MXPA01011799A - Method and apparatus for generating outlines. - Google Patents

Method and apparatus for generating outlines.

Info

Publication number
MXPA01011799A
MXPA01011799A MXPA01011799A MXPA01011799A MXPA01011799A MX PA01011799 A MXPA01011799 A MX PA01011799A MX PA01011799 A MXPA01011799 A MX PA01011799A MX PA01011799 A MXPA01011799 A MX PA01011799A MX PA01011799 A MXPA01011799 A MX PA01011799A
Authority
MX
Mexico
Prior art keywords
contour
further characterized
data
plane
color
Prior art date
Application number
MXPA01011799A
Other languages
Spanish (es)
Inventor
Kazutoshi Nakashima
Original Assignee
Sony Computer Entertainment Inc
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Sony Computer Entertainment Inc filed Critical Sony Computer Entertainment Inc
Publication of MXPA01011799A publication Critical patent/MXPA01011799A/en

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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T11/002D [Two Dimensional] image generation
    • G06T11/20Drawing from basic elements, e.g. lines or circles
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T15/003D [Three Dimensional] image rendering
    • G06T15/02Non-photorealistic rendering
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T17/00Three dimensional [3D] modelling, e.g. data description of 3D objects

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  • Engineering & Computer Science (AREA)
  • Physics & Mathematics (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Computer Graphics (AREA)
  • Geometry (AREA)
  • Software Systems (AREA)
  • Image Generation (AREA)
  • Image Analysis (AREA)
  • Processing Or Creating Images (AREA)

Abstract

With an outline generating method, outwards-facing normal vectors are set for a true object, inwards-facing normal vectors are set for an object for adding an outline, the object for adding the outline is further made to be larger than the true object, and these are overlaid, thus allowing an image with an outline added thereto to be instantaneously obtained without placing a load on the CPU.

