GB2364495A - Object insertion in virtual game scene - Google Patents
Object insertion in virtual game scene Download PDFInfo
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- GB2364495A GB2364495A GB0110635A GB0110635A GB2364495A GB 2364495 A GB2364495 A GB 2364495A GB 0110635 A GB0110635 A GB 0110635A GB 0110635 A GB0110635 A GB 0110635A GB 2364495 A GB2364495 A GB 2364495A
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
- G06T15/205—Image-based rendering
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Theoretical Computer Science (AREA)
- Physics & Mathematics (AREA)
- Computing Systems (AREA)
- Geometry (AREA)
- Computer Graphics (AREA)
- General Physics & Mathematics (AREA)
- Processing Or Creating Images (AREA)
Abstract
A game apparatus, a storage medium and a computer program, capable of generating an image of a predetermined object in a virtual three-dimensional space without providing a substitute model for the predetermined object in the virtual three-dimensional space. The game apparatus comprises: an arrangement position setting section (Fig. 5, 212 not shown) for setting an arrangement expected position 20a of a predetermined object in a virtual three-dimensional space; an image generation section (250) for generating a two-dimensional space image viewed from a virtual camera 10, based on the virtual three-dimensional space including the arrangement expected position; an image insertion section (254) for inserting a two-dimensional object image expressing the predetermined object into a position corresponding to the arrangement expected position, of the two-dimensional space image. An execution section executes predetermined game by displaying the two-dimensional space image including the two-dimensional object image.
Description
2364495 GAME APPARATUS, STORAGE MEDIUM AND COMPUTER PROGRAM
BACKGROUND OF THE INVENTION
Field of the Invention
This invention relates to a game apparatus, a storage medium and a computer program, for generating an image of a virtual three-dimensional space, viewed from a virtual camera, to execute a predetermined game by displaying the image.
Description of Related Art
Because so-called three-dimensional (3D) games provides realistic and impressive game images to players, the 3D games are very popular. Further, the 3D game which can provide more realistic game images is requested with the technical development of hardware and software used for a game apparatus capable of executing the 3D game. As a result, game makers are competing fiercely for the development of more realistic 3D games.
For example, in the case each object of the game image is composed of a plurality of polygons, the smaller the size of each polygon is and the larger the number of 1 polygons is, the more the game apparatus can express each object of the game image in detail. However, the game apparatus is restricted on a hardware performance and a processing time thereof. In other words, although the game apparatus is restricted on a memory capacity and an operation processing performance thereof, the game apparatus needs to generate one frame of game image every 1/60 second. Therefore, in order to generate a more realistic game image, it is necessary that the software of the game apparatus is devised, so that various technologies of the game apparatus is developed and realized.
For example, Japanese Patent No.2883737 discloses a technique of arranging a two-dimensional shape object so as to turn in a predetermined direction to a viewpoint, in a three-dimensional coordinate space.
According to the technique, the object to be arranged in the threedimensional coordinate space, need not be a three-dimensional shape object, and can substitute the twodimensional shape object for the threedimensional shape object. As a result, it is possible that the amount of data and operation on the game image generation is reduced.
Furthermore, Japanese Patent No.2870637 disclosed another technique of virtually expressing a solid figure (polygon model) by a plane figure (plane polygon), based on 2 the f act that a spherical model can look like a circular from any direction.
According to the technique, the plane figure (plane polygon) can be provided Instead of the solid f igure (polygon model) formed like a predetermined shape. As a result, it is possible that the amount of data and operation on the game image generation is reduced.
As described above, the techniques according to an earlier development are one of arranging the twodimensional object (polygon) so as to turn to the viewpoint, instead of the three-dimensional object. Accordingly, if it is sufficient that the two-dimensional object is turned only on a single axis, it is possible that the amount of data and operation on the game image generation is more reduced. As a result, the above-described techniques have been suitable to the game apparatus.
However, the above-described techniques according to an earlier development have aimed for the object to be disposed in the virtual threedimensional space. In other words, the techniques have been to properly choose and provide a substitute (hereinafter, the substitute is called a substitute model) for the object to be arranged in the virtual threedimensional space. Therefore, the substitute model is literally a substitute for the object to be 3 arranged in the virtual three-dimensional space, and further, has been still arranged in the virtual threedimensional space. Accordingly, after the substitute model is arranged in the virtual three-dimensional space, it is necessary that the substitute model is further processed by a geometry transformation such as a perspective projection transformation or the like, and by a rendering. As a result, the amount of processing on the game image generation have not been reduced sufficiently.
SUMMARY OF THE INVENTION
The present invention was developed in view of the above-described problems.
It is an object of the present invention to provide a game apparatus, a storage medium and a computer program, capable of reducing all processing of generating an image of a predetermined object in a virtual threedimensional space without providing a substitute model for the predetermined object in the virtual three-dimensional space.
