,ant a animer les traits du visage, simplement la synchronisation de ses levres avec une voix enregistree necessiterait en synthese tridimensionnelle des  The invention finds a particular interest when it is a question of making a character speak, because even in renouncement, ant to animate the facial features, simply the synchronization of its lips with a recorded voice would require in three-dimensional synthesis of

calculs inaccessibles a des calculateurs standards pour un niveau de realisme equivalent.  calculations inaccessible to standard computers for an equivalent level of realism.

De preference, pour integrer la sequence video projetee a la texture du reste du modele, ctest-a-dire aux parties a texture fixe du modele, on realise un fondu d'images a  Preferably, to integrate the projected video sequence with the texture of the rest of the model, that is to say to the fixed texture parts of the model, we fade in images at

la peripherie des images de la sequence video.  the periphery of the images in the video sequence.

Dans un mode de mise en ceuvre particulier de ['invention, on projette simultanement plusieurs sequences video distinctes sur des parties adjacentes du modele tridimensionnel. -6 Par exemple, pour creer des expressions faciales nouvelles, on combine ensemble une moitie superieure et une moitie inferieure d'un visage, ce qui peut etre utile notamment si la sequence video projetee sur le modele tridimensionnel du visage a ete constituee en filmant le visage d'un acteur et si seulement certains traits du visage de I'acteur vent retenus pour une situation donnee du jou. De fac,on plus generale, ce mode de mise en ceuvre procure une plus grande liberte de creation d'expressions faciales lors de la realisation du jeu, car des expressions  In a particular embodiment of the invention, several distinct video sequences are simultaneously projected onto adjacent parts of the three-dimensional model. -6 For example, to create new facial expressions, we combine together an upper half and a lower half of a face, which can be useful especially if the video sequence projected on the three-dimensional model of the face was created by filming the face of an actor and if only certain features of the face of the actor wind retained for a given situation of the play. So, more generally, this mode of implementation provides greater freedom in the creation of facial expressions during the making of the game, because expressions

nouvelles peuvent etre obtenues en melangeant des moities de visage.  news can be obtained by mixing halves of the face.

Conformement a ['invention, la representation bidimensionnelle du sujet, qui est plaquee sur le modele tridimensionnel, peut etre obtenue par synthese ou par capture  According to the invention, the two-dimensional representation of the subject, which is placed on the three-dimensional model, can be obtained by synthesis or by capture.

photographique ou cinematographique.  photographic or cinematographic.

Si, en synthese, d'importants calculs vent requis, cela ne constitue pas une difficulte car il s'ag it de preparer a l'avance la representation bidimensionnel le q ui se ra en registree pour etre ensuite projetee en temps reel sur le modele. Cette preparation peut done  If, in summary, important calculations are required, this does not constitute a difficulty because it is a question of preparing in advance the two-dimensional representation which will be registered and then be projected in real time on the model. . This preparation can therefore

resulter de calculs differes sans perturbation sur le deroulement du jeu.  result from different calculations without disturbing the progress of the game.

La presente invention a egalement pour objet un jeu video obtenu par mise en  The present invention also relates to a video game obtained by

couvre du procede decrit ci-dessus.covers of the process described above.

Afin de faciliter la comprehension de ['invention, on va maintenant en decrire des  In order to facilitate understanding of the invention, we will now describe some

modes de realisation, donnes a titre d'exemples non limitatifs, en reference au dessin  embodiments, given by way of nonlimiting examples, with reference to the drawing

