TW425301B - Game system, and display method therefor - Google Patents
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25 五、發明說明(1) 發明背景 發明領域 本發明係關於一種遊戲系統,關係於模型建構以及多邊 形之顯示,如一種三度空間遊戲。 背景技術說明 近來電腦圖學之發展,以將於虛擬三度空間建構三度空 間物體之技術,以及將建構之三度空間物體藉中立體之轉 換顯示於二維顯示幕之技術引進電子遊戲之中。 習知例請參照日本專利申請平開第6-266852及了-11634 電子遊戲必需具有生動化之特性以顯示於螢幕上,因 是,電子遊戲所面臨困擾的問題則不同於一般電腦圖學所 遭遇之問題。更精確而言,於螢幕上快速移動生動特性之 需要,則產生快速執行處理三度空間圖學的問題。例如, 三度空間物體係透過多邊形表示法而構成於三度虛擬空間 中,則產生所有之多邊形要在各個場域中執行(六十分之 一秒)。 相反,三度空間物體係透過利用多邊形而構成,該三度 空間物體可以藉由增加多邊形的數目而更為逼真且自然地 表現。然而,增加多邊形之數目則造成諸如建構模型處理 時,需要較長之處理時間以表現三度空間物體於虛擬之三 度空間中。此舉不斷增加處理裝置之計算處理速度。簡言 之*若計算處理需一段較長之時間,則三度空間物體之計 算處理則無法在一場域中完成(亦即六十分之一秒)。25 V. Description of the Invention (1) Background of the Invention The present invention relates to a game system, which is related to model construction and display of polygons, such as a three-dimensional space game. 2. Description of the Related Art Recently, the development of computer graphics has introduced the technology of constructing three-dimensional space objects in virtual three-dimensional space and displaying the constructed three-dimensional space objects on the two-dimensional display screen through the transformation of three-dimensional space. in. For examples, please refer to Japanese Patent Application Laid-open Nos. 6-266852 and -11634. Video games must have vivid characteristics to be displayed on the screen. Because the problems faced by video games are different from those of general computer graphics institutes Problems encountered. More precisely, the need to quickly move vivid features on the screen creates the problem of fast execution of processing three-dimensional graphics. For example, a three-dimensional space object system is formed in a three-dimensional virtual space through a polygon representation, and all polygons are generated in each field (one-sixth of a second). In contrast, the three-dimensional space object system is constituted by using polygons, and the three-dimensional space objects can be more realistic and naturally represented by increasing the number of polygons. However, increasing the number of polygons results in a longer processing time, such as when constructing a model, to represent three-dimensional objects in a virtual three-dimensional space. This continuously increases the calculation processing speed of the processing device. In short * If the calculation process takes a long time, the calculation process of the three-dimensional space object cannot be completed in a field (ie, one-sixtieth of a second).
D:\Y87\55671.ptd 第6頁 425 3 0 1 五、發明說明(2) 對於需要應用該等三度空間技術之家用或掌上型遊戲機 之商業化,降低成本成為一大問題,無法降低成本對於商 業化之遊戲機言則無意義。為此,亟需將遊戲機建構於較 便宜之硬趙架構中。當三度空間技術應用於較便宜之硬體 中,且利用一疋所需數目之多邊形而造成一自然且逼真之 三度空間物體,且具有良好之顯示效果係相當困難。 發明概述 一因是,本發明之第一目的係提供一種遊戲系統,其可顯 示更逼真之三度空間虛擬影像,並具有更佳之三度空問效 果而又不致犧牲建構模型之處理速度。例如 > 以^邊形建 構虛擬影像,而本發明之目的係提供遊戲系統將更逼真之 二度空間虛擬影像顯示於顯示裝置中,且具有更佳之三度 空間效果,並透過利用相同數目所需之多邊形以表現三度 空間物體於虛擬空間,而不需增加多邊形之數目。 為達成前述之目的,根據本發明,經由建構模型而可得 ϋ ί ί之三度空間物體,其係提供組成資訊以外廓資訊 形式或藉由增加表面幾何資訊對顏色資訊映成之所需資 =門Ϊ莫一更為逼真之虛擬三度空間影像具有更佳之三度 工間j果,可以不需減緩所需處理速度顯示其建。 例如,為達成前述日ίΛ 、 β Iβ g 述目的’三度空間物體係以利用多邊 法建構其模型。該基本之三度空“體 由模型津Μ而二\加以表不(亦即該基本三度空間圖像係 提 、,^ ,該基本三度空間物體係隨組成資訊加 以k供’ i以外廓資訊形式或藉由增加表面幾何資訊對顏D: \ Y87 \ 55671.ptd Page 6 425 3 0 1 V. Description of the invention (2) For the commercialization of home or handheld game machines that need to use these three-dimensional space technologies, reducing costs has become a major issue and cannot be solved. Reducing costs is not meaningful for commercial gaming consoles. For this reason, it is urgently necessary to construct the game machine in a cheaper hard Zhao architecture. When the three-dimensional space technology is applied to cheaper hardware, and a required number of polygons are used to create a natural and realistic three-dimensional space object with good display effects, it is quite difficult. SUMMARY OF THE INVENTION One reason is that a first object of the present invention is to provide a game system that can display a more realistic three-dimensional space virtual image and has a better three-dimensional space effect without sacrificing the processing speed of the construction model. For example > Constructing a virtual image with ^ polygons, and the object of the present invention is to provide a game system to display a more realistic two-dimensional spatial virtual image on a display device and have a better three-dimensional spatial effect, and by using the same number of Polygons are needed to represent three-dimensional objects in virtual space without increasing the number of polygons. In order to achieve the foregoing object, according to the present invention, a three-dimensional space object can be obtained by constructing a model, which provides the required information in the form of contour information or by adding surface geometric information to color information. = Door Ϊ Mo Yi More realistic virtual three-dimensional space image has better three-dimensional work results, which can be displayed without slowing down the required processing speed. For example, in order to achieve the above-mentioned goals of the above-mentioned three-dimensional, β Iβ g 'three-dimensional space object system, the multilateral method is used to construct its model. The basic three-dimensional space “body” is represented by the model (ie, the basic three-dimensional space image system is referred to, ^), and the basic three-dimensional space object system is added to the composition information k for the i Contour information form or by adding surface geometric information
