KR101041723B1 - 3차원 비디오게임 시스템 - Google Patents
3차원 비디오게임 시스템 Download PDFInfo
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Abstract
Description
따라서 좌측 및 우측 원급법에서 카메라 뷰포인트에 대응하는 영상을 얻을 수 있으며, 하드웨어는 다중화없이 2개의 상이한 독립적인 비디오 출력에서 디스플레이되고 실시간으로 디스플레이되는 정보를 인식할 것이다. 모든 기법들은 본 발명에 의해 제안된 기법에서 다중화 및 소프트웨어 동기화를 사용하며, 3Dvisor 를 사용할동안 실제 정보를 얻을 수 있으며, 영상은 2개의 상이한 원근법으로 디스플레이될 수 있으며, 뇌는 본 기술분야의 현존의 기법과 연관된 효과와 스크린상에서의 명멸 없이 공간에서 차지하는 체적과 연관될 것이다.
애니메이션에 의해 입체 영상을 발생시키는 3차원 컴퓨터 시각 시스템을 얻을 수 있게 하는 제2입체 카메라[SETXYZTDV()]의 좌표 연산방법은 소프트웨어 프로그램에서 디스플레이 및 모델링된다. 이러한 방법은 소프트웨어 프로그램을 사용하여 입체 영상을 얻기 위하여, 컴퓨터로 발생된 2개의 실제 시각화 카메라에 할당되어야만 하는 공간 좌표(x, y, z)를 얻을 수 있게 하며; 상기 소프트웨어는 3차원을 시뮬레이트하고, 물체의 운동에 의해 또는 오토캐드, Micrografix Simply 3D, 3Dmax Studio, Point, Dark Basic, Maya, Marionette, Blender, 엑셀, 워드, 페인트, 파워, Corel Draw, Photo paint, 포토샵 등에 의해 컴퓨터로 발생된 물체에 의해 그 순간에 관찰되는 "가상 카메라"에 의해 영상을 발생시키지만, 상술한 바와 같은 모든 프로그램들은 하나의 고정형 또는 가동형 원근법을 갖는 오직 하나의 카메라만 디스플레이하도록 설계되었다.
상술한 바와 같은 프로그램에는 하기와 같은 좌표변환 식에 의해 또 다른 3D 모델링 및 애니메이션 특징이 부가된다.
x = x'cosΦ - y'sinΦ
y = x'sinΦ + y'cosΦ
Claims (18)
- 비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법에 있어서,좌측 후방버퍼 및 우측 후방버퍼를 제공하는 단계;제1 안 뷰(first eye view)에 대응하는 제1 이미지를 좌측 후방버퍼에 저장하는 단계;3차원 공간 내에서 제1 이미지의 제2 안 뷰의 위치 좌표를 계산하는 단계;상기 계산된 위치 좌표에 기반하여 제2 안 뷰 이미지를 결정하는 단계;제2 안 뷰 이미지를 상기 우측 후방버퍼에 저장하는 단계;3차원 시각 이미지를 사용자에게 제공하기 위해 제1 안 뷰 이미지와 제2 안 뷰 이미지를 디스플레이하는 단계를 포함하는 것을 특징으로 하는비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법.
- 제1항에 있어서,상기 제1 이미지는 비디오게임에서의 제1 물체(object)에 대응하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법.
- 제1항에 있어서,상기 제2 안 뷰의 위치 좌표를 계산하는 단계는 상기 제2 안 이미지 뷰의 높이에 편차가 없을 때 x 및 z 좌표만을 계산하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법.
- 제1항에 있어서,상기 제2 안 뷰의 위치 좌표를 계산하는 단계는 우안(right eye) 카메라 뷰 위치의 좌표를 계산하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법.
- 제1항에 있어서,상기 제2 안 뷰의 위치 좌표를 계산하는 단계는 상기 제1 안 뷰에 대응하는 제1 가상 카메라의 주어진 위치에서 좌표 변환식에 의해 공간 좌표를 취득하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법.
- 제1항에 있어서,상기 제1 안 뷰 이미지와 제2 안 뷰 이미지를 디스플레이하는 단계는 상이한 비디오 채널에 좌측 우측 영상을 생성하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 이미지를 디스플레이하기 위한 방법.
- 비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법에 있어서,제1 카메라의 공간 좌표를 결정하는 단계;비디오게임 내의 대상 물체(target object)의 공간 좌표를 결정하는 단계;상기 제1 카메라로부터 상기 대상 물체까지의 라인의 각도를 결정하는 단계;원점에 대한 제1 카메라를 재계산하는 단계;제2 카메라를 상기 제1 카메라로부터 6.5-7.0cm 이격된 위치에 상기 제1 카메라와 동일한 각도로 배치하여 제2 카메라의 좌표를 계산하는 단계; 및상기 제1 카메라와 상기 제2 카메라로부터의 뷰에 대응하는 상기 대상 물체의 3차원 뷰를 디스플레이하는 단계를 포함하는 것을 특징으로 하는비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법.
- 제7항에 있어서,상기 제1 카메라의 공간 좌표를 결정하는 단계는, 상기 제1 카메라의 X, Y, Z 좌표를 계산하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법.