In accordance with a first aspect of the present invention, a game apparatus comprises: an arrangement position setting section (for example, an arrangement position setting unit 212 shown in FIG. 5) for setting an 4 arrangement expected position (for example, arrangement expected positions 20a and 20b shown in FIG. 1A) of a predetermined object in a virtual three-dimensional space; an image generation section (for example, an image generation unit 250 shown in FIG. 5) for generating a twodimensional space image viewed from a virtual camera (for example, a virtual camera 10 shown in FIG. 1A), based on the virtual three- dimensional space including the arrangement expected position; an image insertion section (for example, a model image insertion unit 254 shown In FIG. 5) for inserting a two-dimensional object image (for example, a model image 20 shown in FIG. 1B) expressing the predetermined object into a position corresponding to the arrangement expected position, of the two- dimensional space image; and an execution section (for example, a game operation unit 210 shown in FIG. 5) for executing a predetermined game by displaying the two-dimensional space image including the two-dimensional object image.
In accordance with a second aspect of the present invention, in a storage medium having a computer-executable program recorded thereon, wherein the program comprises: a program code (for example, an arrangement position setting program 412 shown in FIG. 5) of setting an arrangement expected position of a predetermined object in a virtual three-dimensional space; a program code of generating a two-dimensional space image viewed from a virtual camera, based on the virtual three-dimensional space including the arrangement expected position; a program code (for example, a model image Insertion program 414 shown in FIG. 5) of inserting a two-dimensional object image expressing the predetermined object into a position corresponding to the arrangement expected position, of the two-dimensional space image; and a program code of executing a predetermined game by displaying the two- dimensional space image including the two-dimensional object image.
In accordance with a third aspect of the present invention, a computer program comprises program code means for performing the steps of: setting an arrangement expected position of a predetermined object in a virtual three-dimensional space; generating a two-dimensional space image viewed from a virtual camera, based on the virtual three-dimensional space including the arrangement expected position; inserting a two-dimensional object image expressing the predetermined object into a position corresponding to the arrangement expected position, of the twodimensional space image; and executing a predetermined game by displaying the two-dimensional space image including the two-dimensional object image.
Herein, the two-dimensional object image expressing 6 the predetermined object may be f ixed, or may be generated by performing a geometry transformation and a rendering processing to the predetermined object in a local coordinate system thereof. Moreover, a single twodimensional object image may be used to be inserted in the two- dimensional space image, or a suitable two-dimensional object image may be selected from a plurality of twodimensional object images according to a viewpoint position or a sight line direction of the virtual camera.
According to the game apparatus, the storage medium or the computer program of the first, second or third aspect of the present invention, in order to generate the image expressing the predetermined object, it is unnecessary that the predetermined object is arranged in the virtual three-dimensional space, and it is sufficient that the two-dimensional object image expressing the predetermined object is inserted into the twodimensional space image when the two-dimensional space image is generated. Accordingly, it is sufficient that the geometry transformation such as the perspective projection transformation, is preformed only to the arrangement expected position as a representative point of the predetermined object, not to the whole predetermined object. As a result, it is possible that the whole processing of generating the image of the predetermined object is reduced.
7 Preferably, in the game apparatus according to the first aspect of the present invention, the image insertion section changes a size of the twodimensional object image to be inserted into the position of the twodimensional space image, according to a distance from the virtual camera to the arrangement expected position in the virtual three-dimensional space.
Preferably, in the storage medium having a computerexecutable program recorded thereon, according to the second aspect of the present invention, the program further comprises: a program code of changing a size of the twodimensional object image to be inserted into the position of the twodimensional space image, according to a distance from the virtual camera to the arrangement expected position in the virtual three-dimensional space.
Preferably, the computer program according to the third aspect of the present invention, further comprises program code means for performing the step of: changing a size of the two-dimensional object image to be inserted into the position of the two-dimensional space image, according to a distance from the virtual camera to the arrangement expected position in the virtual threedimensional space.
8 According to the game apparatus, the storage medium or the computer program as described above, for example, it is possible that the size of the two-dimensional object image is smaller when the arrangement expected position is away from the virtual camera, and the size is larger when the arrangement expected position is near the virtual camera. Consequently, it is possible that the image of the predetermined object is naturally expressed in proper size, on the two-dimensional space image.
Preferably, in the game apparatus according to the first aspect of the present invention, the image insertion section changes a color of the twodimensional object image to be inserted into the position of the twodimensional space image, on the basis of a predetermined attribute at the arrangement expected position in the virtual threedimensional space.
Preferably, in the game apparatus as described above, the predetermined attribute is an information on a light source or a fog.
Preferably, in the storage medium having a computerexecutable program recorded thereon, according to the second aspect of the present invention, the program further 9 comprises: a program code of changing a color of the twodimensional object image to be inserted into the position of the two-dimensional space image, on the basis of a predetermined attribute at the arrangement expected position in the virtual three-dimensional space.
Preferably, in the storage medium having a computerexecutable program recorded thereon, according to the second aspect of the present invention, the program further comprises: a program code of changing a color of the twodimensional object image to be inserted into the position of the twodimensional space image, on the basis of an information on a light source or a fog at the arrangement expected position in the virtual threedimensional space.