D:\Y87\55671.ptd « ?頁 425 3 Ο 1 五、發明說明(3) 色資訊映成之所需資訊。其結果,係得到一尚未著色之三 度空間影像,藉此玎更逼真顯示以與傳統三度空間影像相 同數目之多邊形構成之三度空間物體。 更精確而言,外廓資訊或藉由増加表面幾何資訊對顏色 資訊映成之所需資訊(複合資訊),係儲存為組成資訊。該 基本三度空間影像係藉由模型建構方式產生,係由映成方 式隨該複合資訊加以提供。甚者’建構模型該映成影像得 到最後之三度空間影像。 映成技術-其係利用表面幾何資訊__分別描述於日本專利 申請平開第6 -26 6852及9-167255號,然而,該等專利出版 物均未參考到藉由利用組成資訊藉由—多邊形相對之顏色 資訊及表面幾何資訊之形式,用以產生三度空間影像之技 更精確言之,本發明提供了下列: 本發明之第一方面,係提供一種避戲系統包括: 乂 Λ裝1 ’其係掌握顯示物體之三度空間資料,並 透過二度空間處理計算該三度空間資料; 德(2)顯顯二裝其係顯示該經由處理裝置三度空間處理 後之顯不物體: 二間圖形資料,係用以形 才目對於該基本三度空間影 Μ及伴隨該外廓及顏色資 (C)該三度空間資料包括三度 成基本三度空間影像加以建構, 像預疋位置之外廓或顏色資訊, 訊之表面幾何資訊;以及 (d)該處理裝置針對該基本 度空間影像加以著色,諸D: \ Y87 \ 55671.ptd «? Page 425 3 Ο 1 V. Description of the invention (3) Information required for color information mapping. As a result, a three-dimensional space image that has not been colorized is obtained, so as to more realistically display the three-dimensional space object composed of the same number of polygons as the traditional three-dimensional space image. More precisely, the outline information or the required information (composite information) mapped to the color information by adding surface geometry information is stored as composition information. The basic three-dimensional space image is generated by a model construction method, and is provided with the composite information by a mapping method. Furthermore, the construction model should be mapped into an image to obtain the final three-dimensional space image. Mapping technology-which uses surface geometric information __ is described in Japanese Patent Application Laid-open Nos. 6-26-26852 and 9-167255, however, these patent publications are not referenced by using composition information by— The form of the relative color information and surface geometric information of the polygon is used to generate the three-dimensional space image. More precisely, the present invention provides the following: The first aspect of the present invention is to provide a play avoidance system including: 乂 Λ 装1 'It is the mastering of the three-dimensional space data of the display object, and the third-dimensional space data is calculated through the second-degree space processing; De (2) Xianxian Erji It displays the visible object processed by the third-dimensional space of the processing device. : The two graphic data are used to construct the basic three-dimensional space image M and the outline and color information (C). The three-dimensional space data includes three-dimensional basic three-dimensional space image.疋 location outline or color information, surface geometry information of the information; and (d) the processing device colorizes the basic-degree space image.
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4 253 Ο 1 五、發明說明(4) 如於該外廓或顏色以及表面幾何資訊之基礎加上陰影處 理。 於遊戲機中,該三度空間影像以多邊形加以表現為佳; 該三度空間資料包括關於多邊形之數個頂點以達表現顯示 物體之目的,各多邊形相對之外廓或顏色資訊係由多邊形 之頂點加以決定,且表面幾何資訊係伴隨該外廓或顏色資 訊;而該處理裝置針對該多邊形加以著色,諸如於該外靡 或顏色以及表面幾何資訊之基礎加上陰影處理。 較佳而言,於遊戲機中,該外廓或顏色資訊包括複數用 以表現圖像或花樣之顏色;而表面幾何資訊,諸如凹陷或 凸出,係聯想為該外廓資訊所代表之外廓或顏色資訊之特 定顏色所圍繞預定區域之外廓。 較佳而言,於遊戲機中,各多邊形頂點之亮度係由該表 面幾何資訊、外廓資訊、顏色資訊、光源資訊以及周圍光 源資訊計算而來;且多邊形頂點間各結點之亮度係以該多 邊形頂點亮度為基底計算而來。 本發明之第二方面,其係提供一種顯示方法用於一種遊 戲系統之中,其包括處理裝置,其係掌握顯示物體之三度 空間資料,並透過三度空間處理計算該三度空間資料,以 及顯示裝置,其係顯示該經由處理裝置三度空間處理後之 顯示物體,該方法包括下列步驟: 建構三度空間物體模型於建構在三度空間資料基礎上之 虛擬空間中; 映成外廓或顏色資訊於己建構之三度空間物體之表面;4 253 Ο 1 V. Description of the invention (4) If the outline or color and the surface geometric information are added with the shadow processing. In a game machine, the three-dimensional space image is preferably represented by a polygon; the three-dimensional space data includes a number of vertices of the polygon for the purpose of displaying objects, and the relative outline or color information of each polygon is determined by the polygon. The vertices are determined, and the surface geometry information is accompanied by the outline or color information; and the processing device colors the polygon, such as adding a shading process based on the appearance or color and the surface geometry information. Preferably, in the game machine, the outline or color information includes a plurality of colors used to represent an image or a pattern; and the surface geometric information, such as depressions or protrusions, is associative beyond what the outline information represents. The outline of the outline or color information surrounds a predetermined area. Preferably, in a gaming machine, the brightness of each polygon vertex is calculated from the surface geometric information, outline information, color information, light source information, and surrounding light source information; and the brightness of each node between the polygon vertices is The polygon vertex brightness is calculated from the base. According to a second aspect of the present invention, a display method is provided for use in a game system, which includes a processing device that masters three-dimensional space data of a display object and calculates the three-dimensional space data through three-dimensional space processing. And a display device, which displays the display object processed by the three-dimensional space of the processing device, the method includes the following steps: constructing a three-dimensional space object model in a virtual space constructed on the basis of three-dimensional space data; and mapping into an outline Or color information on the surface of the constructed three-dimensional space object;