annexe dans lequel: - la figure 1 est une prise de vue d'une piece constituent un decor d'un jeu video, - la figure 2 represente un modele tridimensionnel de la forme des elements composant le decor de la figure 1, - la figure 3 est une vue obtenue par placage d'image sur le modele de la figure - la figure 4 represente un modele tridimensionnel de la forme d'une tete de personnage de jeu video, - la figure 5 est une image du meme modele dont certaines facettes ont re,cu une texture, - la figure 6 est une autre image du meme modele sur lequel on a plaque une image, - la figure 7 est une image analogue a celle de la figure 6, le modele etant vu d'un autre point d'observation, - la figure 8 est une image analogue a celle de la figure 6, le modele etant vu d'un autre point d'observation, 7 - la figure 9 est une image du modele des figures 4 a 8 combine a un modele de  appendix in which: - figure 1 is a shooting of a part constituting a decor of a video game, - figure 2 represents a three-dimensional model of the shape of the elements composing the decor of figure 1, - figure 3 is a view obtained by image mapping on the model of the figure - FIG. 4 represents a three-dimensional model of the shape of a head of a video game character, - FIG. 5 is an image of the same model, certain facets of which have re, cu texture, - Figure 6 is another image of the same model on which we have an image, - Figure 7 is an image similar to that of Figure 6, the model being seen from another point observation, - Figure 8 is an image similar to that of Figure 6, the model being seen from another observation point, 7 - Figure 9 is an image of the model of Figures 4 to 8 combined with a model of

corps de personnage.character body.

Sur la figure 1, on volt le decor d'une scene comprenant un coin de piece, forme de deux murs 1, 2, un sol 3 et un plafond 4. Le mur de gauche 1 comporte une fenetre 5 donnant sur l'exterieur et le mur de droite 2 supporte un cadre 6. Les murs 1, 2 vent recouverts d'un tissu raye et le sol est pave de carreaux noirs et blancs.  In FIG. 1, we decorate a scene comprising a corner of a room, the shape of two walls 1, 2, a floor 3 and a ceiling 4. The left wall 1 has a window 5 overlooking the exterior and the right wall 2 supports a frame 6. The walls 1, 2 are covered with a striped fabric and the floor is paved with black and white tiles.

Le plafond 4 est blanc.Ceiling 4 is white.

Deux objets reposent sur le sol 3. L'un est une boule 8, I'autre un cube 9.  Two objects rest on the ground 3. One is a ball 8, the other a cube 9.

Telle qu'on volt la scene depuis le point d'observation ayant servi a cette prise de  As we fly the scene from the observation point used to take this

vue, chaque objet appara^'t en perspective. L'image de la scene est referencee 7.  seen, each object appears in perspective. The scene image is referenced 7.

On distingue trots sujets au sens de ['invention: la boule 8, le cube 9 et ['ensemble constitue par le reste du decor. On remarque que le cadre 6 et la fenetre 5 appartiennent  There are three subjects in the sense of the invention: the ball 8, the cube 9 and ['together constitutes the rest of the decor. Note that frame 6 and window 5 belong

a cet ensemble, on ies assimile aux murs correspondents. Dans la suite de la description,  we assimilate them to the corresponding walls. In the following description,

on designee cet ensemble par << fond >.  we designate this set by "background".

Conformement a ['invention, on realise un modele tridimensionnel de la forme de  In accordance with the invention, a three-dimensional model of the shape of

chacun des elements, ou sujets, du decor.  each of the elements, or subjects, of the decor.

Ainsi, comme on le volt a la figure 2, ia boule 8 est modelisee par un objet 8' a 256  Thus, as shown in Figure 2, the ball 8 is modeled by an object 8 'to 256

facettes planes, le cube 9 par ses six faces 9', et le fond par un objet 10' a 58 faces.  planar facets, the cube 9 by its six faces 9 ', and the bottom by an object 10' has 58 faces.

Chacun des modeles tridimensionnels est relativement simple et peut servir de base a des calculs geometriques permettant de visualiser les sujets modelises depuis d'autres  Each of the three-dimensional models is relatively simple and can be used as a basis for geometric calculations making it possible to visualize the subjects modeled from other

points d'observation, si le scenario du jeu le prevoit.  observation points, if the scenario of the game allows it.

Le rendu visuel realiste des trots sujets resulte de ['operation consistent a plaquer  The realistic visual rendering of the three subjects resulting from the operation consists in tackling

globalement ['image 7 de la figure 1 sur les trots modeles tridimensionnels.  overall [image 7 of figure 1 on three-dimensional model trots.

