JP3547247B2 - 3D image display game machine left and right screen synchronization method - Google Patents
3D image display game machine left and right screen synchronization method Download PDFInfo
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- JP3547247B2 JP3547247B2 JP02580296A JP2580296A JP3547247B2 JP 3547247 B2 JP3547247 B2 JP 3547247B2 JP 02580296 A JP02580296 A JP 02580296A JP 2580296 A JP2580296 A JP 2580296A JP 3547247 B2 JP3547247 B2 JP 3547247B2
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Description
【0001】
【発明の属する技術分野】
本発明は、右目用と左目用の2つの映像源の映像をレンチキュラスクリーンに投影し、レンチキュラスクリーン上の各投影像を右目と左目にそれぞれ入射させ視差を与えることにより立体視を体験できるゲーム機の左右画面同期方法に関する。
【0002】
【従来の技術】
ゲームにリアル感および迫力を与えるために立体視を体験できるゲーム機が普及し始めている。
図4は立体視できるゲーム機の一例を示す図であり、(a)は側面から見た図,(b)は上から見た図である。
ゲーム機の中に右目用のプロジェクタ24と左目用のプロジェクタ25が配置され、ミラー22および23によってプロジェクタ24および25から映写される映像がレンチキュラスクリーン21上に投影される。
プレイヤ26および27は、レンチキュラスクリーン21に対し所定の位置、すなわち頭部(両眼)が固定される場所が予め決められた位置になるように座り、投影されるスクリーン上の映像を見ることにより映像を立体視することができる。
【0003】
図5は上記ゲーム機の原理を説明するための図である。
レンチキュラスクリーンは多数のかまぼこ型レンズを配置して構成されている。2台の右目用と左目用の液晶プロジェクタからレンチキュラスクリーンに投影される映像は、レンチキュラスクリーンのかまぼこ型レンズの偏光レンズ作用により左右に分離される。右目用の液晶プロジェクタの映像は右目に、左目用の液晶プロジェクタの映像は左目にそれぞれ入射する。
この左右の映像のズレによる視差より映像に遠近感が生じ立体視が可能となる。
【0004】
【発明が解決しようとする課題】
上記ゲーム機において、左目用と右目用のプロジェクタから出力されレンチキュラスクリーンに表示される映像のタイミングが一致しない場合には、プレイヤは立体映像に違和感を感じる。
ところで、従来のゲーム機では例えばA画面からB画面に送られる信号は座標データのみであり、A画面とB画面の表示タイミングを合わせることはしていない。そのため画面間の表示時間誤差が大きい場合には例えば0.5秒ほどの時間差が生じる場合がある。
本発明の課題は、左目用と右目用の映像作成回路手段がそれぞれ表示する映像のタイミングを一致させるように同期を取ることができる立体映像表示ゲーム機の左右画面同期方法を提供することにある。
【0005】
【課題を解決するための手段】
前記課題を達成するために本発明による立体映像表示ゲーム機の左右画面同期方法は、右目用と左目用の映像作成回路手段で作られるそれぞれの映像をレンチキュラスクリーンに投影し、レンチキュラスクリーン上の各投影像を右目と左目にそれぞれ入射させ視差を与えることにより立体視を体験できるゲーム機において、右目用と左目用の映像作成回路手段のうち一方の映像作成回路手段で作ったVブランク信号を他方の映像作成回路手段に送る送受信手段を備えることにより、前記Vブランク信号を右目用と左目用の映像作成回路手段の制御手段にそれぞれ与え、前記右目用と左目用の映像作成回路手段の各制御手段は、前記Vブランク信号を検知する検知部,前記検知部により前記Vブランク信号を検知期間中はゲーム処理を行うゲーム処理部および前記検知部が前記Vブランク信号を検知していない期間中は画面表示のための走査制御を行なう走査制御部を有し、前記右目用と左目用の映像作成回路手段の各制御手段にVブランク信号が入力していない期間中、右目用と左目用の映像作成回路手段で作られる映像を画面表示することにより左右画面の同期をとるようにしている。
【0006】
【発明の実施の形態】
以下、図面を参照して本発明の実施の形態を詳しく説明する。
図1は、本発明による左右画面同期方法を適用した立体映像表示ゲーム機を説明するための図である。
Vブランク信号は、映像作成回路手段である左目用プリント回路基板(以下「PCB」という)1に設けられているポリゴン制御回路により作られ、右目用PCBに送られる。