Preferably, the computer program according to the third aspect of the present invention, further comprises program code means for performing the step of: changing a color of the two-dimensional object image to be inserted into the position of the two-dimensional space image, on the basis of a predetermined attribute at the arrangement expected position in the virtual three-dimensional space.
Preferably, the computer program according to the third aspect of the present invention, further comprises program code means for performing the step of: changing a color of the two-dimensional object image to be inserted into the position of the two-dimensional space image, on the basis of an information on a light source or a fog at the arrangement expected position in the virtual threedimensional space.
According to the game apparatus, the storage medium or the computer program as described above, because the predetermined attribute at the arrangement expected position is reflected on the two-dimensional object image, it is possible that the two-dimensional object image expressing the predetermined object is more naturally expressed in the two- dimensional space image.
The predetermined attribute may be one at one position that is the arrangement expected position, in the virtual three-dimensional space, or may be one at vertexes of the two-dimensional object image. Therefore, the number of position providing the predetermined attribute is increased, and thereby it is possible that the twodimensional object image is expressed as the more natural and realistic object.
BRIEF DESCRIPTION OF THE DRAWINGS
11 The present invention will become more f ully understood from the detailed description given hereinafter and the accompanying drawing given by way of illustration only, and thus are not intended as a definition of the limits of the present invention, and wherein:
FIGS. 1A and 1B are views f or explaining the principle of the present invention; FIG 2A is a flowchart showing a perf ormance of a game apparatus, f or explaining the principle of the present invention, and FIG. 2B is a view showing an exemplary screen on which images generated on the basis of a virtual 3D space of FIG. 1A are displayed; FIGS 3A and 3B are exemplary screens when a location of a virtual camera is changed f rom one of FIG. 1A; FIG. 4 is an exemplary screen when the location of the virtual camera is changed from one of FIG. 1A; FIG. 5 is a functional block diagram of the game apparatus according to an embodiment of the present invention; FIG. 6 is a view for explaining an image generation processing by an image generation unit according to an embodiment of the present invention; FIG. 7 is a flowchart showing a perf ormance of a model image insertion unit in a model image insertion processing; FIG. 8 is a view showing an exemplary hardware 12 configuration realizable the game apparatus according to the embodiment of the present invention; and FIGS. 9A to 9C are views showing examples of various embodiments of the game apparatus of the present invention.
PREFERRED EMBODIMENTS OF THE INVENTION Hereinafter, a preferred embodiment of the game apparatus of the present invention will be explained with reference to figures, as follows.
Although the case the game apparatus of the present invention carries out the processing to a "tree" object to be arranged in a virtual threedimensional (3D) space will be explained as an example, it is needless to say that the game apparatus can carry out the processing to another object other than the "treen object. Further, the object to which the game apparatus carries out the processing is called "modeln, for concision.
First, the principal of the present invention will be explained, as follows. FIGS. 1A and 1B are views for explaining the principle of the present invention.
FIG. 1A is an exemplary perspective view of a virtual 3D space on the game apparatus. As shown in FIG. 1A, a road object 30 and arrangement expected positions 20a and 13 20b of the predetermined model are set in the virtual 3D space. Further, a virtual camera 10 is set at a position looking down on the road object 30 and so on. FIG. 1B is a view showing a model Image 20 as a plane (two- dimensional) image for a model.
As described above, the model image 20 is provided separately from the road object 30, not to be arranged in the virtual 3D space. Further, only positions at which the predetermined model is arranged expectedly are set in the virtual 3D space.
FIG 2A is a flowchart showing a performance of the game apparatus, for explaining the principle of the present invention.
When the game apparatus starts the processing of generating one frame of image, first, as explained with reference to FIG. 1A, the game apparatus sets the virtual 3D space comprising the arrangement expected position of the predetermined model (Step Al).
Thereafter, the game apparatus carries out the geometry transformation such as the perspective projection transformation or the like, to the virtual 3D space set at the Step Al (practically, each vertex of polygons provided in the virtual 3D space). Thereby, the game apparatus transforms the virtual 3D space to the viewpoint coordinate 14 system of the virtual camera. As a result, because the arrangement expected position of the predetermined model is a single point, the game apparatus determines a model image insertion position of the predetermined model, by carrying out the geometry transformation to the single point (Step A2).
Next, the game apparatus carries out the rendering of imaging (coloring) the image of the predetermined model on the basis of the model image insertion position determined at the Step A2, in the view coordinate system, and the image of each object (each polygon) in the virtual 3D space. Thereby, the game apparatus generates the image of the virtual 3D space viewed from the virtual camera (the image of the virtual 3D space is a 2D image and called "display image data") (Step A3). In this case, the game apparatus changes the size of the image of the predetermined model according to the distance from the virtual camera to the arrangement expected position of the predetermined model.