D:\Y87\55671.ptd 第9頁 ___4 25 3 Ο , 五、發明說明(5 " --- 於該二度空間物體表面上,映成表面幾何資訊相對於該 外廓或顏色資訊;以及 ' 對該三度空間物體加陰影如著色。 一如圖6所示,一種用以於一種遊戲系統之顯示方法包括 二個步驟;模型建構步驟、映成步驟以及著色步驟。第 一,捉取三度空間資料(s 1 〇 1 ),以及三度空間圖像資訊係 自該三度空間資料中取出。該已取出之圖像資訊係針對於 模型之建構,藉此形成一種基本之三度空間影像(sl02)。 雖然該基本二度空間影像可以一般表現為建構模型所採 用’諸如多邊形或偏壓球(ffletabau)。在此,多邊形係為 適用於遊戲系統中。 種圖像物體係建構模型映成(Si〇3);更破言之,該圖 像物體係為貼覆該圖像外廓資訊或表面幾何資訊伴隨顏色 資訊而映成之。該圖像物體係對一著色步驟,諸如加陰影 於映成於該圖像物體之資訊基礎上(S104)。最後所得之三 度空間影像資訊係顯示於顯示裝置(Si〇5)。該圖像物體可 在立體轉換之前或之後映成之。 圖式之詳細說明 圖1係本發明之第一實施例之遊戲系統結構之一般視 圖; 圖2係該遊戲乐統之詳細方塊圖; 圖3係說明本發明執行原則之大略代表圖; 圖4係說明本發明第一實施例之說明圖; 圖5 A係尚未利用表面幾何資訊之三度空間影像;D: \ Y87 \ 55671.ptd Page 9 ___4 25 3 Ο, V. Description of the invention (5 " --- On the surface of the object in the second space, the surface geometric information is relative to the outline or color information ; And 'shade the three-dimensional space object as colored. One, as shown in Figure 6, a display method for a game system includes two steps; a model construction step, a mapping step, and a coloring step. First, Capture three-dimensional space data (s 1 0 1), and three-dimensional space image information is taken from the three-dimensional space data. The extracted image information is aimed at the construction of the model, thereby forming a basic Three-dimensional space image (sl02). Although the basic two-dimensional space image can generally be expressed as a model used for constructing a model, such as a polygon or a bias ball (ffletabau). Here, the polygon system is suitable for use in a game system. An image object The system construction model is mapped (Si03); to put it more bluntly, the image object system is mapped by overlaying the image outline information or surface geometric information along with color information. The image object system colors a Steps, such as shadowing Based on the information of the image object (S104). The final three-dimensional spatial image information obtained is displayed on the display device (Si0). The image object can be reflected before or after the stereo conversion. Detailed description of the drawings FIG. 1 is a general view of the structure of the game system of the first embodiment of the present invention; FIG. 2 is a detailed block diagram of the game music system; FIG. 3 is a rough representative diagram illustrating the implementation principles of the present invention; It is an explanatory diagram illustrating the first embodiment of the present invention; FIG. 5A is a three-dimensional space image without using surface geometric information;
D:\Y87\5567Lptd 第10頁 4253 0 五、發明說明(8) _____ 圖5B係為制表面幾何資訊之三度空間 5A之三度空間影像加以比較; 用W與圖 圖6本發明之遊戲系統所使用顯示方法之流程圖。 較佳實施例說明 :然本發明之較佳實施例將配合參考圖式加 本發明並非限制於該等實施例。 兄月’但 如圖1所示’ 一種遊戲系統丨包括儲存裝置2用 種用以表現三度空間物體於虛擬空間中之三办各 作’建構二度空間物體於虛擬空間中,以處理細 儲存裝置2中之資料執行著色準備;顯示裝於該 已處理顯不物體;以及操作裝置5,藉此 者、二顯不該 令至該處理裝置3之中。 之网者可鍵入命 該操作裝置5並非限制於按鈕或拖矣開關, 他形式之控制裝置’諸如搖桿 '加 時匕括其 何裝置可輸入遊戲指令均可用為操作煞車開關。任 如圖2所示,該儲存裝置2儲存頂點資訊2 訊2C、關於:徵之顏色資訊2β,諸如圖像士面幾:資 :’如圓點花樣’光源資訊2Ε,諸 座子’或花 光源資訊2D,諸如周圍光源強度, 二,標,以及周圍 料形式儲存。 —刚迷之三度空間資 該處理裝置3係自該儲存裝置2中捉取該頂 建構三度空間物體模型於虛擬三度空間中。訊2Α,並 技術係已為人所熟知,I該三度空間物體传Κ模型建構 瓶保根據曰本專利D: \ Y87 \ 5567Lptd Page 10 4253 0 V. Description of the invention (8) _____ Figure 5B is a comparison of the three-dimensional image of the three-dimensional space 5A and the three-dimensional image of the geometric information of the surface; use W and FIG. 6 to the game of the present invention Flow chart of the display method used by the system. Description of the preferred embodiments: However, the preferred embodiments of the present invention will be added with reference to the drawings. The present invention is not limited to these embodiments. Xiongyue 'but as shown in Figure 1, a game system includes a storage device 2 and three types of objects used to represent three-dimensional space objects in virtual space. Constructing two-dimensional space objects in virtual space to handle detailed The data in the storage device 2 is subjected to color preparation; the display is mounted on the processed display object; and the operation device 5 is operated so that the second display should not be ordered into the processing device 3. The operator of the network can enter commands. The operation device 5 is not limited to buttons or drag switches. Other types of control devices such as joysticks and extra time can be used to operate the brake switch. As shown in FIG. 2, the storage device 2 stores vertex information 2 news 2C, about: the color information 2β of the sign, such as the image of the face, etc .: information: 'such as dots and patterns' light source information 2E, seats' or Flower light source information is stored in 2D, such as the intensity of the surrounding light source, two, standard, and surrounding materials. —Three-dimensional space information of the fan. The processing device 3 captures the top from the storage device 2 to construct a three-dimensional space object model in the virtual three-dimensional space. News 2Α, and the technology department is already well known, I the three-dimensional space object transmission K model construction