Description

METHOD AND APPARATUS FOR GENERATING CONTOURS BACKGROUND OF THE INVENTION FIELD OF THE INVENTION The present invention relates to a method for adding a contour to an object in computer graphics.
DESCRIPTION OF THE RELATED TECHNIQUE Conventionally, drawing methods using polygons have been used to generate three-dimensional virtual images more easily. Particularly, in game systems, the aforementioned method of generating images using polygons is employed, because three-dimensional images must be generated instantaneously in accordance with the operation information for players. It is known that the method of generating images using polygons is carried out following steps such as: Step 1: An object is divided into polygon areas, thus forming data of objects from a data collection of polygon vertices (x, y, z). Step 2: The pattern, that is, the texture data, is adjusted for the object data mentioned above.
Step 3: The player's point of view is adjusted based on the operation information and the coordinate values for each polygon vertex data unit are changed in the object data mentioned above, based on this point of view. Step 4: Adjust the brightness according to the distance of the adjusted light source, for each unit of the polygon vertex data. Step 5: The polygon vertex default data is replaced with two-dimensional data in predetermined units, for example, each frame. This is generally referred to as perspective conversion. Step 6: The data resulting from the perspective conversion is two-dimensional polygon data and the coordinate values are only x and y. Step 7: The texture data is assigned to each of the polygons mentioned above, that is, the color and patterns are adjusted to the corresponding memory area indicated by the polygon data. This is generally referred to as texture mapping. Step 8: Image data stored in memory is extracted by reading and displayed on a television monitor. Thus, a three-dimensional image can be obtained with simple processing, using the aforementioned method. Recently, there have been requests to add a contour to objects, using polygons such as those described above.
This is because, the addition of contours allows new visual effects to be obtained. However, the addition of contours to objects using polygons is not being practiced so far. The reason is that, in order to add contours to objects using polygons, the edge of each polygon must be detected, that is, the boundary line of each polygon area. Inserting this edge detection to the step mentioned above causes the amount of processing to be very large, which would cause deterioration in response to the operation of the player and render the game impractical.
BRIEF DESCRIPTION OF THE INVENTION According to the invention, it is an object of the present invention to provide a method by which contours can be added to objects using polygons, with simple processing. The present invention has been made in order to achieve the object mentioned above and has the following characteristics that specify the invention. The method of generating data that generates contours according to the present invention comprises a step to generate an object to generate a contour, which is in a homothetic relationship with a true object with respect to which normal vectors fit outside of oneself, and which is larger than the true object, based on the input parameters.
The object of generating a contour may have normal vectors pointed inward adjusted thereto and the parameters may comprise at least normal vector data and data indicating the size with respect to the true object. The apparatus for generating contour generating objects according to the present invention comprises: parameter input means for introducing at least normal vector data and data indicating size with respect to the true object with respect to which normal vectors fit outside of oneself; and means of generating data from contour generation objects to generate an object to generate an outline, which is in a homothetic relationship with a true object with respect to which normal vectors fit outside of oneself, and which is larger that the true object, based on the data from the parameter input means The system for registering objects that generate contours according to the present invention comprises: parameter input means for introducing at least normal vector data and data that indicate the size with respect to the real object with respect to which normal vectors fit outside oneself; and means of generating data from contour generation objects to generate an object to generate an outline, which is in a homothetic relationship with a true object with respect to which normal vectors fit outside of oneself, and which is larger than the true object, based on the data coming from the parameter input means; and authoring means for recording the data of true objects and the data of contour generation objects to a master processor to execute computer-readable computer-readable media. The computer-readable and computer-executable means for generating the contour generation object of the present invention stores the following data in a computer readable and computer-executable manner: true object data are adjusted with respect to which normal vectors fit outside of oneself; data of objects to generate an outline, which is in homothetic relationship with the true object and which is larger than the true object; and program data to use the object data. The entertainment system according to the present invention comprises: reading elements for reading data from a computer readable medium and executable by computer; operational elements to introduce various types of operational information; a CPU for performing the processing based on program data from the computer readable medium and executable by computer, and input of operational information from the operating elements; graphics process elements to generate images based on commands from the CPU; output elements for displaying output images from the graphics processing elements on a television monitor; in which the graphics processing element generates a contour for the true object, based on the true object data with respect to which normal vectors are adjusted outside of oneself and object data to generate an outline, which is in homothetic relationship with the real object, and that is larger than the real object having the data stored in the computer-readable medium and executable by computer, thus adding contours to the objects based on the contour-generating data.
BRIEF DESCRIPTION OF THE DRAWINGS Figures 1A-1F are conceptual diagrams for describing coloration based on normal lines, in which: Figure 1A is an explanatory diagram illustrating normal lines that are directed outward; Figure 1 B is an explanatory diagram illustrating coloring based on normal lines that are directed outward; Figure 1C is an explanatory diagram illustrating normal lines that are directed inward; Figure 1 D is an explanatory diagram illustrating coloration based on normal lines that are directed inward; Figure 1 E is a development illustrating the outer plane of the cube; and Figure 1 F is a development illustrating the interior plane of the cube; Figure 2 is a conceptual diagram illustrating the formation of a contour, wherein: Figure 2A is an explanatory diagram illustrating a true OB1 object fitted with normal lines that are directed outward; Figure 2B is an explanatory diagram illustrating an OB2 object fitted with normal lines that are directed inward to form a larger outline than the true object OB1; Figure 2C is an explanatory diagram illustrating that the outer plane of the OB2 object fitted with normal lines that are directed inward is not colored; and Figure 2D is an explanatory diagram illustrating the OB2 object that has become an outline with respect to the difference with the OB1 object and thus colored; Figure 3 is an explanatory diagram illustrating an example of an object that is drawn using the method shown in Figure 2; Figure 4 is a block diagram illustrating a system for generating a contouring object and recording this in a computer readable and computer executable medium; Figures 5A-5B are diagrams illustrating an example of the data structure of an object to which an outline is added, recorded by the system shown in Figure 4, in which: Figure 5A is a format diagram that lustrates the true object data; and Figure 5B is a format diagram illustrating contour generator object data; and Figure 6 is a block diagram illustrating an example of an entertainment system for displaying an object with an outline shown in Figure 5 added thereto.