Thereafter, the game apparatus stores the display image data generated at the Step A3, In the frame buffer, and thereby the game apparatus ends the processing of generating one frame of image (Step A4).
FIG. 2B is a view showing a screen on which the image generated on the basis of the virtual 3D space of FIG. 1A is displayed.
As shown in FIG. 2B, the image of the predetermined model, that is the image of the "tree" object shown in FIG. 1B, is displayed at each of arrangement expected positions 20a and 20b shown in FIG. 1A.
As described above, the model is not arranged in the virtual 3D space, but inserted into the display image data during rendering the virtual 3D space. Accordingly, the geometry transformation for the model can be substantially reduced. As a result, it is possible to extremely simply realize the image generation processing for each model in the virtual 3D space, effectively.
However, because the method of imaging the model according to the abovedescribed image generation processing is simple, the following problem occurs. That is, even if the location of the virtual camera 10, or the like is changed, the image expressing one model is not changed. More specifically, the problem will be explained with reference to figures, as follows.
FIGS. 3A and 3B are exemplary screens on which images are displayed when the location of the virtual camera 10 of FIG. 1A is changed. FIG 3A is an exemplary screen when the depression angle of the virtual camera 10 Is larger than 16 one shown in FIG. 2B. FIG 3B is an exemplary screen when the virtual camera 10 is shifted in the right direction, relatively to the road object 30.
FIG. 4 is an exemplary screen when the virtual camera 10 looks down f rom the sky in the virtual 3D space of FIG. 1A.
As shown in FIGS. 3A and 3B, although the "treen objects as the model are displayed on screens in the same way explained with reference to FIG. 2B, the screens are natural.
However, as shown in FIG. 4, because the "tree" objects is displayed so as to lie down, the player feels strange from the screen. In order to solve the abovedescribed problem, we can have two means capable of being executed by the game apparatus, in accordance with the condition the game apparatus carries out the abovedescribed image generation processing to the predetermined model in the virtual 3D space.
According to the first means, only in the case the virtual camera moves in the virtual 3D space horizontally, the game apparatus of the present invention carries out the above-described image generation processing to the predetermined model in the virtual 3D space. That is, the game apparatus of the present invention performs the above- 17 described processing in a game such as a racing game wherein the virtual camera moves substantially horizontally.
According to the game image of the racing game, although the virtual camera moves with the movement of the racing car character, the surrounding flows in the opposite direction to the traveling direction of the racing car character. Therefore, even if the virtual camera location is changed to some extent, it is possible that the game apparatus generates the natural game image that is the natural display image data.
According to the second means, the game apparatus provides a plurality of model images for one model, and selects a proper model image from the model images according to the location, the sight line or the like of the virtual camera.
For example, the game apparatus provides a plurality of model images for one model, according to the depression angle of the virtual camera. Thereby, even if the depression angle of the virtual camera is changed, it is possible that the game apparatus generates the display image data by using the most natural model image selected from the plurality of model images. Moreover, the game apparatus may provide a plurality of model images for one model, according not only to the depression angle but also to the sight line direction (tumble) of the virtual camera 18 to each model.
The above-described problem also occurs in an earlier development. That is, according to an earlier development, the technique is developed, wherein the 2D object arranged as substitutes for the 3D object is turned to the viewpoint (virtual camera). However, even if the game apparatus generates the display image data by the technique according to an earlier development, the display image data is also expressed in the state wherein the "tree" object fell horizontally, as shown in FIG. 4.
FIG. 5 is an exemplary functional block diagram of the game apparatus according to the embodiment of the present invention. As shown in FIG. 5, the game apparatus comprises an input operation unit 100, a processing unit 200, a display unit 300 and a data storage medium 400.
The input operating unit 100 is used for the player to input an operation data. The input operating unit 100 has a function realized by hardware having a lever, buttons, a covering body or the like. When either one of the buttons or the like is pushed down, the input operating unit 100 outputs an operation signal to the processing unit 200.
19 The processing unit 200 carries out a processing of positioning objects and the virtual camera in the virtual 3D space, a processing of generating images (display image data) viewed from the virtual camera, a processing of storing the display image data in the frame buffer 270, and so on, on the basis of the above-described operation signal, a game program 410 stored in the data storage medium 400, and so on. The processing unit 200 has a function realized by hardware such as a CPU, f or example, a CISC type of CPU or a RISC type of CPU, a DSP, an ASIC, f or example, a gate array or the like, a memory or the like.
According to the processing unit 200, because the frame buffer 270 may be composed of and realized by a memory, the frame buffer 270 may be structured as a function block separated from the input operating unit 200. However, the frame buffer 270 is included in the processing unit 200, as one function thereof, for convenience of explanation.
The input processing unit 200 comprises a game operation unit 210, an image generation unit 250 and the frame buffer 270.
The game operation unit 210 carries out a processing of progressing the game, a processing of determining the location and the direction of the virtual camera, a processing of setting objects including the a light source in the virtual 3D space, and so on. Further, the game operation unit 210 comprises an arrangement position setting unit 212.