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第11頁 五、發明說明(7) 申請平開第6-266852號中所述方法而加以建構。 該未描述之處理裝置3具有内建遊戲程式,當一未描述 之硬幣選擇器係用以致動遊戲時,遊戲則依據該遊戲程式 進行。根據遊戲之進行,該處理裝置3係決定序列,於該 序列中該三度空間物體係安排於深度化之方向上,且於該 序列中三度空間物體於虛擬三度空間之位置係同樣被安 排。 復參照圖2 ’其將描述顯示於虛擬三度空間之三度空 物體之模型建構完成之處理序列。在該三度空間建^構"* / 操作之後’該三度空間物體係以相對之線框架構顯示5 3 擬二度空間中,各個構成該三度空間物體之多逢形^ 映成步驟(貼復步驟),建構於取自該儲存裝置2之顏 訊2Β之基礎上。根據本發明,該表面幾何資訊係加貧 存,當該表面幾何資訊伴隨該顏色資訊項目2β(亦 ^ 合貧訊之形式)。基於該複合資訊,肖多邊形透 後 隨映成物體(物體具有之花樣中顏色及表面 現)加以提供。藉此同時傳送多邊形之顏色及表面^表 R時,一種更為逼真之三度空間物體可以與傳幾。 所形成相同數目之多邊形加以表現。 ~度空g 該顏色資訊2B係二維資訊包括複數之顏色,諸Page 11 V. Description of the invention (7) The application was constructed by the method described in JP-A No. 6-266852. The undescribed processing device 3 has a built-in game program. When an undescribed coin selector is used to activate the game, the game is performed according to the game program. According to the progress of the game, the processing device 3 determines the sequence in which the three-dimensional space object system is arranged in the direction of depth, and the position of the three-dimensional space object in the virtual three-dimensional space in the sequence is also arrangement. Referring again to FIG. 2 ', the processing sequence of the model construction of the three-dimensional empty object displayed in the virtual three-dimensional space will be described. After the three-dimensional space construction " * / operation ', the three-dimensional space object system is displayed in a relative line frame structure. 5 3 In the quasi-second-degree space, each of the three-dimensional objects in the three-dimensional space is shaped ^ The step (replacement step) is based on the Yanxun 2B obtained from the storage device 2. According to the present invention, the surface geometric information is added to the poverty line, when the surface geometric information is accompanied by the color information item 2β (also in the form of the poor information). Based on the composite information, the Xiao polygon is provided after being mapped into the object (the color and surface of the pattern in the object). When transmitting the color and surface of the polygon at the same time, a more realistic three-dimensional space object can be transmitted. The same number of polygons formed are represented. ~ 度 空 g The color information 2B is two-dimensional information including plural colors.
字型’並具有相對包含於多邊形平面内之各;T 資訊可貼覆之。例如’顏色係先行安排至三角 置。當然,本發明亦:同樣應用於方形、五角形或: 多邊形。基#該複合資冑户斤映成之物冑扭曲或變形’,'戈 Φ令Font 'and have each contained in the polygon plane; T information can be pasted. For example, the 'color is arranged first to the triangle position. Of course, the present invention also applies to: square, pentagon, or: polygon. ## The compound assets of the compound asset owner are distorted or deformed ’, '戈 Φ 令
D:\Y87\5567I.ptd 1" 4 25 3 0 1 五、發明說明(8) 產生於映成操作(貼覆操作)之過程中’可以對映成操作之 習知投影方法應用加以防止。 如上述對第一實施例中’三度虛擬空間中之三度空間物 體建構模型之情形已加以解說。另外根據其他方法,二产 空間之物體係利用Me tabal 1所加以建構。該複合資訊可二 對應於顏色資訊及其所增加之表面.幾何資訊、預訂之圖像 外廓資訊及其所增加之表面幾何資訊’或包括預訂圖像外 廓資訊及顏色資訊之複合資訊及其所增加之表面幾何資 訊。 、 雖然該顏色資訊係直接貼覆至該平面或該多邊形,該顏 色資訊亦可貼復於該三度空間物體’在該三度空間物體以 利用多邊形經由枋線(NURBS)步驟而加以建構模型之後。 在考慮映成後之顏色資訊2β ’多邊形不規則性之表面幾 何資訊2C該顏色資訊2Β係加以映成之,該周圍光源資訊及 光源資訊2 Ε、該著色區段6使該多邊形產生陰影。基於該 顏色資訊2β,可決定所映成多邊形之點係該為何種顏色。 然而,取決於該周圍光源及光源的位置,而計算該色點之 明暗係必須加以執行之。該等計算係通常為以更為逼真方 式顯示最後三度空間物體於顯示裝置4。例如,多邊形複 數之點及多邊形表面相對特定光源之亮度可以Lambert定 律加以計算之。D: \ Y87 \ 5567I.ptd 1 " 4 25 3 0 1 V. Description of the invention (8) Produced during the mapping operation (paste operation) ′ The conventional projection method of mapping operation can be prevented from being applied. As described above, the case of the three-dimensional space object construction model in the 'three-dimensional virtual space' in the first embodiment has been explained. In addition, according to other methods, the physical system of the secondary space is constructed using Me tabal 1. The composite information may correspond to the color information and its added surface. Geometric information, the predetermined image outline information and its added surface geometric information 'or the composite information including the predetermined image outline information and color information, and Added surface geometry information. Although the color information is directly pasted to the plane or the polygon, the color information can also be pasted to the three-dimensional space object. In the three-dimensional space object, a model is constructed by using a polygon through a ridge line (NURBS) step. after that. Considering the surface information 2C of the polygonal irregularity of the color information 2C, the color information 2B is mapped, the surrounding light source information and light source information 2E, and the colored section 6 shadow the polygon. Based on the color information 2β, it is possible to determine what color the points of the mapped polygon should be. However, depending on the surrounding light source and the position of the light source, calculating the light and shade of the color point must be performed. These calculations usually display the last three-dimensional space objects on the display device 4 in a more realistic manner. For example, the points of a polygonal complex and the brightness of a polygonal surface relative to a particular light source can be calculated using Lambert's law.
