JP5758202B2 - 画像処理プログラム、画像処理装置、画像処理方法および画像処理システム - Google Patents
画像処理プログラム、画像処理装置、画像処理方法および画像処理システム Download PDFInfo
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
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- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
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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
- A63F13/525—Changing parameters of virtual cameras
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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
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
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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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5372—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
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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
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
- A63F13/5375—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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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
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0346—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
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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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/203—Image generating hardware
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- 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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/305—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for providing a graphical or textual hint to the player
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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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
- A63F2300/306—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 characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display for displaying a marker associated to an object or location in the game field
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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
- A63F2300/30—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 characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/308—Details of the user interface
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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
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
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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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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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
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6676—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
Description
12 …ゲーム装置
14 …コントローラ
28 …モニタ
34,36 …第1,第2コントローラ
40 …CPU
42a …入出力プロセッサ
42e …内部メインメモリ
42d …VRAM
46 …外部メインメモリ
Claims (18)
- 画像処理装置のコンピュータを、
オブジェクトが配置された仮想空間を仮想カメラから撮影した仮想空間画像を出力する画像出力手段、
所定の基準位置と前記オブジェクトの配置位置との位置関係を示す位置関係情報を出力する位置関係情報出力手段、および
前記位置関係情報を前記基準位置に関連して設定されている当該基準位置の基準面からの高さを規定する高さ情報に応じて変化させる位置関係情報変化手段として機能させる、画像処理プログラム。 - 前記コンピュータを、前記基準位置に関連して前記オブジェクトの存在を検知可能な範囲を設定しかつ当該範囲を少なくとも前記高さ情報に応じて変化させる範囲制御手段としてさらに機能させ、
前記位置関係情報は前記オブジェクトの配置位置が前記範囲内か否かを少なくとも示す情報である、請求項1記載の画像処理プログラム。 - 前記範囲制御手段は前記高さ情報の示す値が大きいほど前記範囲を拡大する、請求項2記載の画像処理プログラム。
- 前記範囲は、前記基準位置からの距離と方向に基づいて設定される、請求項2記載の画像処理プログラム。
- 前記位置関係情報は前記オブジェクトの検知の強さを示す情報を含み、
前記範囲制御手段は前記範囲内で検知の強さが段階的に変化するように当該範囲を複数領域に分割する、請求項4記載の画像処理プログラム。 - 前記コンピュータを、前記基準位置から前記オブジェクトの配置位置までの距離と方向に基づいて前記検知の強さを計算する計算手段としてさらに機能させ、
前記位置関係情報変化手段は、前記オブジェクトの配置位置が前記範囲内である場合には、前記計算手段の計算結果に基づいて前記位置関係情報を変化させる、請求項4記載の画像処理プログラム。 - 前記計算手段は方向よりも距離を優先して計算を行う、請求項6記載の画像処理プログラム。
- 前記コンピュータを、前記範囲内に複数のオブジェクトが存在する場合に前記基準位置から各オブジェクトまでの距離と方向に基づいて最優先オブジェクトを決定する最優先オブジェクト決定手段としてさらに機能させ、
前記オブジェクトは前記最優先オブジェクトである、請求項2記載の画像処理プログラム。 - 前記最優先オブジェクト決定手段は方向よりも距離を優先して決定を行う、請求項8記載の画像処理プログラム。
- 前記高さ情報は、前記オブジェクトに設定されている属性である、請求項2記載の画像処理プログラム。
- 前記属性は、前記オブジェクトが可動オブジェクトか否かを示す情報を含み、
前記コンピュータを、前記基準位置に関連して前記オブジェクトの存在を検知可能な範囲を設定しかつ当該範囲を少なくとも前記属性に応じて変化させる範囲制御手段としてさらに機能させる、請求項10記載の画像処理プログラム。 - 前記基準位置は前記仮想カメラの位置であり、
前記位置関係情報は、画像、音声、振動および発光の少なくとも1つで表現される、請求項1記載の画像処理プログラム。 - 前記位置関係情報出力手段は画像で表現された位置関係情報を前記仮想空間画像上に描画する、請求項12記載の画像処理プログラム。
- 前記コンピュータを、前記仮想カメラの位置をポインティングデバイスからの入力に基づいて制御する仮想カメラ位置制御手段としてさらに機能させる、請求項12記載の画像処理プログラム。
- 前記位置関係情報出力手段は前記画像で表現された位置関係情報が前記オブジェクトを指向するように制御する、請求項13記載の画像処理プログラム。
- オブジェクトが配置された仮想空間を仮想カメラから撮影した仮想空間画像を出力する画像出力手段、
所定の基準位置と前記オブジェクトの配置位置との位置関係を示す位置関係情報を出力する位置関係情報出力手段、および
前記位置関係情報を前記基準位置に関連して設定されている当該基準位置の基準面からの高さを規定する高さ情報に応じて変化させる位置関係情報変化手段を備える、画像処理装置。 - 画像処理装置によって実行される画像処理方法であって、
オブジェクトが配置された仮想空間を仮想カメラから撮影した仮想空間画像を出力する画像出力ステップ、
所定の基準位置と前記オブジェクトの配置位置との位置関係を示す位置関係情報を出力する位置関係情報出力ステップ、および
前記位置関係情報を前記基準位置に関連して設定されている当該基準位置の基準面からの高さを規定する高さ情報に応じて変化させる位置関係情報変化ステップを含む、画像処理方法。 - オブジェクトが配置された仮想空間を仮想カメラから撮影した仮想空間画像を出力する画像出力手段、
所定の基準位置と前記オブジェクトの配置位置との位置関係を示す位置関係情報を出力する位置関係情報出力手段、および
前記位置関係情報を前記基準位置に関連して設定されている当該基準位置の基準面からの高さを規定する高さ情報に応じて変化させる位置関係情報変化手段を備える、画像処理システム。
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US13/209,689 US9417761B2 (en) | 2011-06-02 | 2011-08-15 | Storage medium storing image processing program, image processing apparatus, image processing method and image processing system for displaying a virtual space in which objects are arranged with a virtual camera |
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US10600245B1 (en) | 2014-05-28 | 2020-03-24 | Lucasfilm Entertainment Company Ltd. | Navigating a virtual environment of a media content item |
US10682572B2 (en) * | 2018-07-25 | 2020-06-16 | Cameron Wilson | Video game reticle |
JP6905568B2 (ja) * | 2019-11-21 | 2021-07-21 | 株式会社コーエーテクモゲームス | ゲームプログラム、ゲーム処理方法及び情報処理装置 |
JP7324469B2 (ja) * | 2021-06-28 | 2023-08-10 | グリー株式会社 | 情報処理システム、情報処理方法、情報処理プログラム |
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