The arrangement position setting unit 212 carries out a processing of setting the arrangement expected positions of models in the virtual 3D space as a game space, with an arrangement position setting program 412. The arrangement position setting unit 212 may set the arrangement expected position of the predetermined model, when the virtual 3D space is set by the processing unit 200, or according the progress of the game.
That is, f or example, in the case the game operation unit 210 executes a racing game on the basis the game program 410, the arrangement position setting unit 212 may arrange the 3D "tree" object in the virtual 3D space when the racing car character runs under a predetermined speed, and may set the arrangement expected position instead of the 3D "tree" object when the racing car character runs over the predetermined speed. Thus, in the case the speed of the racing car character is high, it is possible that the game apparatus carries out the image generation processing to the 3D "tree". object without arranging the 3D "tree" object in the virtual 3D space, in order to shorten the processing time on the image generation.
21 The image generation unit 250 carries out a processing of generating the image of the virtual 3D space set by the game operation unit 210, on the basis of the virtual camera arranged and set in the virtual 3D space by the game operation unit 250.
Specifically, as shown in FIG. 6, the image generation unit 250 reads object data corresponding to an object 500 arranged in the virtual 3D space out of the data storage medium 400. Thereby, the image generation unit 250 transfers the position of each of polygons composing the object 500 in a local coordinate system (X, Y, Z) into the position in a world coordinate system (Xw, Yw, Zw), on the basis of the object data.
More specifically, the image generation unit 250 carries out the 3D coordinate transformation such as a parallel moving, a rotating, a inverting, a magnifying, a reducing and so on, to the position of each of polygons composing the object 500 in the local coordinate system (X, Y, Z) , on the basis of the position data and the direction data ( 0, 0, 0) of each polygon. Thereby, the image generation unit 250 transforms the position of each polygon in the local coordinate system (X, Y, Z) into the position in the world coordinate system (Xw, Yw, Zw).
Then, the image generation unit 250 transforms the 22 position of each polygon in the world coordinate system (Xw, Yw, Zw) into the position in the viewpoint coordinate system (Xv, Yv, Zv) based on the virtual camera.
Thereafter, the image generation unit 250 determines the view volume (field of view) 510 by carrying out the clipping processing to the viewpoint coordinate system (Xv, Yv, Zv).
Then, while the image generation unit 250 carries out the hidden surface processing to each polygon of the object 500 by using the Z buffer, the image generation unit 250 performs the geometric transformation such as perspective projection transformation or the like to the screen coordinate system (Xs, Ys), and the rendering processing such as the coloring or the like to each polygon of the object 500.
As a result, the game image generation unit 250 generates the display image data, to store the display image data in the frame buffer 270. When the display image data is stored in the frame buffer 270, the image is displayed on a display unit 300. Herein, the image generation unit 250 may carry out the hidden surface
processing not only using the Z buffer, but also the Z sort on the basis of the depth values of all objects in the viewpoint coordinate system.
23 The image generation unit 250 comprises a position attribute acquisition unit 252 and a model image insertion unit 254.
The position attribute acquisition unit 252 carries out a processing of determining and acquiring the attribute based on the arrangement expected position of the model. For example, the attribute includes the color, the fog and so on, at each vertex coordinates of the model, decided by the strength and direction of light emitted from a light source. The attribute acquired by the position attribute acquisition unit 252 may be one based on a single arrangement expected position of the model in the virtual 3D space. Therefore, the image generation unit 250 performs the image processing to the model image to be inserted into the display image data, on the basis of the attribute.
The model image insertion unit 254 performs a processing of inserting the model image into the display image data according to a model image insertion program 414, when the arrangement expected position of the model is set in the view volume. Specifically, the model image insertion unit 254 carries out the model image insertion processing shown in FIG. 7.
24 FIG. 7 is a flowchart showing a performance of the model image insertion unit 254, in the model insertion processing.
As shown In FIG. 7, in the case the arrangement expected position of the predetermined model is set in the view volume, when the model image insertion unit 254 read the model image insertion program 414 out of the game program 410, the model image insertion unit 254 starts the model image insertion processing to the predetermined model, according to the model image insertion program 414.
First, the model image insertion unit 254 determines the coordinates (X, Y) of the arrangement expected position of the predetermined model in the screen coordinate system (Xs, Ys) (Step Sl).
Thereafter, the model image insertion unit 254 determines the coordinate (Z) that is the depth, of the predetermined model In the viewpoint coordinate system (Xv, Yv, Zv) (Step S2). Then, the model image insertion unit 254 determines the scale (magnifying/ reduction ratio) of the predetermined model, on the basis of the coordinate (Z) determined at the Step S2 (Step S3).
Next, the model image insertion unit 254 reads the model image data 452 corresponding to the predetermined model, out of the object data 450. Further, when the position attribute acquisition unit 252 acquires the attribute based on the arrangement expected position of the predetermined model, the model image insertion unit 254 sets the attribute of the predetermined model (Step S4).