根據Lambert定律,多邊形表面亮度係Id '光源所發射 平行光線照度為Ip、斜角θ(0-ττ/2)、表面或點之單位正 向量為Ν '發散反射係數為kd(O-l),Id = kd X Ip XAccording to Lambert's law, the brightness of a polygonal surface is Id ', the illuminance of parallel rays emitted by the light source is Ip, the oblique angle θ (0-ττ / 2), and the unit positive vector of the surface or point is N'. The divergent reflection coefficient is kd (Ol), Id = kd X Ip X
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第13頁 4 25 ?(: 五、發明說明(9) COS0 = kd X Ip (L.N)(請參照圖4)。例如,取二向量 為A = (Ax, Ay, Az)及β = (bx, By, Bz),向量乘積表示 為A ·Β - cos0 = AxBx +AyBy +AzBz。該單位向 里N - (Nx, Ny,Nz)在球面座標(x,y,z)上,其該座標 具有半徑r1並點繪於中心座標為(χ〇, z〇)之球面座 標’係決定為Nx = (x-x〇)/r、Ny = (y-yO)/r,以及 N z = ( z - z 0 ) / Γ 〇 該乘積計算係不考慮斜角0之範圍,若該計算乘積為一 負值’其代表光來自多邊形平面之後方。因是,Id要設定 為〇 °在有顏色之物體之情形中,其係以R、G、β三種顏色 加以表現。更確切言之,I d代表r元件,亦即,,〖dr, Idg> Idb ’Ip代表G元件,亦即"ipr, ipg, ipb” ’Kd代表β元 件’亦即"Kdr,Kdg,Kdb"。不考慮視點位置、較大之斜 角、該較暗之多邊形表面。當然,本發明並不限於此一方 法,其他之技術亦可同樣加以採用。 雖然Lambert定律僅考慮直接光源照射於反射物體,完 全暗則通常不存在於多邊形中,因為反射自牆壁、地板或 三度空間物體周遭物體之非直接光源通常都加以顯現。為 方便產生交互反射之效果,周圍光源所產生之散光或反射 光都必須加入直接光源〇周圍光源之照度I a係為該圖2中 之周圍光源資訊2D所包括。該表面亮度I d+l ad係源自於該 散射及反射光包括周圍光元件可以Kdlp (L.N) + KdU加 以建構之。Page 13 4 25? (: V. Description of the invention (9) COS0 = kd X Ip (LN) (please refer to Figure 4). For example, take two vectors as A = (Ax, Ay, Az) and β = (bx , By, Bz), the vector product is expressed as A · B-cos0 = AxBx + AyBy + AzBz. The unit is N-(Nx, Ny, Nz) in the spherical coordinate (x, y, z), and its coordinate Spherical coordinates with radius r1 and points plotted at the center coordinates (χ〇, z〇) are determined as Nx = (xx〇) / r, Ny = (y-yO) / r, and N z = (z- z 0) / Γ 〇 The product calculation system does not consider the range of the oblique angle 0. If the calculated product is a negative value, it means that the light comes from behind the polygon plane. Because the Id should be set to 0 ° in the colored object In this case, it is expressed in three colors of R, G, and β. More specifically, I d represents an r element, that is, [dr, Idg > Idb 'Ip represents a G element, that is, " ipr, "ipg, ipb" "Kd stands for β element", that is, "Kdr, Kdg, Kdb". Regardless of the viewpoint position, the larger bevel, the darker polygon surface. Of course, the present invention is not limited to this method, Other technologies also The same can be applied. Although Lambert's law only considers direct light sources shining on reflective objects, complete darkness usually does not exist in polygons, because indirect light sources reflecting from walls, floors, or objects around third-dimensional objects are usually manifested. It is convenient to produce the effect of interactive reflection. The astigmatism or reflected light generated by the surrounding light source must be added to the direct light source. The illuminance I a of the surrounding light source is included in the surrounding light source information 2D in FIG. 2. The surface brightness I d + l ad It is derived from the fact that the scattered and reflected light including surrounding light elements can be constructed by Kdlp (LN) + KdU.