各PCBは、CPU(制御手段)およびポリゴン制御回路を有している。左目用PCBはこのほかに同期信号送信部を含んでいる。また、右目用PCBはこのほかに同期信号受信部を含んでいる。同期信号送信部および同期信号受信部により送受信手段が構成される。
【0007】
CPUはプログラムおよび入力信号に基づき演算を行うことによりゲーム処理を行い、ポリゴン制御回路に対し3次元像を作るための情報を送る。
ポリゴン制御回路は、ポリゴンデータの3次元座標をプレイヤを原点とする視点座標系に変換する3次元演算回路,この3次元座標をスクリーン上の2次元座標に変換する透視変換回路,透視変換されたポリゴンがスクリーンに入るか否かを決めるクリッピング回路,各ポリゴンをZ代表値を基準に並べ変えるソーティング回路等より構成され、3D映像信号を生成する。左目用および右目用プロジェクタは立体映像を作るため図1に示すような左映像画面と右映像画面をレンチキュラスクリーンに投影する。
【0008】
図2は、本発明による左右画面同期方法を適用した立体映像表示ゲーム機の各PCBに搭載されているCPUの実施の形態を示すブロック図である。
各CPUは、ゲーム処理部4,検知部5および走査制御部6の機能を有している。検知部5は同期信号すなわちVブランク信号が入力したか否かを検出する。走査制御部6は検知部5より検出信号が入力しない場合はポリゴン制御回路に対し表示走査を行うための信号を送出する。また、検出した場合はゲーム処理部4に対しゲーム処理の指示を与える。ゲーム処理部4は走査制御部6からの指示にしたがってゲーム処理を行い、その情報は検知部5,走査制御部6を介してポリゴン制御回路に送られる。
【0009】
図3は、本発明による左右画面同期方法を説明するためのフローチャートである。
ゲームスタートにより左右目用のPCBのCPUではゲーム処理部4によってゲーム処理が行われる(ステップ(以下「S」という)301)。S302のステップにおいて検知部5はVブランク信号を検知している間、上記ゲーム処理を行っている。Vブランク信号が検知されなくなると、CPUの走査制御部6は表示のための走査制御を開始する(S303)。走査が終了したか否かは、検知部5のVブランク信号の検知によって行っており(S304)、Vブランク信号を検知した場合にはS301に戻り、ゲーム処理部4はゲーム処理を行う。そして、Vブランク信号が検知されている期間中、ゲーム処理を続行する。
以上のようにしてVブランク信号が入力中はゲーム処理を、Vブランク信号が入力していないときは表示走査制御を行っている。
【0010】
【発明の効果】
以上、説明したように本発明は、Vブランク信号を前記左右目用の映像作成回路手段の制御手段にそれぞれ与え、前記各制御手段は前記Vブランク信号が入力期間中はゲーム処理を行い、前記Vブランク信号が入力していない期間中は画面表示処理を行うようにしているので、右目用と左目用の画面表示のタイミングを一致させることができ、立体映像に違和感を与えることはないという効果がある。
【図面の簡単な説明】
【図1】本発明による左右画面同期方法を適用した立体映像表示ゲーム機を説明するための図である。
【図2】本発明による左右画面同期方法を適用した立体映像表示ゲーム機の各PCB上のCPUの実施の形態を示すブロック図である。
【図3】本発明による左右画面同期方法を説明するためのフローチャートである。
【図4】立体視できるゲーム機の一例を示す図であり、(a)は側面から見た図,(b)は上から見た図である。
【図5】図4のゲーム機の原理を説明するための図である。
【符号の説明】
1…左目用プリント回路基板(PCB)
2…右目用プリント回路基板(PCB)
3…CPU
4…ゲーム処理部
5…検知部
6…走査制御部
21…レンチキュラスクリーン
22,23…ミラー
24,25…プロジェクタ
26,27…プレイヤ[0001]
BACKGROUND OF THE INVENTION
The present invention is a game machine capable of experiencing stereoscopic vision by projecting images of two video sources for right eye and left eye onto a lenticular screen, and allowing each projected image on the lenticular screen to enter the right eye and left eye respectively to give parallax. The left and right screen synchronization method.
[0002]
[Prior art]
Game machines that can experience stereoscopic viewing to give the game a sense of realism and power are becoming popular.