En effet, en restituant ['image 7 de la figure 1, qui est globale mais riche en details, pour ['ensemble des sujets, on obtient de maniere simple, pour chacun d'eux, un realisme proche de celui d'une photographic ou d'un film. Ainsi, bien que cela n'ait pas ete represente sur le dessin pour des raisons de simplification, si des details de forme ou d'ornementation vent visibles sur un des sujets de la scene, ils vent restitues lors du placage de ['image sur les trots modeles tridimensionnels. Ces details visuels creent ['illusion que les memes details geometriques ont ete pris en compte dans la modelisation des formes des sujets, alors que ces formes vent en realite relativement simples et rendent les calculs de geometric abordables pour des calculateurs de puissance moyenne. -8 Etant donne que ['image plaquee sur les modeles tridimensionnels a ete prise d'un point d'observation donne, seules les faces des sujets visibles depuis ce point  Indeed, by restoring the image 7 of FIG. 1, which is global but rich in details, for all the subjects, we obtain in a simple way, for each of them, a realism close to that of a photographic or a movie. Thus, although this has not been shown on the drawing for reasons of simplification, if details of shape or ornamentation are visible on one of the subjects of the scene, they are restored during the placing of the image on three-dimensional model trots. These visual details create the illusion that the same geometric details have been taken into account in the modeling of subject shapes, while these shapes are actually relatively simple and make geometric calculations affordable for medium power calculators. -8 Given that the image plate on the three-dimensional models was taken from a given point of observation, only the faces of the subjects visible from this point

d'observation peuvent etre restituees par ['operation de projection.  observation can be restored by the projection operation.

Ainsi, si l'on observe la meme scene depuis un autre point d'observation, en tenant compte des volumes definis par les trots modeles tridimensionnels 8', 9', 10' de la boule, du cube et du fond, la texture du fond contient les parties 8a de la boule 8 et 9a du cube 9 se projetant sur le sol 3 et les murs 1,2, car ces parties vent considerees comme formant la texture du fond en ces emplacements. C'est ce qu'on observe sur la figure 3, qui represente la scene depuis un point d'observation situe a gauche de la scene vue selon la  Thus, if we observe the same scene from another observation point, taking into account the volumes defined by the three-dimensional model trots 8 ', 9', 10 'of the ball, the cube and the background, the texture of the background contains the parts 8a of the ball 8 and 9a of the cube 9 projecting onto the ground 3 and the walls 1,2, because these parts are considered to form the texture of the background at these locations. This is what we observe in Figure 3, which represents the scene from an observation point located to the left of the scene seen according to the

figure 1.figure 1.

Cette apparente limitation du procede selon ['invention, qui limite les possibilites de visualisation des sujets sous d'autres plans que ceux initialement prevus, est en realite un avantage si l'on considere les ressources informatiques qui vent liberees du fait que tous les plans visualisables de la scene, mais finalement non utilises dans le jeu, ne vent pas traites. Ces ressources liberees peuvent en particulier etre consacrees a l'accroissement  This apparent limitation of the method according to the invention, which limits the possibilities of viewing subjects under other planes than those initially planned, is in reality an advantage if we consider the computer resources which are freed from the fact that all the plans viewable from the scene, but ultimately not used in the game, are not processed. These freed-up resources can in particular be used to increase

de la definition des images effectivement visibles dans le deroulement du jeu.  of the definition of the images actually visible in the course of the game.

Cependant, meme dans un jeu ne disposant que d'une image de la scene prise depuis un secl point d'observation, par exemple ['image de la figure 1, cette image plaquee sur les modeles tridimensionnels de la figure 2 suffit a obtenir autant de vues differentes que souhaite, avec un angle d'observation et un cadrage differents de celui de la figure 1, la seule contrainte etant de conserver un point d'observation identique ou tres  However, even in a game having only one image of the scene taken from a second observation point, for example [the image of figure 1, this image plate on the three-dimensional models of figure 2 is enough to obtain as much different views as desired, with a different viewing angle and framing than that of Figure 1, the only constraint being to keep an identical or very close observation point

voisin du point d'observation initial.  near the initial observation point.