於本實施例中,關於多邊形不規則性之表面幾何資訊2CIn this embodiment, the surface geometry information 2C about the irregularity of the polygon
D:\Y87\55671.ptd 第丨4頁 25 ' 五、發明說明(10) 、於前述加陰影操作過程之前、之彳纟 之。兮矣而绺七迄、狂工耵之谩或同步即加以考慮 在ΐ Π 訊—起儲存之。 之”亦矣—:γ丨·Γ幾何資訊%係隨該顏色資訊一起儲存 存於顏色:訊2: 如圖3所示之字型A之影像係以-樣式 工間物體部份則處理為 出而其他一 隨該顏色資訊一起儲存之d該表面幾何資訊2°係 組成## . , # 結果由習知組成映成所造成之D: \ Y87 \ 55671.ptd Page 丨 4 25 'V. Description of the invention (10), before the aforementioned shading operation process, it is one of them. Come and carry on until seven locks, Ding mad work of disrespect or synchronization that is taken into account in ΐ Π news - from the store. Zhi "also: —γ 丨 · Γ The geometric information% is stored with the color information and stored in the color: News 2: As shown in Figure 3, the image of the zigzag A is processed in the style of the object part of the workshop as The other geometric information of the surface stored with the color information 2 ° is composed of ##., # The result is caused by the conventional composition mapping
f效果,及由其他習知加成映 傳送至該三度空間物體…並土 必战疋組成效呆J 态 甚者’如子型之樣式可由複合顏 色及不規則性加以表示,益士 ~』由複口顏 逼真之三度空間物件。 夕瓊办產主較生動 ^確切言之,由顏色資訊2β所映 該表面幾何資訊2C加以映忠少资-* 冉-人和用 2C ^ .,,""計算之-其係考慮於該表面幾何資 中-以或形成各點之表面亮度(idHa 自 先…2D及光源資訊2E之陰影處理。該多邊形 礎。 ,成冲舁而侍之第二表面亮之基 ^儿度係數(I £〇可取固定形式而相對於字型或 貝訊之顏色所圍繞之樣式。且束 ^ ^ ^ v ^ 7 進自其特定顏色區域外緣巾又系Ια)可漸 Γ緣向其中心方向增加或減少,藉此 表現平滑之凸出及凹陷。体丨‘ ο ^ ^ 例如’生苔之石頭表面,一區域 係圍繞特定之顏色或苔的葙& -Γ 丁…反L 士 ^ 0幻顏色’可平滑地加以表現,仿若 其具有波浪狀之真實石頭。The f effect, and the additional three-dimensional space objects transmitted by other customary additive mappings ... and the inevitable battle will form the effect of the J-state. The pattern of the subtype can be expressed by composite colors and irregularities, Yishi ~ 『Real three-dimensional space object by Fukouyan. The owner of Xiqiong Office is more vivid ^ To be precise, the surface geometric information 2C reflected by the color information 2β is mapped by Zhong Zhong-* Ran-Ren He 2C ^. ,, "quote" is calculated In the surface geometric information-the surface brightness of each point is formed (shading processing of idHa first ... 2D and light source information 2E. The polygon base., The base surface coefficient of the second surface that is flushed and served. (I £ 〇 can take a fixed form, relative to the font or the pattern surrounded by the color of Besun. And the beam ^ ^ ^ v ^ 7 comes from the outer edge of the specific color area and is Ια) can gradually Γ edge toward its center The direction increases or decreases, thereby expressing smooth bulges and depressions. Body 丨 'ο ^ ^ For example,' the surface of a mossy stone, an area is surrounded by a specific color or moss & -Γ 丁 ... 反 L 士 ^ 0 magic color 'can be expressed smoothly, as if it has wavy real stones.
D:\Y87\55671.ptd 第15頁 五、發明說明(π) 如圖5Β所不之敕子,三度空間 於前述之顏色資訊之表面幾何次現之各點係利用其相對 所示,與圖5Α加以比較,其係1訊(不規則性資訊)。如圖 5Β所示之骰子則具有更為逼真 ^慮表面幾何資訊,而圖 所具之多邊形數目係相同於圖'5Α =度空間效果。當然圖5Β 覺差別係源於表面幾何資吨a不不者。圖5 A與5B間之視 如前所述,為使該著色區段6 慮。 考慮該等表面幾何資訊,字型可 '"夕邊形加以著色,而 當然,若該字型(亦即具有不同現凸出於其周遭部份。 則該字型可表現為凹陷狀。/區域)係處理為凹陷, 該表面幾何資訊2C同樣可以正& θ 更媒言之,各多邊形之頂點係移形式加以儲:。 括正向量。通常之實施係由各頂^分配亮度資訊同時包 頂點之正向量已決定,則』=技術表現…邊形各 訊2D計算而得。在其他可相到 該光源2E及周圍光線資 配置於點,或自單-點— 方法下十常數係 視值。然而’在此方法下,光^冗度(1心1(13)取出—辨 其結果,則係各多邊形之以;::置關係並未加以考慮。 為基礎產生陰影效果1該;i开邊:所屬之表面幾何:訊 4,則由多邊形之陰影產生:产V係—、准表示於顯不養幕 土 —沒空間之效。 雖然,本發明係以字型為例^ 不 型,同時亦可應用於其他樣式 貝1並不僅限方:予 A A 保%之顏色資訊。 在該多邊形係於該著色區段6之後,三度空間虛擬物體D: \ Y87 \ 55671.ptd Page 15 V. Description of the invention (π) As shown in Figure 5B, the points of the three-dimensional space appearing on the surface geometry of the aforementioned color information are shown relative to each other. Compared with FIG. 5A, it is a message (irregularity information). The dice shown in Figure 5B has more realistic surface geometric information, and the number of polygons in the figure is the same as that in Figure '5A = degree space effect. Of course, the difference in Figure 5B stems from the fact that the surface geometry is not insignificant. Fig. 5 View between A and 5B As mentioned before, this coloring section 6 is considered. Taking into account such surface geometric information, a font can be colored " Xu Edge, and of course, if the font (that is, has a different part protruding from its surroundings), the font can appear as a depression. / Area) is treated as a depression. The surface geometric information 2C can also be positive & θ. In other words, the vertices of each polygon are stored in the form of: Include positive vectors. The usual implementation is determined by the distribution of brightness information and the positive vector of the vertices, which is determined by the vertex, then "= technical performance ... 2D calculation of each edge. In other cases, the light source 2E and the surrounding light sources are arranged at points, or from the single-point-method, the ten-constant system is the apparent value. However, 'in this method, the light redundancy (1 heart 1 (13) extraction-discerning the result, it is the polygons; the placement relationship has not been taken into account. The shadow effect is based on this; i open Edge: The surface geometry to which it belongs: News 4, which is generated by the shadow of the polygon: V-producing—the quasi-representation in the cultivating soil—no space effect. Although the present invention takes a font as an example At the same time, it can also be applied to other styles. Shell 1 is not limited to color: AA guarantees color information. After the polygon is in the coloring section 6, a three-dimensional space virtual object