4A and 4B are diagrams showing an example of a game machine that can be viewed stereoscopically. FIG. 4A is a view seen from the side, and FIG. 4B is a view seen from above.
A right-eye projector 24 and a left-eye projector 25 are arranged in the game machine, and images projected from the projectors 24 and 25 are projected onto the lenticular screen 21 by the mirrors 22 and 23.
The players 26 and 27 sit at a predetermined position with respect to the lenticular screen 21, that is, the place where the head (both eyes) is fixed is a predetermined position, and watch the projected image on the screen. The image can be stereoscopically viewed.
[0003]
FIG. 5 is a diagram for explaining the principle of the game machine.
The lenticular screen is configured by arranging a number of kamaboko lenses. The images projected on the lenticular screen from the two right-eye and left-eye liquid crystal projectors are separated into left and right by the polarizing lens action of the kamaboko lens of the lenticular screen. The image of the right-eye liquid crystal projector is incident on the right eye, and the image of the left-eye liquid crystal projector is incident on the left eye.
The parallax due to the shift between the left and right images causes a sense of perspective and enables stereoscopic viewing.
[0004]
[Problems to be solved by the invention]
In the above game machine, if the timing of the video output from the left-eye projector and the right-eye projector and displayed on the lenticular screen does not match, the player feels uncomfortable with the stereoscopic video.
By the way, in the conventional game machine, for example, the signal sent from the A screen to the B screen is only coordinate data, and the display timing of the A screen and the B screen is not matched. Therefore, when the display time error between screens is large, a time difference of about 0.5 seconds may occur, for example.
It is an object of the present invention to provide a left and right screen synchronization method for a stereoscopic video display game machine that can synchronize so that the timings of videos displayed by the left-eye and right-eye video creation circuit means match each other. .
[0005]
[Means for Solving the Problems]
In order to achieve the above object, a method for synchronizing left and right screens of a stereoscopic video display game machine according to the present invention projects respective images created by right eye and left eye image creation circuit means on a lenticular screen, In a game machine in which projection images are incident on the right eye and the left eye respectively to give a parallax, a V blank signal created by one video creation circuit means of the right eye and left eye video creation circuit means can be used. The V blank signal is supplied to the control means of the right eye and left eye image creation circuit means, respectively, and each control of the right eye and left eye image creation circuit means is provided. A means for detecting the V blank signal is a game unit that performs game processing during the detection period of the V blank signal by the detection unit. Each of the control means of the right-eye and left-eye image creating circuit means has a scanning control part that performs scanning control for screen display during a period in which the processing part and the detection part do not detect the V blank signal During the period when the V blank signal is not input to the left and right screens, the left and right screens are synchronized by displaying on the screen images created by the right eye and left eye image creating circuit means .
[0006]
DETAILED DESCRIPTION OF THE INVENTION
Hereinafter, embodiments of the present invention will be described in detail with reference to the drawings.
FIG. 1 is a diagram for explaining a stereoscopic video display game machine to which a left-right screen synchronization method according to the present invention is applied.
The V blank signal is generated by a polygon control circuit provided on a printed circuit board for left eye (hereinafter referred to as “PCB”) 1 which is a video creation circuit means, and is sent to the right eye PCB.
Each PCB has a CPU (control means) and a polygon control circuit. The left-eye PCB further includes a synchronization signal transmission unit. In addition, the right-eye PCB includes a synchronization signal receiving unit. The synchronization signal transmission unit and the synchronization signal reception unit constitute transmission / reception means.
[0007]
The CPU performs a game process by performing an operation based on the program and the input signal, and sends information for creating a three-dimensional image to the polygon control circuit.
The polygon control circuit is a three-dimensional calculation circuit that converts the three-dimensional coordinates of the polygon data into a viewpoint coordinate system with the player as the origin, a perspective conversion circuit that converts the three-dimensional coordinates into two-dimensional coordinates on the screen, A 3D video signal is generated by a clipping circuit that determines whether or not a polygon enters the screen and a sorting circuit that rearranges each polygon based on the Z representative value. The left-eye and right-eye projectors project a left image screen and a right image screen as shown in FIG. 1 on a lenticular screen in order to create a stereoscopic image.
[0008]
FIG. 2 is a block diagram showing an embodiment of a CPU mounted on each PCB of a stereoscopic video display game machine to which the left and right screen synchronization method according to the present invention is applied.