Si des changements d'angles de vue vent en revanche prevus, on peut refaire le meme travail de capture d'image et de projection de cette image sur les trots modeles tridimensionnels vus du point d'observation correspondent, ce qui demeure moins consommateur de ressources que de prevoir toutes les vues possibles depuis n'importe  If changes of angle of view are planned, on the other hand, we can repeat the same work of image capture and projection of this image on the three-dimensional model trots seen from the observation point, which remains less resource-consuming. than providing all possible views from anywhere

quel point d'observation.what an observation point.

Enfin, pour des mouvements de camera impliquant des defauts de parallaxe entre le premier et le dernier plans de la scene, il peut etre suffisant de reconstituer localement la texture du fond aux endroits du fond decouverts par les objets du premier plan lors du  Finally, for camera movements involving parallax faults between the first and last planes of the scene, it may be sufficient to locally reconstitute the texture of the background at the locations of the background discovered by the objects in the foreground during the

deplacement, sans refaire tout le travail precedemment decrit.  displacement, without redoing all the work previously described.

Grace au modele tridimensionnel de la scene, des effete speciaux tels que des projections d'ombres et des reflets peuvent etre calcules en tenant compte de la forme des sujets, et ce de maniere relativement simple compte tenu de la definition limitee des  Thanks to the three-dimensional model of the scene, special effects such as projection of shadows and reflections can be calculated taking into account the shape of the subjects, and this in a relatively simple way given the limited definition of

formes tridimensionnelles des modeles de chaque sujet.  three-dimensional forms of the models of each subject.

La scene modelisee en trots dimensions des figures 1 a 3 peut en outre integrer un personnage, en tenant compte des positions relatives du personnage et des sujets constituent le decor. Autrement dit, en calculant les interactions de ce personnage avec  The scene modeled in three-dimensional in Figures 1 to 3 can also integrate a character, taking into account the relative positions of the character and the subjects constitute the decor. In other words, by calculating the interactions of this character with

son environnement.its environment.

L'invention s'applique egalement a la representation d'objets ou de personnages animes. Les figures 4 a 9 illustrent un personnage pouvant s'integrer dans la scene des figures 1 a 3. La tate de ce personnage est visualisable par mise en couvre du procede  The invention also applies to the representation of animated objects or characters. Figures 4 to 9 illustrate a character who can integrate into the scene of Figures 1 to 3. The tate of this character can be viewed by setting covers of the process

selon ['invention.according to the invention.

Cette tete de personnage constitue un sujet en tent que tel. au sens de ['invention.  This head of character constitutes a subject in tent as such. within the meaning of the invention.

Le modele tridimensionnel 20 de cette tete est represente a la figure 4. D'apres le mail lage represente, il appara^'t que les facettes 2 1 de la form e tridimensionnel le  The three-dimensional model 20 of this head is represented in FIG. 4. From the mail lage represented, it appears that the facets 2 1 of the three-dimensional form

modelisee vent relativement grossieres.  modeled relatively coarse wind.

Toutefois, comme precedemment explique, la precision de ['image plaquee sur ce  However, as previously explained, the precision of the image plate on this

maillage compense tres largement cette definition relativement basse du volume.  mesh more than makes up for this relatively low definition of volume.

De plus, dans cet exemple, le sujet est anime dans sa partie 22 correspondent au visage. Sur la figure 5, on volt le modele tridimensionnel de la figure 4 dont les facettes, a  In addition, in this example, the subject is animated in its part 22 corresponding to the face. In Figure 5, we fly the three-dimensional model of Figure 4 whose facets, a

['exception de celles du visage, ont rec,u une texture issue d'une image fixe a 360 degree.  [With the exception of those of the face, have received a texture from a 360 degree still image.