D:\Y87\55671.ptd 第16頁 4 253 0 1 五、發明說明¢12) 係對二維空間藉由立體轉換區段1 〇加以轉換。在此空間轉 換,三度空間物體係存在於一金字塔形之顯示區域外,該 區域具有共頂點之四侧面,其係由該遊戲程式決定而移除 (剪取)。該存在之三度空間物體之建構三度空間物體之多 邊形頂點係依深度資訊(亦即,Z值)加以轉換。該資訊係 藉由主記憶體1 1中之立體轉換而得到。 寫入該主記憶體11中之資訊係顯示於該顯示裝置4 ; 即,該資訊係以每计五或十六分之一秒加以顯示。對於使 用者注視該顯示裝置12,生動之元件便自然地表現於該顯 示裝置12。 使用者係操作該操作裝置5,而該處理裝置3計算多邊形 於該虛擬三度空間中之位置,以及各多邊形間之關係。 前述之說明係描述本發明一實施例之遊戲系統。如圖3 所示,當顏色資訊係映成於方形,且該顏色資訊係代表字 型A,則不需傳輸表面幾何資訊至字型部份已存在之點 中;該表面幾何資訊僅需傳至字型外廓部份之點,且該點 係循接續之加陰影步驟產生陰影= 據本發明之其他實施例,表面幾何資訊,亦即不規則性 資訊,映成於多邊形係僅在於各多邊形之頂點(如:多邊 形之正向量)。該多邊形各頂點之亮度係計算自該表面幾 何資訊、以各點為映成基礎之顏色資訊、該光源資訊及週 圍光線資訊。接著多邊形頂點間之各點亮度可藉由各多邊 形頂點亮度加以計算,同時並完成多邊形加陰影之效果。 另外,各點之亮度可藉由預訂之方程式柔合或快速地加以D: \ Y87 \ 55671.ptd Page 16 4 253 0 1 V. Description of the invention ¢ 12) The two-dimensional space is converted by the stereo conversion section 1 〇. In this space conversion, the three-dimensional space object system exists outside a pyramid-shaped display area, which has four sides with a total of vertices, which are removed (cut) by the game program. The construction of the existing three-dimensional space object The polygons of the three-dimensional space object are converted based on the depth information (ie, the Z value). This information is obtained by stereo conversion in the main memory 11. The information written in the main memory 11 is displayed on the display device 4; that is, the information is displayed every five or sixteenths of a second. When the user looks at the display device 12, vivid elements naturally appear in the display device 12. The user operates the operation device 5, and the processing device 3 calculates the position of a polygon in the virtual three-dimensional space and the relationship between the polygons. The foregoing description describes a game system according to an embodiment of the present invention. As shown in Figure 3, when the color information is mapped into a square, and the color information represents the font A, it is not necessary to transmit the surface geometric information to the point where the font part already exists; the surface geometric information only needs to be transmitted To the point of the outline of the font, and the point is generated by successive shadowing steps = According to other embodiments of the present invention, the surface geometric information, that is, irregularity information, is reflected in the polygon system only in each Vertices of the polygon (eg, positive vector of the polygon). The brightness of each vertex of the polygon is calculated from the surface geometry information, the color information based on each point, the light source information, and the surrounding light information. Then the brightness of the points between the vertices of the polygon can be calculated by the brightness of the vertices of the polygons, and the effect of adding polygons and shadows is also completed. In addition, the brightness of each point can be softened or quickly added by a predetermined equation
D:\Y87\55671.ptd 第17頁 五、發明說明(13) 改變。當然,該表面幾何資訊並不僅對該多邊形之頂點而 分配,同時亦對多邊形其他部分位置加以分配。該等位置 之亮度係首先加以計算之。 計算存在於多邊形頂點間各點亮度之方法係同樣可以運 用於為特定顏色包圍預訂位置之外廓的加陰影效果。更確 切言之,該區域各頂點之亮度陰影係加以計算,且該點之 亮度係接續以該己算出之亮度為基礎加以計算之。 本發明係提供一種遊戲系統,其包括處理裝置處理顯示 物體之三度空間資料,並經由三度空間處理計算該等三度 空間資料,以及顯示裝置,其係顯示經過處理裝置處理之 物體,其中外廓資訊或由表面幾何資訊對顏色資訊所準備 之資訊成為組成資訊,係加以映成於藉由建構模型而得之 基本三度空間影像。其結果則是更逼真之虛擬三度空間影 像,具有更佳之效果而不致犧牲建構模型之速度。例如, 基本三度空間影像為一多邊形時,該三度空間資料包括顯 示該物體之複數多邊形各個頂點之資訊,相對由各頂點所 決定之多邊形相對之顏色資訊,以及隨著顏色資訊中不同 顏色變化之表面幾何資訊。該處理裝置係對多邊形加以著 色,該著色係基於顏色資訊及表面幾何資訊,藉此使顯示 裝置具有更佳效果之逼真影像。在不考慮表面幾何資訊之 情況下,逼真影像可以較少之多邊形加以顯示°甚者*顏 色資訊諸如圖像、字型及樣式以及表面幾何資訊可隨顏色 資訊中之顏色加以改變。故,例如僅顏色資訊中之字型可 表現如凸出般。另外,只要圓點係被表現,若其係為凹D: \ Y87 \ 55671.ptd Page 17 5. Description of the Invention (13) Changes. Of course, the surface geometry information is not only assigned to the vertices of the polygon, but also to the positions of other parts of the polygon. The brightness of these locations is calculated first. The method of calculating the brightness of each point existing between the vertices of a polygon can also be applied to the shading effect that encloses the outline of a predetermined position for a specific color. More specifically, the brightness and shading of each vertex of the region are calculated, and the brightness of the point is successively calculated based on the calculated brightness. The invention provides a game system, which includes a processing device that processes three-dimensional space data of displayed objects, calculates the three-dimensional space data through three-dimensional space processing, and a display device that displays objects processed by the processing device, wherein The outline information or the information prepared by the surface geometry information and the color information