DESCRIPTION OF THE PREFERRED MODALITIES The following is a detailed description of the modalities of the generation method of contour generation data, the apparatus, the registration system, the computer-readable and computer-executable medium, and the entertainment system according to the present invention, with reference to the accompanying drawings. The essence of the present invention is that a real object is superimposed on which a contour and an object must be added in order to add the contour that is in homothetic relationship with the real object and is larger than the real object. , and also the directions of the normal vectors are made to be different for these objects. Now, the relationship between the normal and the colorful vectors will be described with reference to figures 1A-1 F. Figure 1A shows a certain object. As shown in this figure 1A, the normal vectors N that are directed outward are adjusted to the visible planes a1, b1, and d of this object. The term "going out" means that it is directed out of the object, and therefore it is directed towards the player, that is, the point of view. As shown in Figure 1 B, color is applied to the outer planes a1, b1, and d of this object to which the normal vectors N which are directed outward are fixed. As shown in Figure 1 B, the object is not transmitting and, accordingly, the interest of the object is not visible. It's like looking at a cubic box that has been painted solidly with red paint, for example. In figure 1 C, the normal vectors N that are directed inwards, are adjusted to the visible planes a1, b1 and d of the object. The term "that goes inwards" means that it is directed inwards to the object and that it is therefore directed away from the player, that is, the point of view. As shown in Figure 1 D, color is applied to the interior planes a2, b2, c2, d2, e2 and f2 of this object to which the normal vectors N that are directed inward are adjusted. At this time, no color is applied to the exterior planes a1, b1, d, d1, e1, and f1 of the object. As shown in Figure 1 D, the color is seen in the interior through the planes without color, that is, transparent outer planes. This is like looking at a cubic glass case that has been solidly painted with red paint on the inside only, for example.
Figures 1 E-1 F describe this as an example of a cardboard box. Figure 1 E is the outside of the carton and Figure 1F is the inside of the carton. The interior has color, but the exterior does not. The representation of this state on a television monitor visualizes the interior planes with color through the transparent exterior planes without color, as shown in figure 1 D. The inventor of the present has taken note of this point and conceived an arrangement where the normal vectors that are directed outward are adjusted for the real object, the normal vectors that are directed inwards are adjusted for the object in order to add the contour, the object to add the contour is also made to be greater to the real object, and these overlap. Next, the method for adding the contour will be described with reference to Figures 2A-2D. As shown in Figure 2A, first, the normal vectors N that are directed outward are adjusted for each of the planes of the true object. Then, as shown in Figure 2B, an object OB2 is generated which generates an outline, which is in a homothetic relationship with the real object OB1 and which is larger than the real object OB1, and the normal vectors N are adjusted they are directed inward for each of the planes of the OB2 object that the contour generates. Also, the color texture, pattern, etc., that have been specified in advance are mapped to the outer plane of the true OB1 object, and the previously specified color is set to generate the outline, to the inner plane of the OB2 object that generates contour. As shown in FIG. 2C, when the two objects OB1 and OB2 are superimposed, of the overlapping portion of the object OB2 that generates the contour and the real object OB1, the portion of the real object OB1 is fully displayed in the state of the texture previously determined by color, pattern, etc., that has been mapped therein, and the remaining portion, ie, the portion of the OB2 object that generates the contour that has not overlapped with the true OB1 object is displayed in its Totality in the previously determined color, as shown in Figure 2D. The color in this example is black, and this portion becomes the outline. What is important here is that the outer plane of the object OB2 that generates the contour is transparent, so that the inner plane of the OB2 object that generates the contour with black color is displayed, and this is observed as the contour. Figure 3 is an example of the display where the method that generates the previous contour has been applied to a real character. As it is understood from FIG. 3, when adding a contour this visually causes a great difference compared to the normal characters formed with the polygons. Next, the registration system to generate the object that generates the previous contour, recording this together with the real object and the program data in a master processor, and making a computer executable or computer readable medium from this processor master, will be described in relation to figure 4. The input element of parameter 1 serves to perform operations such as at least specifying each piece of the data of the vertex of the polygon for the data of the real object, adjusting the normal vectors for each plane of the generated object, specify the homothetic relationship with the real object and the relation of size to true object, and so on. The board, the mouse, the digitizer, etc. are used The element that generates data of the object that generates the contour 2 generates the object data that the contour generates based on the input of parameters from the input element of parameter 1, that is, the data of the address of the normal vectors and the size ratio in relation to the real object. The author element 3 is used to record the data of the real object, data of the object that generates the contour, texture data, program data, etc., in a master processor in a previously determined format. Here, the authoring means 3 includes the registration processor system and the like for manufacturing a master processor such as a CD-ROM and a pattern for generating a mold. The computer-readable and computer-readable medium 4 is manufactured by means of the pattern to generate a mold from a pattern pattern.