Comme on le volt sur la figure 6, dans la partie 22 correspondent au visage, on projette une representation mobile 26, ctest-a-dire une sequence video, a partir d'un point de projection virtuel qui concide avec le point d'observation a partir duquel ['image projetee a ete acquise. Pour la comprehension, on a materialise ce point de projection par un projecteur virtuel 23 oriente selon un axe 24 passant sensiblement au centre du visage. De preference, mais de maniere non limitative, ce point d'observation est situe en face du visage du personnage, a distance suffisante pour disposer d'un champ de vision couvrant tout le visage du person nage. L'acqu isition resulte d' un en registrem ent video du  As shown in Figure 6, in part 22 corresponds to the face, we project a mobile representation 26, that is to say a video sequence, from a virtual projection point which coincides with the observation point from which the projected image was acquired. For understanding, this projection point has been materialized by a virtual projector 23 oriented along an axis 24 passing substantially at the center of the face. Preferably, but not limited to, this observation point is located in front of the character's face, at a sufficient distance to have a field of vision covering the entire face of the person swimming. The acquisition is the result of a video recording of the

visage d'un acteur jouant son role dans la scene consideree.  face of an actor playing his role in the scene considered.

Ainsi, les images 26 projetees sur la partie 22 correspondent au visage du modele tridimensionnel 20 fournissent les details des yeux, du nez et de la bouche du personnage. La projection des images sur le modele tridimensionnel fournit un rendu visuel tres realiste en depit de la relative simplicite du modele. Par ce procede simple mais efficace, on peut visualiser les expressions du visage de l'acteur sur le personnage du jeu, alors que de telies expressions necessiteraient des calculs impossibles a realiser -10 en temps reel sur les ordinateurs et les consoles de jeu standards actuels s'il stagissait de  Thus, the images 26 projected on the part 22 correspond to the face of the three-dimensional model 20 providing the details of the eyes, nose and mouth of the character. The projection of the images on the three-dimensional model provides a very realistic visual rendering despite the relative simplicity of the model. By this simple but effective process, one can visualize the facial expressions of the actor on the character of the game, while such expressions would require calculations impossible to perform -10 in real time on current standard computers and game consoles if he graduated from

les modeliser integralement.model them integrally.

Comment le volt aux figures 7 et 8, le visage ainsi reconstitue peut etre visualise  How the volt in figures 7 and 8, the face thus restored can be visualized

depuis n'importe quel point d'observation different du point de projection.  from any observation point other than the projection point.

Un fondu d'images est realise a la peripherie du visage, c'est-a-dire a la frontiere entre la partie 22 et le reste du modele de la fete, pour raccorder de maniere continue les images de la sequence video projetee sur le visage avec ['image fixe constituent le reste  A fade-in of images is performed at the periphery of the face, that is to say at the border between part 22 and the rest of the party model, in order to connect continuously the images of the video sequence projected on the face with the still image make up the rest

de la tete du personnage.of the character’s head.

On comprend que la sequence video permet d'animer le visage du personnage uniquement par modification des expressions du visage, sans modification de la forme de celui-ci. Dans une variante avantageuse, le m enton 25 du person nage est model ise en tent qu'element mobile pouvant prendre une position basse et une position haute qui  We understand that the video sequence makes it possible to animate the character's face only by modifying the facial expressions, without modifying the shape of the latter. In an advantageous variant, the m menton 25 of the personage is modeled in tent that mobile element can take a low position and a high position which

correspondent aux mouvements de la bouche du personnage lorsqu'il parle.  correspond to the movements of the character's mouth when he speaks.

Cet element mobile 25 ne demande pas beaucoup de calcul de geometric compte  This mobile element 25 does not require a lot of geometric account calculation

tenu de sa relativement basse definition, comme on peut voir sur la figure 4.  given its relatively low definition, as can be seen in Figure 4.

Les mouvements du menton du visage permettent de synchroniser les mouvements  Facial chin movements synchronize movements

de la bouche avec un texte qui est prononce par le personnage.  from the mouth with a text that is spoken by the character.

On volt egalement, sur la figure 4, que la bouche du personnage a ete gommee dans le modele tridimensionnel et a ete remplacee par une zone legerement hemispherique, plus propice a la projection d'image, afin que les images projetees reconstituent visuellement les reliefs de la bouche uniquement par les zones ombrees  We also see, in Figure 4, that the character's mouth has been erased in the three-dimensional model and has been replaced by a slightly hemispherical zone, more conducive to image projection, so that the projected images visually reconstruct the reliefs of mouth only through shaded areas

marquant les levres.marking the lips.