becomes the composition information, which is reflected on the basic three-dimensional space image obtained by constructing the model. The result is a more realistic virtual three-dimensional space image with better results without sacrificing the speed of model construction. For example, when the basic three-dimensional space image is a polygon, the three-dimensional space data includes information showing each vertex of a plurality of polygons of the object, relative color information relative to the polygon determined by each vertex, and different colors along with the color information. Varying surface geometry information. The processing device colors the polygon, and the coloring is based on the color information and surface geometric information, thereby making the display device have a more realistic image. Without considering surface geometry information, realistic images can be displayed with fewer polygons. Even color information such as images, fonts and styles, and surface geometry information can be changed with the colors in the color information. Therefore, for example, only the zigzags in the color information can appear as protruding. In addition, as long as the dots are represented, if they are concave
D:\Y87\55671.ptd 第18頁 4 253 01 五、發明說明(14) 陷,具有更效果之更逼真影像則以較少之多邊形建構之, 並連接於顏色資訊,透過傳統加陰影方法表現不規則性。 據本發明’多邊形係用做基本三度空間影像時,各項點 之亮度係由表面幾何資訊 '葬色資訊、光源資訊及週圍光 線資訊計算之。各個點之亮度則以各多邊形頂點亮度為基 礎而計算之,且該多邊形係同時加上陰影效果。故,省卻 了多邊形内各點亮度’藉由表面幾何資訊、顏色資訊、 源資訊及週圍光線資訊加以計算之需求,藉此提供更诀、' 執行模型建構操作能力之優點。 、連 於此一方面,本發明亦提供建構三度空間物體無需辨、 凸多邊形或凹多邊形之優點。甚者,本發明亦提供無禽現 位移映成等複雜處理過程而可表現更佳之不規則性。%知 本發明同時提供一種顯示方法用於一種遊戲系統之中 其包括處理裝置’其係掌握顯示物體之三度空間資料,' 透過三度空間處理計算該三度空間資料,以及顯示裝复教 其係顯示該經由處理裝置三度空間處理後之顯示物體,^ 方法包括下列步驟: 蟑 建構三度空間物體模型於建構在三度空間資料基礎 虛擬空間中; 缺成顏色資訊於己建構之三度空間物體之表面; 於該三度空間物體表面上,映成表面幾何資訊相對私 顏色資訊;以及 、芎 對該三度空間物體加陰影如著色。其結果,該顯示敦 可顯示更為生動之三度空間效果。 、复D: \ Y87 \ 55671.ptd Page 18 4 253 01 V. Description of the invention (14) The more realistic and more realistic images are constructed with fewer polygons and connected to the color information, through the traditional method of adding shadows Show irregularities. According to the present invention, when the polygon is used as a basic three-dimensional space image, the brightness of each point is calculated from the surface geometric information, the burial color information, the light source information, and the surrounding light information. The brightness of each point is calculated based on the brightness of the vertices of each polygon, and the polygon is added with a shadow effect at the same time. Therefore, the need to calculate the brightness of each point in the polygon by using surface geometric information, color information, source information, and ambient light information is eliminated, thereby providing a better method and the advantage of performing model construction operations. In connection with this aspect, the present invention also provides the advantage that a three-dimensional space object need not be distinguished, convex or concave polygons. Furthermore, the present invention also provides non-complicated processing processes such as bird-free displacement mapping and can perform better irregularities. The present invention also provides a display method for use in a game system, which includes a processing device 'which masters the three-dimensional space data of the display object,' calculates the three-dimensional space data through the three-dimensional space processing, and displays the teaching instruction. It is to display the display object processed by the three-dimensional space of the processing device. The method includes the following steps: The cockroach constructs the three-dimensional space object model and constructs it in the three-dimensional data base virtual space. The surface of the three-dimensional space object; on the surface of the three-dimensional space object, the surface geometric information is relatively private color information; and, the three-dimensional space object is shaded as colored. As a result, the display can show a more vivid three-dimensional spatial effect. ,complex
D:\Y87\55671.ptcl 第19頁 4 253 Ο 1 五、發明說明(15) 當該顏色資訊及該表面幾何資訊係在立體轉換前映成於 該三度空間物體,當元件滾動時,遊戲生動的元件則可快 速顯示於顯示幕。反之,若該顏色資訊及該表面幾何資訊 係於立體轉換後映成,則滾動之元件則無法快速地加以顯 示。然而,物體在二維螢幕無法顯示之部份則不加以處理 以節省記憶體,因是,該顯示方法具有加速處理之功效。D: \ Y87 \ 55671.ptcl Page 19 4 253 Ο 1 5. Explanation of the invention (15) When the color information and the surface geometric information are reflected in the three-dimensional space object before the stereo conversion, when the component rolls, The lively elements of the game can be quickly displayed on the screen. Conversely, if the color information and the surface geometric information are mapped after the three-dimensional conversion, the rolling elements cannot be displayed quickly. However, parts of the object that cannot be displayed on the two-dimensional screen are not processed to save memory, because the display method has the effect of speeding up processing.
D:\Y87\55671.ptd 第20頁D: \ Y87 \ 55671.ptd Page 20
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