Thereafter, the model image insertion unit 254 multiplies the coordinates of the predetermined model in the local coordinate system by the scale of the predetermined model determined at the Step S3, and adds and inserts the model image of the predetermined model into the coordinates (X, Y) determined at the Step Sl, of the arrangement expected position in the screen coordinate system (Xs, Ys), on the basis of the model image data 452 and the attribute (Step S5). Therefore, the model image insertion unit 254 ends the model image insertion processing.
The model image insertion unit 254 inserts the model image into the display image data by performing the abovedescribed processing to the predetermined model.
The data storage medium 400 stores the game program 410 comprising the arrangement position setting program 412 and the model image insertion program 414 and the object data 450 comprising the model image data 452. The arrangement position setting program 412 and the model 26 image insertion program 414 may be separated from the game program 410.
The data storage medium 400 has a function realized by hardware such as a CD-ROM, a game cassette, an IC card, a MO, a FD, a DVD, a hard disk, a memory or the like. The processing unit 200 reads the data and the programs out of the data storage medium 400, to execute various types of processing on the basis of them.
Next, an exemplary hardware configuration realizable the game apparatus according to the embodiment of the present invention will be explained with reference to FIG. 8, as follows.
The game apparatus as shown in FIG. 8 comprises a CPU 1000, a ROM 1002, a RAM 1004, a data storage medium 1006, a sound generation IC 1008, an image generation IC 1010, and 1/0 ports 1012 and 1014, that are interconnected by a system bus 1016 so that data can be exchanged therebetween. A display device 1018 is further connected to the image generation IC 1010, a speaker 1020 is further connected to the sound generation IC 1008, a control device 1022 is further connected to the 1/0 port 1012, and a communication device 1024 is further connected to the 1/0 port 1014.
The data storage medium 1006 stores primarily a 27 software program, image data for expressing displayed objects, sound data, play data and so on. Further, the data storage medium 1006 corresponds to the data storage medium 400 shown in FIG. 5. According to a consumer game machine, for example, a CD-ROM, a game cartridge, a DVD, or other medium is typically used as the data storage medium for storing the game program and other data, and a memory card or other medium is used as the data storage medium f or storing the playing data. According to an arcade game machine, a semiconductor memory device such as a ROM or other medium or a hard disk is used as the data storage medium. In the above-described case the data storage medium 1006 can be achieved in the ROM 1002.
The control device 1022 is equivalent to the game controller, the operating panel, or other such device. Further, the control device 1022 is one used by the user to input the results of the decisions received while playing the game to the apparatus body.
The CPU 1000 controls the overall of the game apparatus and processes various data according to the game program stored to the data storage medium 1006, the system program (including initialization data for the game apparatus, and so on) stored to the ROM 1002, signals inputted by the control device 1022, or the like.
28 The RAM 1004 is a storage means used as an operating memory by the CPU 1000. Further, the RAM 1004 stores the particular contents of the data storage medium 1006 or the ROM 1002, operating results from the CPU 1000, and so on.
The sound generation IC 1008 and the image generation IC 1010 are also disposed in this type of game apparatus to generate and output sounds and images appropriate to the game.
The sound generation IC 1008 is an integrated circuit for generating game sounds such as sound effects, background music and so on, on the basis of the data stored to the data storage medium 1006 or the ROM 1002. The game sounds generated by the sound generation IC 1008 are outputted from the speaker 1020.
The image generation IC 1010 is an integrated circuit for generating pixel data to be outputted to the display device 1018, on the basis of the image data received from the RAM 1004, the ROM 1002, the data storage medium 1006, or the like.
The display device 1018 means a display device such as a CRT, a LCD, a TV, a plasma display, a projector or the like.
29 The communication device 1024 is for communicating various data used by the game apparatus with an external device. If the game apparatus is connected with another game apparatus, the communication device 1024 is used for communicating game programs, predetermined data corresponding to game programs, or other data with another game apparatus, through a communications line.
Various types of processing such as a processing of executing the game, a model image insertion processing and so on are achieved by the data storage medium 1006 which stores the game program 410, the arrangement position setting program 412, the model image Insertion program 414, the object data 450, the mode image data 452, and the CPU 1000, the image generation IC 1010, the sound generation IC 1008 and so on which operates according to the program.
It should be noted that the processes accomplished by the image generation IC 1010, the sound generation IC 1008, or the like, can be written as software applications run by the CPU 1000, a general purpose DSP, or other such device.
FIG. 9A shows an exemplary case wherein the game apparatus of the present invention is applied to an arcade game machine.
The player operates a lever 1102, buttons 1104 or the like, as watching the game image displayed on the display 1100, to enjoy the game. According to the arcade game machine, various types of processors, memories and so on are mounted on a system board 1106 that is a circuit board contained in the arcade game machine. The data including programs, for executing each members of the present invention is stored in a memory 1108 that is a data storage medium mounted on the system board 1106. Hereinafter, the data will be referred to as a storage data, as follows.