- 제7항에 있어서,상기 원점에 대한 제1 카메라를 재계산하는 단계는, 상기 제1 카메라로부터 상기 대상 물체까지의 라인의 결정된 각도에서, 좌표 시스템을 그 축으로부터 회전시키는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법.
- 제7항에 있어서,상기 제1 카메라로부터 상기 대상 물체까지의 라인의 각도를 결정하는 단계이후, 상기 제1 카메라로부터 상기 대상 물체까지의 라인의 경사를 계산하는 단계를 더 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법.
- 제7항에 있어서,상기 대상 물체의 3차원 뷰를 디스플레이하는 단계는 대상 물체의 좌안 뷰 및 우안 뷰를 전자 디스플레이에 출력하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법.
- 제7항에 있어서,상기 대상 물체의 3차원 뷰를 디스플레이하는 단계는 전자 바이저(electronic visor)에 출력하는 단계를 포함하는 것을 특징으로 하는 비디오게임 시스템에서 3차원 비디오 게임 이미지를 사용자에게 디스플레이하는 방법.
- 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템에 있어서,상기 비디오 게임 시스템은,제1 카메라의 공간 좌표를 결정하고,비디오게임 내의 대상 물체(target object)의 공간 좌표를 결정하고;상기 제1 카메라로부터 상기 대상 물체까지의 라인의 각도를 결정하고;원점에 대한 제1 카메라를 재계산하고;제2 카메라를 상기 제1 카메라로부터 6.5-7.0cm 이격된 위치에 상기 제1 카메라와 동일한 각도로 배치하여 제2 카메라의 좌표를 계산하며; 및상기 제1 카메라와 상기 제2 카메라로부터의 뷰에 대응하는 상기 대상 물체의 3차원 뷰를 디스플레이시키는 명령어들을 수행하기 위한 프로세서를 포함하고 있는 것을 특징으로 하는 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템.
- 제13항에 있어서,상기 제1 카메라의 공간 좌표를 결정하는 것은, 상기 제1 카메라의 X, Y, Z 좌표를 계산하는 것을 포함하는 것을 특징으로 하는 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템.
- 제13항에 있어서,상기 원점에 대한 제1 카메라를 재계산하는 것은, 상기 제1 카메라로부터 상기 대상 물체까지의 라인의 결정된 각도에서, 좌표 시스템을 그 축으로부터 회전시키는 것을 포함하는 것을 특징으로 하는 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템.
- 제13항에 있어서,상기 프로세서는 상기 제1 카메라로부터 상기 대상 물체까지의 라인의 각도를 결정한 이후, 상기 제1 카메라로부터 상기 대상 물체까지의 라인의 경사를 계산하는 명령어를 더 수행하도록 구성된 것을 특징으로 하는 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템.
- 제13항에 있어서,상기 대상 물체의 3차원 뷰를 디스플레이하는 것은 대상 물체의 좌안 뷰 및 우안 뷰를 전자 디스플레이에 출력하는 것을 포함하는 것을 특징으로 하는 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템.
- 제13항에 있어서,상기 대상 물체의 3차원 뷰를 디스플레이하는 것은 전자 바이저(electronic visor)에 출력하는 것을 포함하는 것을 특징으로 하는 3차원 물체를 사용자에게 디스플레이하도록 구성된 비디오 게임 시스템.
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- 2003-12-19 AU AU2003291772A patent/AU2003291772A1/en not_active Abandoned
- 2003-12-19 JP JP2005512205A patent/JP4841250B2/ja not_active Expired - Fee Related
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- 2003-12-19 CN CNB2003801110475A patent/CN100456328C/zh not_active Expired - Fee Related
- 2003-12-19 BR BRPI0318661-0A patent/BR0318661A/pt not_active Application Discontinuation
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- 2006-06-19 MX MXPA06007015A patent/MXPA06007015A/es not_active Application Discontinuation
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2007
- 2007-07-16 HK HK07107581.3A patent/HK1103153A1/xx not_active IP Right Cessation
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2010
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2012
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2014
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2016
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CN100456328C (zh) | 2009-01-28 |
US8206218B2 (en) | 2012-06-26 |
HK1103153A1 (en) | 2007-12-14 |
US20100151944A1 (en) | 2010-06-17 |
KR101101570B1 (ko) | 2012-01-02 |
US20210008449A1 (en) | 2021-01-14 |
MXPA06007015A (es) | 2007-01-30 |
WO2005059842A1 (es) | 2005-06-30 |
KR20060128922A (ko) | 2006-12-14 |
CA2550512C (en) | 2012-12-18 |
JP2007528518A (ja) | 2007-10-11 |
KR20110017019A (ko) | 2011-02-18 |
US20170056770A1 (en) | 2017-03-02 |
BR0318661A (pt) | 2006-11-28 |
US7666096B2 (en) | 2010-02-23 |
US20120264515A1 (en) | 2012-10-18 |
JP4841250B2 (ja) | 2011-12-21 |
EP1727093A1 (en) | 2006-11-29 |
US20140307069A1 (en) | 2014-10-16 |
US20070035831A1 (en) | 2007-02-15 |
CA2550512A1 (en) | 2005-06-30 |
CN1910619A (zh) | 2007-02-07 |
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