De cette maniere, on peut, par un traitement des lumieres, modifier l'eclairage du  In this way, it is possible, by processing the lights, to modify the lighting of the

visage sans mettre en evidence des details non souhaitables du modele tridimensionnel.  face without highlighting undesirable details of the three-dimensional model.

En outre, on elimine ainsi le risque que la position de la bouche du modele tridimensionnel ne concide pas exactement avec la bouche de la sequence video projetee. Comme represente a la figure 9, le modele 20 de la tete peut etre combine a un  Furthermore, this eliminates the risk that the position of the mouth of the three-dimensional model does not exactly coincide with the mouth of the projected video sequence. As shown in figure 9, model 20 of the head can be combined with a

modele 30 de corps de personnage, pour etre ensuite integre au decor des figures 1 a 3.  model 30 of character body, to then be integrated into the decor of Figures 1 to 3.

II est bien entendu que les modes de realisation qui viennent d'etre decrits ne  It is understood that the embodiments which have just been described do not

presentent aucun caractere limitatif et qu'ils pourront recevoir toute modification desirable  have no limiting nature and that they may receive any desirable modification

sans sortir pour cela du cadre de ['invention.  without departing from the scope of the invention.

-1 1-1 1

Claims (11)

REVENDICATIONS 1. Procede de generation en temps reel dtimages tridimensionnelles d'un sujet dans un jeu video interactif, caracterise en ce qu'il comprend les etapes suivantes: - obtention d'une representation bidimensionnelle (7, 26) du quiet vu d'un point d'observation initial, - creation d'un modele tridimensionnel (8', 9', 10', 20) de la forme du sujet, - projection de la representation bidimensionnelle (7, 26) du sujet sur le modele tridimensionnel (8', 9', 10', 20) a partir d'un point de projection (23)  1. Method for real-time generation of three-dimensional images of a subject in an interactive video game, characterized in that it comprises the following steps: - obtaining a two-dimensional representation (7, 26) of the quiet seen from a point initial observation, - creation of a three-dimensional model (8 ', 9', 10 ', 20) of the subject's shape, - projection of the two-dimensional representation (7, 26) of the subject on the three-dimensional model (8' , 9 ', 10', 20) from a projection point (23) concidant sensiblement avec ['emplacement du point d'observation initial.  substantially coinciding with the location of the initial observation point. 2. Procede selon la revendication 1, dans lequel on applique a ['image bidimensionnelle (7, 26) projetee un calcul de texture simplifie qui vise uniquement a redefinir les eclairages et eventuellement a ajouter des effete speciaux a la texture  2. Method according to claim 1, in which a simplified texture calculation is applied to the projected two-dimensional image (7, 26) which is intended solely to redefine the lighting and possibly to add special effects to the texture. plaquee sur le modele tridimensionnel (8', 9', 10', 20).  plate on the three-dimensional model (8 ', 9', 10 ', 20). 3. Procede selon l'une quelconque des revendications 1 et 2, applique a la  3. Method according to any one of claims 1 and 2, applied to the realisation du decor d'une scene dont tous les plans ont ete prealablement determines, dans lequel on identifie d'abord les sujets (8, 9, 1, 2, 3, 4, 5, 6) composant la scene, on modelise chacun de ces quiets en volume tridimensionnel, on capture une ou plusieurs images (7) de la scene suivant tous les plans de visualisation determines a l'avance, c'est-a-dire depuis un ou plusieurs points de visualisation initiaux predetermines, on reconstitue le modele tridimensionnel global de la scene en combinant tous les modeles tridimensionnels (8', 9', 10') de tous les elements composant la scene, puts, lors de la generation de ['image de la scene vue depuis un des points de visualisation, on projette globalement ['image (7) precedemment capturee a partir de ce point sur la partie du  realization of the decor of a scene of which all the shots have been previously determined, in which we first identify the subjects (8, 9, 1, 2, 3, 4, 5, 6) composing the scene, we model each these quiets in three-dimensional volume, one or more images (7) of the scene are captured according to all the viewing plans determined in advance, that is to say from one or more predetermined initial viewing points, the image is reconstructed. global three-dimensional model of the scene by combining all the three-dimensional models (8 ', 9', 10 ') of all the elements making up the scene, puts, when generating the image of the scene seen from one of the viewing points , we project globally the image (7) previously captured from this point on the part of the modele tridimensionnel global visible depuis ce meme point.  