FIG. 9B shows an exemplary case wherein the game apparatus of the present invention is applied to a consumer game machine.
The player operates a lever 1202 or 1204, as watching the game image displayed on the display 1200, to enjoy the game. According to the consumer game machine, the abovedescribed storage data is stored in a CD or DVD 1206, a memory card 1208 or 1209, or the like, which is detachable from and attachable to an apparatus body 1210.
FIG. 9C shows an exemplary case wherein the game apparatus of the present invention is applied to a game system comprising a host apparatus 1300 and terminals 13041 to 1304-n connected to the host apparatus 1300 through a network 1302. The network 1302 includes a small area network system such as a LAN and a wide area network system such as an Internet.
31 According to the game system, the above-described storage data is stored to a data storage medium 1306 under control of the host apparatus 1300, such as a magnetic disk device, a magnetic tape device, a memory, or the like.
In the case each of the terminals 1304-1 to 1304-n can generate game images and game sounds with standing alone, the host apparatus 1300 sends the game program and so on for generating the game images and the game sounds, to each of the terminals 1304-1 to 1304-n. On the other hand, in the case each of the terminals 1304-1 to 1304-n cannot generate game images and game sounds with standing alone, the host apparatus 1300 generates game images and game sounds, to send them to each of terminals 1304-1 to 1304-n. Therefore, each terminal outputs the images and the game sounds.
According to the game system having the construction as shown in FIG. 9C, each means of the present invention may be distributed between the host apparatus 1300 and each of terminals 1304-1 to 1304-n, that is, between the server and the client.
Further, the storage data for executing each means of the present invention may be distributed between the data storage medium of the host apparatus and the data storage medium of each terminal, that is, between the data storage medium of the server and the data storage medium of the 32 client.
Further, according to the game system having the construction as shown in FIG. 9C, one or each of terminals 1304-1 to 1304-n connected to the network 1302 may be the consumer game machine as shown in FIG. 9B or the arcade game machine as shown in FIG. 9A.
Further, the arcade game machine and the consumer game machine may be composed so as to use a portable data storage device such as a memory card or a portable game machine, for transferring data from and to both the arcade game machine and the consumer game machine.
Although the present invention has been explained according to the abovedescribed embodiment, it should also be understood that the present invention is not limited to the embodiment and various changes and modifications may be made to the invention without departing from the gist thereof.
For example, in order to reduce the amount of data and operation on the image generation, the game apparatus of the present invention may perform the above-described image generation processing to all object in the virtual 3D space. In case the game apparatus generates the less realistic game image by carrying out the image generation 33 processing to all object in the virtual 3D space, it is effective that the game apparatus performs the image generation processing to the background or the surroundings unremarkable in the progress of the game, such as the "tree" object or the "cloud" object.
A main effect according to the embodiment of the present invention will be indicated, as follows.
According to the present invention, in order to generate the image expressing the predetermined object, it is unnecessary that the predetermined object is arranged in the virtual three-dimensional space, and it is sufficient that the two-dimensional object Image expressing the predetermined object is inserted into the two-dimensional space image when the two-dimensional space image is generated. Accordingly, it is sufficient that the geometry transformation such as the perspective projection transformation, is preformed only to the arrangement expected position as a representative point of the predetermined object, not to the whole predetermined object. As a result, it is possible that the whole processing of generating the image of the predetermined object is reduced.
The entire disclosure of Japanese Patent Application No. Tokugan 2000137819 filed on May 10, 2000 including specification, claims, drawings and summary are
34 incorporated herein by reference in its entirety.
Claims (13)
1. A game apparatus comprising:
an arrangement position setting section for setting an arrangement expected position of a predetermined object in a virtual three-dimensional space; an image generation section for generating a two dimensional space image viewed from a virtual camera, based on the virtual three-dimensional space including the arrangement expected position; an image insertion section for inserting a two dimensional object image expressing the predetermined object into a position corresponding to the arrangement expected position, of the two-dimensional space image; and an execution section for executing a predetermined game by displaying the two-dimensional space image including the two-dimensional object image.
2. A game apparatus as claimed in claim 1, wherein the image insertion section changes a size of the two-dimensional object image to be inserted into the position of the two-dimensional space image, according to a distance from the virtual camera to the arrangement expected position in the virtual three-dimensional space.
3. A game apparatus as claimed in claim 1 or 2, wherein the image insertion section changes a color 36 of the two-dimensional object image to be inserted into the position of the two-dimensional space image, on the basis of a predetermined attribute at the arrangement expected position in the virtual three- dimensional space.
4. A game apparatus as claimed in claim 3, wherein the predetermined attribute is an information on a light source or a fog.
5. A storage medium havIng a computer- executable program recorded thereon, wherein the program comprises:
a program code of setting an arrangement expected position of a predetermined object in a virtual three dimensional space; a program code of generating a two-dimensional space image viewed from a virtual camera, based on the virtual three-dimensional space including the arrangement expected position; a program code of inserting a two-dimensional object image expressing the predetermined object into a position corresponding to the arrangement expected position, of the two-dimensional space image; and a program code of executing a predetermined game by displaying the two-dimensional space image including the two-dimensional object image.