Next, the operation that relates mainly to the medium that generates data of the object that general contour 2 is described will be described. The vertex data of the polygon for the real object are entered sequentially by means of the input means of parameter 1. A Once all the data of the real object is entered, and the normal vectors that are directed outward for all the polygons are adjusted, the procedure that generates the object that generates the contour is started. The data of the size ratio in relation to the real object are entered by means of the input element of parameter 1. Once this value is entered, the element that generates the data of the object that generates the contour 2 performs the calculation procedure so that the values of each piece of the vertex data of the polygon (x, y, z) of the true object become a value based on the previous relationship data, and the contour generation object is generated based on the polygon vertex data selected again. Figure 5 illustrates the data per unit for the true object, and the data per unit for the object that generates the contour. As shown in Figure 5, both the data per unit for the real object and the data per unit for the object that generates the contour are integrated data from the vertex of the polygon, normal line data, a CLUT (table of colors) to specify color, texture number data, and so on.
The difference between these data settings is this way. In comparison with the values "x", "y", and "z" for the vertex data of the polygon of the data per unit for the real object (see Figure 5A), the values "x", "y", and "z" for the data of the vertex of the polygon of the data per unit for the object that generates the contour (see Figure 5B) have been increased or decreased respectively by means of + a, ± ß, and ± ?. The reason why "±" is implied is that with the x axis, the expansion in the left direction of the screen reduces the value, with the y axis, the expansion in the downward direction of the screen reduces the value, and with the z axis, the expansion in the deep direction of the screen reduces the value. Another difference is that while the value of the normal line data of the data per unit for the true object (see Fig. 5A) is "+" that is, the direction of the normal vector indicated by the normal line data is it directs outwards, the value of the normal line data of the data per unit for the object that generates the contour (see Figure 5B), is "-", ie the direction of the normal vector indicated by the normal line data is direct inwards As described above, in the case where the direction of the normal vector is directed outward, the planes that are directed outward are colored, and in the case where the direction of the normal vector is directed inwards, the planes are colored that are directed inwards. The settings of the data per unit shown in Figure 5 are recorded in a master processor by means of author 3 in a binary stream together with the program data, texture data, etc., as described above. Figure 6 illustrates an example of an entertainment system that reads program data recorded in the executable medium by computer, and readable by computer 4, draws objects based on this program data and operation information from the operation element 9, and adds an outline to the object based on the true object data and the data of the object that the contour generates. The entertainment system shown in Figure 6 is arranged so that a bus 8 made from a control bus, data bus, and address bus, connects to a CPU7, and is connected to this bus 8: reading means 5 such as an optical disc reader; main memory 6; operating elements 9 such as a controller, board and so on; elements for processing graphics 10 for subjecting the object after the perspective conversion to the texture mapping processing to generate image data for viewing, based on the commands supplied from the CPU 7; output elements 11 for converting the image data processed here into standard television signals such as NTSC or PAL for example; a television monitor 12 for displaying the image signals from the output element as an image on the display screen thereof; a D / A converter 13 for converting the digital audio signal into analog audio signals; an amplifier circuit 14 for amplifying the current of the analog audio signals from the D / A converter 13; and a speaker 15 for extracting the audio signals from the amplifier circuit 14 as audio. Next, the operation thereof will be described. Once the computer-executable, computer-readable medium 4 is adjusted to the entertainment system, the program data, data of the real object, data of the object that generates the contour, texture data, etc., are extracted by reading by means of the reading element 5. From the extraction by reading of data, the program data, data of the real object, and the data of the object generating the contour are each stored in the main memory 6, and the texture data is stored in the main memory 6. keep in the graphics processing element 10. The player operating the operation element 9 causes that the operation information thereof, for example, information to move the object, is supplied to the CPU 7 by means of the bus 8. CPU 7 determines the viewpoint based on the previous operation information, and changes each data setting of the vertex of the polygon for the data of the true object, based on the point of view. At the same time, also the CPU 7 changes each adjustment of the data of the vertex of the polygon for the data of the object that generates the contour. Next, the brightness is obtained for each vertex of the polygon, by calculating the light source in accordance with the position of a light source determined in advance. Next, a perspective conversion processing is performed from the three-dimensional data to two-dimensional data.
Also, the vertex data of the polygon for the true object and the object that generates the outline consist only of x and y. Next, the CPU 7 supplies the vertex data of the polygon (x, y) of the object that generates the contour after the perspective conversion, normal line data, and the CLUT to the graph processing element 10. Then, the CPU7 supplies the vertex data of the polygon (x, y) of the true object after the perspective conversion, normal line data, CLUT, and texture number data to the graphics processing element 10. The graphic processing element 10 adjusts the area of the polygon of the object that generates the outline to the buffer of the internal frame, and also performs the coloring for the contour, based on the CLUT. At this time, the CPU 7 does not add color to the outer plane of this object, however it only adds the color specified for the contour to the inner plane thereof, since the directions of the normal vectors indicated by the normal line data are pointed into. In the same way, the graphic processing element 10 adjusts the area of the polygon of the real object to the internal frame buffer, maps the texture based on the texture number data, and performs the coloration based on the CLUT. At this time, the CPU 7 adds color to the outer plane of the true object, since the directions of the normal vectors indicated by the normal line data are pointed outwards.
Likewise, an image with an outline added to a real object is drawn in a frame buffer. This image data is supplied to the output element 11 and converted into image signals, and then supplied to the TV monitor 12 and displayed on the television screen as an image. As described above, according to the embodiment of the present, the normal vectors that are directed outward are adjusted for the true object, the normal vectors that are directed inward are adjusted for the object in order to add the contour, the object to add the contour is further elaborated to be larger than the true object, and these are superimposed, so that an image with an outline added to it can be obtained instantaneously without placing a load on the CPU 7, and this is already useful that an image with an outline added to it can be obtained in games and the like with good response. As described above, according to the present invention, the normal vectors that are directed outward are adjusted for the true object, the normal vectors that are directed inward are adjusted for the object in order to add the contour, the object to add the contour is further elaborated to be greater than the true object, and these are superimposed, thus producing the advantage that an image with an outline added to it can be obtained instantaneously without placing a load on the control system.