global three-dimensional model visible from this same point. 4. Procede selon l'une quelconque des revendications 1 a 3, dans lequel on  4. Method according to any one of claims 1 to 3, wherein combine la projection de la representation bidimensionnelle (26) du sujet avec une technique de calcul de texture, une partie (22) du sujet etant texturee par projection d'une representation bidimensionnelle (26) du sujet vu a partir du point d'observation initial et le reste du sujet etant texture par une technique de synthese tridimensionnelle, de  combines the projection of the two-dimensional representation (26) of the subject with a texture calculation technique, a part (22) of the subject being textured by projection of a two-dimensional representation (26) of the subject seen from the initial observation point and the rest of the subject being textured by a three-dimensional synthesis technique, preference avec une definition reduite.  preferably with a reduced definition. 5. Procede selon l'une quelconque des revendications 1 a 4, dans lequel la  5. Method according to any one of claims 1 to 4, wherein the representation bidimensionnelle (26) du sujet consiste en une succession d'images,  two-dimensional representation (26) of the subject consists of a succession of images, egalement designee sequence video.also designated video sequence. 6. Procede selon la revendication 5, dans lequel le modele tridimensionnel (20) du  6. Method according to claim 5, in which the three-dimensional model (20) of the sujet comporte une partie mobile (25) dont les mouvements vent calcules.  subject has a movable part (25) whose calculated wind movements. -12-12 7. Procede selon l'une queiconque des revendications 5 et 6, applique a la  7. Method according to any one of claims 5 and 6, applies to the generation de ['image d'un visage de personnage, dans lequel on modelise le volume du visage en gommant les levres et les commissures de fa,con a eliminer tous les reliefs  generation of the image of a character's face, in which the volume of the face is modeled by erasing the lips and the commissures so as to eliminate all of the reliefs autour des levres.around the lips. 8. Procede selon l'une quelconque des revendications 5 a 7, dans lequel on realise  8. Method according to any one of claims 5 to 7, in which one realizes un fondu d'images a la peripherie des images de la sequence video.  a blend of images on the periphery of the images in the video sequence. 9. Procede selon l'une quelconque des revendications 5 a 8, dans laquel on projette  9. Method according to any one of claims 5 to 8, in which one projects simultanement plusieurs sequences video distinctes sur des parties adjacentes du modele tridimensionnel.  simultaneously several distinct video sequences on adjacent parts of the three-dimensional model. 10. Procede selon l'une quelconque des revendications 1 a 9, dans loquel la  10. Method according to any one of claims 1 to 9, in which the representation bidimensionnelle (7, 26) du sujet qui est plaquee sur le modele tridimensionnel (8', 9', 10', 20) est obtenue par synthese ou par capture photographique  two-dimensional representation (7, 26) of the subject which is placed on the three-dimensional model (8 ', 9', 10 ', 20) is obtained by synthesis or by photographic capture ou cinematographique.or cinematographic. 11. Jeu video interactif tridimensionnel obtenu par mise en ceuvre du procede selon  11. Three-dimensional interactive video game obtained by implementing the method according to I'une quelconque des revendications 1 a 10, dans lequel la representation d'au moins un  Any of claims 1 to 10, wherein the representation of at least one element resulte de la projection d'une representation bidimensionnelle de ['element sur un  element results from the projection of a two-dimensional representation of the element on a
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EP3340186A1 (en) 2016-12-23 2018-06-27 Vestel Elektronik Sanayi ve Ticaret A.S. 3d adaptive form shaping and projecting device, system and method

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