37
6. A storage medium having a computer-executable program recorded thereon, as claimed in claim 5, wherein the program f urther comprises:
a program code of changing a size of the two dimensional object image to be inserted into the position of the two-dimensional space image, according to a distance from the virtual camera to the arrangement expected position in the virtual three-dimensional space.
7. A storage medium having a computer- executable program recorded thereon, as claimed in claim 5 or 6, wherein the program further comprises:
a program code of changing a color of the two dimensional object image to be inserted into the position of the two-dimensional space image, on the basis of a predetermined attribute at the arrangement expected position in the virtual three-dimensional space.
8. A storage medium having a computer-executable program recorded thereon, as claimed in claim 5 or 6, wherein the program further comprises:
a program code of changing a color of the two dimensional object image to be inserted into the position of the two-dimensional space image, on the basis of an information on a light source or a fog at the arrangement expected position in the virtual three-dimensional space.
38
9. A computer program comprising program code means f or perf orming the steps of:
setting an arrangement expected position of a predetermined object in a virtual three-dimensional space; generating a two-dimensional space image viewed from a virtual camera, based on the virtual three-dimensional space including the arrangement expected position; inserting a two-dimensional object image expressing the predetermined object into a position corresponding to the arrangement expected position, of the two-dimensional space image; and executing a predetermined game by displaying the two dimensional space image including the two-dimensional object image.
10. A computer program as claimed in claim 9, further comprising program code means for performing the step of: changing a size of the twodimensional object image to be inserted into the position of the twodimensional space image, according to a distance from the virtual camera to the arrangement expected position in the virtual threedimensional space.
11. A computer program as claimed in claim 9 or 10, further comprising program code means for performing the 39 step of: changing a color of the two-dimensional object image to be inserted into the position of the twodimensional space image, on the basis of a predetermined attribute at the arrangement expected position in the virtual three-dimensional space.
12. A computer program as claimed in claim 9 or 10, further comprisIng program code means for performing the step of: changing a color of the two-dimensional object image to be inserted into the position of the twodimensional space image, on the basis of an information on a light source or a fog at the arrangement expected position in the virtual threedimensional space.
13. A game apparatus, a storage medium or a compute program substantially as herein described with reference to and as illustrated in the accompanying drawings.
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2000137819A JP2001314648A (en) | 2000-05-10 | 2000-05-10 | Game apparatus and information storage medium |
Publications (3)
Publication Number | Publication Date |
---|---|
GB0110635D0 GB0110635D0 (en) | 2001-06-20 |
GB2364495A true GB2364495A (en) | 2002-01-23 |
GB2364495B GB2364495B (en) | 2004-10-13 |
Family
ID=18645530
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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GB0110635A Expired - Fee Related GB2364495B (en) | 2000-05-10 | 2001-05-01 | Game apparatus, storage medium and computer program |
Country Status (3)
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US (1) | US20010041618A1 (en) |
JP (1) | JP2001314648A (en) |
GB (1) | GB2364495B (en) |
Families Citing this family (5)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3860552B2 (en) * | 2003-03-25 | 2006-12-20 | 富士通株式会社 | Imaging device |
JP5184036B2 (en) * | 2007-10-05 | 2013-04-17 | 任天堂株式会社 | GAME PROGRAM AND GAME DEVICE |
WO2011126459A1 (en) * | 2010-04-08 | 2011-10-13 | Nanyang Technological University | Image generating devices, graphics boards, and image generating methods |
JP6909682B2 (en) * | 2017-09-12 | 2021-07-28 | 株式会社バンダイナムコエンターテインメント | Programs, image generators, and image generators |
KR20200079849A (en) * | 2018-12-26 | 2020-07-06 | 주식회사 피제이팩토리 | Multi-depth Image Generation and Viewing |
Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1998046014A1 (en) * | 1997-04-07 | 1998-10-15 | Interactive Pictures Corporation | Method and apparatus for inserting a high resolution image into a low resolution interactive image to produce a realistic immersive experience |
-
2000
- 2000-05-10 JP JP2000137819A patent/JP2001314648A/en active Pending
-
2001
- 2001-04-26 US US09/842,060 patent/US20010041618A1/en not_active Abandoned
- 2001-05-01 GB GB0110635A patent/GB2364495B/en not_active Expired - Fee Related
Patent Citations (1)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO1998046014A1 (en) * | 1997-04-07 | 1998-10-15 | Interactive Pictures Corporation | Method and apparatus for inserting a high resolution image into a low resolution interactive image to produce a realistic immersive experience |
Also Published As
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JP2001314648A (en) | 2001-11-13 |
US20010041618A1 (en) | 2001-11-15 |
GB2364495B (en) | 2004-10-13 |
GB0110635D0 (en) | 2001-06-20 |
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