Claims (24)

NOVELTY OF THE INVENTION CLAIMS
1. A method for adding a contour to an object, comprises the steps of: preparing a first object, adjusting the normal vectors that are directed outwards for each of the planes of said first object; generating a second object, adjusting the normal vectors that are directed inwards for each of the planes of said second plane that is greater than said first object and is in a homothetic relationship with them; and superimposing said first object and said second object to form an outline for said first object.
2. The method for adding a contour to an object according to claim 1, further characterized in that said first object is a real object to which a contour must be added.
3. The method for adding a contour to an object according to claim 1, further characterized in that said second object is an object that generates a contour that is used to generate an outline.
4. The method for adding a contour to an object according to claim 1, further characterized in that the step of superimposing said first object and said second object is carried out in a condition such that the central points of both objects overlap between yes.
5. The method for adding a contour to an object according to claim 1, further characterized in that said first object and said second object each is formed as three-dimensional images when using polygons.
6. The method for adding a contour to an object according to claim 1, further characterized in that a previously specified texture including at least one of color and pattern is mapped to an exterior plane of said first object.
7. The method for adding a contour to an object according to claim 1, further characterized in that a previously specified color used to generate a contour is adjusted for an interior plane of said second object.
8. The method for adding a contour to an object according to claim 1, further characterized in that the black color is adjusted for an interior plane of said second object.
9. A recording medium in which a program that can be read and executed by means of a computer is registered, said program comprises the steps of: preparing a first object, adjusting the normal vectors that are directed outwards for each one of the planes of said first object; generate a second object, adjusting the normal vectors that are directed inwards for each of the planes of said second plane that is greater than the first object and is in homothetic relationship with it; and superimposing said first object and said second object to form an outline for said first object.
10. The recording medium according to claim 9, further characterized in that said first object is a real object to which a contour has to be added.
11. The recording medium according to claim 9, further characterized in that said second object is an object that generates a contour that is used to generate a contour.
12. The recording medium according to claim 9, further characterized in that the step of superimposing said first object and said second object is performed in a condition so that the central points of both objects overlap each other.
13. The recording medium according to claim 9, further characterized in that said first object and said second object each is formed as three-dimensional images when using polygons.
14. The recording medium according to claim 9, further characterized in that a previously specified texture including at least one of color and the pattern is mapped to an outer plane of said first object.
15. The recording medium according to claim 9, further characterized in that a specified color previously used to generate a contour is adjusted for an interior plane of said second object.
16. - The recording medium according to claim 9, further characterized in that the black color is adjusted for an inner plane of said second object.
17. A computer comprises: elements for preparing a first object, adjusting the normal vectors that are directed outwards for each of the planes of said first object; elements for generating a second object, adjusting the normal vectors that are directed inward for each of the planes of said second plane that is greater than said first object and is in homothetic relationship with it; and elements for superposing said first object and said second object to form a contour for said first object.
18. The computer according to claim 17, further characterized in that said first object is a true object to which a contour is added.
19. The computer according to claim 17, further characterized in that said second object is an object that generates the contour that is used to generate a contour.
20. The computer according to claim 17, further characterized in that the step of superimposing said first object and said second object is performed in a condition so that the central points of both objects overlap each other.
21. The computer according to claim 17, further characterized in that said first object and said second object each is formed as three-dimensional images when using polygons.
22. The computer according to claim 17, further characterized in that a previously specified texture including at least one of color and pattern is mapped to an exterior plane of said first object.
23. The computer according to claim 17, further characterized in that a specified color previously used to generate a contour is adjusted for an interior plane of said second object.
24. The computer according to claim 17, further characterized in that said black color is adjusted for an interior plane of said second object.
MXPA01011799A 1999-05-19 2000-05-16 Method and apparatus for generating outlines. MXPA01011799A (en)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP11139315A JP2000331175A (en) 1999-05-19 1999-05-19 Method and device for generating border line generating data, recording system, computer readable execution medium stored with data and entertainment system for adding outline to object according to data
PCT/JP2000/003111 WO2000072269A1 (en) 1999-05-19 2000-05-16 Method and apparatus for generating outlines