Each CPU has functions of a
[0009]
FIG. 3 is a flowchart for explaining a left-right screen synchronization method according to the present invention.
When the game is started, the game processing is performed by the
As described above, the game process is performed while the V blank signal is being input, and the display scanning control is performed when the V blank signal is not being input.
[0010]
【The invention's effect】
As described above, according to the present invention, the V blank signal is supplied to the control means of the left and right eye image creating circuit means, and each control means performs game processing during the input period of the V blank signal. Since the screen display process is performed during the period when the V blank signal is not input, the timing of the screen display for the right eye and the left eye can be matched, and there is no effect on the stereoscopic image. There is.
[Brief description of the drawings]
FIG. 1 is a diagram for explaining a stereoscopic video display game machine to which a left-right screen synchronization method according to the present invention is applied.
FIG. 2 is a block diagram showing an embodiment of a CPU on each PCB of a stereoscopic video display game machine to which a left and right screen synchronization method according to the present invention is applied.
FIG. 3 is a flowchart for explaining a left-right screen synchronization method according to the present invention;
4A and 4B are diagrams illustrating an example of a game machine that can be viewed stereoscopically, in which FIG. 4A is a diagram viewed from the side, and FIG. 4B is a diagram viewed from above.
FIG. 5 is a diagram for explaining the principle of the game machine of FIG. 4;
[Explanation of symbols]
1 ... Left eye printed circuit board (PCB)
2 ... Right eye printed circuit board (PCB)
3 ... CPU
4 ... Game processing unit 5 ... Detection unit 6 ... Scanning control unit 21 ... Lenticular screen 22, 23 ... Mirror 24, 25 ... Projector 26, 27 ... Player
Claims (1)
右目用と左目用の映像作成回路手段のうち一方の映像作成回路手段で作ったVブランク信号を他方の映像作成回路手段に送る送受信手段を備えることにより、前記Vブランク信号を右目用と左目用の映像作成回路手段の制御手段にそれぞれ与え、
前記右目用と左目用の映像作成回路手段の各制御手段は、前記Vブランク信号を検知する検知部,前記検知部により前記Vブランク信号を検知期間中はゲーム処理を行うゲーム処理部および前記検知部が前記Vブランク信号を検知していない期間中は画面表示のための走査制御を行なう走査制御部を有し、
前記右目用と左目用の映像作成回路手段の各制御手段にVブランク信号が入力していない期間中、右目用と左目用の映像作成回路手段で作られる映像を画面表示することにより左右画面の同期をとることを特徴とする立体映像表示ゲーム機の左右画面同期方法。A game machine that can experience stereoscopic vision by projecting each image created by the right eye and left eye image creation circuit means onto a lenticular screen, and allowing each projected image on the lenticular screen to enter the right eye and left eye respectively to give parallax In
By providing transmission / reception means for transmitting the V blank signal produced by one of the video production circuit means to the other video production circuit means among the video production circuit means for the right eye and the left eye, the V blank signal is used for the right eye and the left eye. To the control means of the video creation circuit means
Each control means of the right-eye and left-eye video creation circuit means includes a detection unit that detects the V blank signal, a game processing unit that performs a game process during the detection period of the V blank signal by the detection unit, and the detection A scanning control unit that performs scanning control for screen display during a period in which the unit does not detect the V blank signal,
During the period when the V blank signal is not input to the control means of the right-eye and left-eye image creation circuit means, the images created by the right-eye and left-eye image creation circuit means are displayed on the screen. A method for synchronizing left and right screens of a stereoscopic video display game machine, characterized in that synchronization is taken.
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JP02580296A JP3547247B2 (en) | 1996-01-19 | 1996-01-19 | 3D image display game machine left and right screen synchronization method |
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JP02580296A JP3547247B2 (en) | 1996-01-19 | 1996-01-19 | 3D image display game machine left and right screen synchronization method |
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JP5351549B2 (en) * | 2009-02-20 | 2013-11-27 | 京楽産業.株式会社 | Pachinko machine |
JP5351548B2 (en) * | 2009-02-20 | 2013-11-27 | 京楽産業.株式会社 | Pachinko machine |
WO2013157838A1 (en) * | 2012-04-17 | 2013-10-24 | 한국전자통신연구원 | Method and device for compensating for synchronization between left and right image frames in three-dimensional imaging system, and reproduction device and method |
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