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CN (1) CN1351736A (en)
AU (1) AU4613600A (en)
BR (1) BR0011207A (en)
CA (1) CA2371364A1 (en)
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US6914603B2 (en) 2000-07-03 2005-07-05 Sony Computer Entertainment Inc. Image generating system
JP4488346B2 (en) * 2004-05-10 2010-06-23 株式会社バンダイナムコゲームス Program, information storage medium, and image generation system
JP4584665B2 (en) * 2004-10-01 2010-11-24 株式会社コナミデジタルエンタテインメント 3D game image processing program, 3D game image processing method, and video game apparatus
JP5004148B2 (en) * 2005-12-07 2012-08-22 サミー株式会社 Image generating apparatus, game machine, image generating method, and program
JP4671431B2 (en) * 2006-06-22 2011-04-20 サミー株式会社 Image generation method and apparatus
JP4764381B2 (en) * 2007-06-05 2011-08-31 株式会社コナミデジタルエンタテインメント Image processing apparatus, image processing method, and program
GB0805924D0 (en) 2008-04-02 2008-05-07 Hibbert Ralph Animation Storyboard creation system

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JPS61246877A (en) * 1985-04-25 1986-11-04 Canon Inc Method for converting linear graphic
JPS6282472A (en) * 1985-10-07 1987-04-15 Canon Inc Picture processing system
US5966134A (en) * 1996-06-28 1999-10-12 Softimage Simulating cel animation and shading
US5767857A (en) * 1996-08-30 1998-06-16 Pacific Data Images, Inc. Method, apparatus, and software product for generating outlines for raster-based rendered images

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JP2000331175A (en) 2000-11-30
CA2371364A1 (en) 2000-11-30
AU4613600A (en) 2000-12-12
BR0011207A (en) 2002-02-26
RU2001133349A (en) 2003-08-20
CN1351736A (en) 2002-05-29
WO2000072269A1 (en) 2000-11-30
KR20010113952A (en) 2001-12-28
EP1190391A1 (en) 2002-03-27

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