TWI379699B - Image generating device, image generating method, and information recording medium - Google Patents

Image generating device, image generating method, and information recording medium Download PDF

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Publication number
TWI379699B
TWI379699B TW098108211A TW98108211A TWI379699B TW I379699 B TWI379699 B TW I379699B TW 098108211 A TW098108211 A TW 098108211A TW 98108211 A TW98108211 A TW 98108211A TW I379699 B TWI379699 B TW I379699B
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Taiwan
Prior art keywords
camera
obstacle
character
unit
image
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TW098108211A
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Chinese (zh)
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TW200950856A (en
Inventor
Yasuhiro Kawabata
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Konami Digital Entertainment
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/0007Image acquisition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/63Generating 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 by the player, e.g. authoring using a level editor
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera

Description

1379699 六、發明說明: 【發明所屬之技術領域】 本發明有關於即使有障礙物存在之狀況亦可以產生對注 目胃生裝置、影像產生方法、資 訊記錄媒體及程式。 ' 【先前技術】 先前技術中開發有作為家庭用或業務用之遊戲震置(視訊 遊戲裝置等)可以享樂3次元顯示之動作遊戲或角色扮演遊 戲等。在此種之3次元顯示之動作遊戲等之中,例如 利用成為視點之虛擬之攝影機而對主角摄旦, β辦衫(觀看)之影 像,並且進行顯示。 在虛擬空間除了主角外,因為亦配置有各種 ^ 〜-ί// Ί干,所以 會產生其他物件位於主角和攝影機間之情況。例如, 木物件位於主角和攝影機之間時,該樹木物 == 影機之視線之障礙物。 勹遮蚊攝 在此種狀態,當直接產生從攝影機攝影 〜像時,合戀士 主角被該障礙物所隱蔽(全部或一部分看不 欠氣 礙玩家之操作。 )之影像,而妨 對於此種不良之對策,所揭示之技術是在主角 蔽之情況時,提高障礙物之透明度而描繪,成為办物隱 主角(例如,日本專利特開平Π — 42370號公報)更奋易看見 【發明内容】 ° 098108211 4 (發明所欲解決之問題) 在上述方式之q A _ 生有任何之事件時=㈣之動作遊戲等之中,例如,在發 為視點之攝在主角成被注目之情況時,從當時成 影機為定位在航之攝影位置之演出攝 出用之攝影動作:擬主攝角影機)’利用放大或叫 在該演* b W彳了攝影,並顯示此種之演出影像。 都重要,、::::中,示弓丨起玩家注意之演出影像比什麼 因此,/二不此允斗成為攝影對象之主角被障礙物遮蔽。 之其他物讀*中限定為在主角之周圍不能有成為障礙物 祕件存在之狀況(例如’沒有建築物或樹木之寬廣場 所二’、:般使用此種之演出攝影機。 =取3近所產生之要求係在依照玩家之進行方法,增加遊戲 (暴面或狀況等)涵蓋多歧之遊戲中,在有此種障礙物存 在之狀况亦進行使用演出攝影機之顯示。要滿足此種要求 #例h ’考慮在利用演出攝影機進行攝影前’確認是否有 障礙物存在’當有障礙物存在之情況時,使演出攝影機比障 礙物更接近(移動至)主角側,以讀障礙物遮蔽之方式進 行攝影。 但疋’當使演出攝影機單純地移動到障礙物之主角側時, 由於障礙物之位置’會產生演出攝影機太接近主角之情況。 在此種情況’主角被超過必要程度地大幅顯示(太大),不 能充分達成演出攝影機之任務。 098108211 1379699 .因此,要求考慮障礙物’並利用演出攝影 行攝影之技術。 乂週田地進 ,發明絲解決此_題,其目的是提供即使 =:::;:注"_攝影之影像之影: 像產生方法、資訊記錄媒體及程式。 (解決問題之手段) :發明之第1觀點之影像產生裴置是利用成為視點之, 擬攝影機而產生對配置在虛擬㈣^ 色:= 之影像之遊戲裝置,复禮“ A 士 月色進订攝影 位置$_立 ” 〇 3物件位置記憶部、攝影機 和影像產生部。 〜H卜攝影機控制部 首先,物件位置記憔部4 廣擬空間内之位置。料主目角色之多個之物件在 同方向對注目角色進衫機位置記憶部記憶用於從不 仃攝衫而配置之多個攝影機之位置。障 位置,二』根據所記憶之各個攝影機之位置和各個物件之 "刀別判別有無成為遮蔽各個攝影機和注目角色間之障 礙物之物件。攝影機選擇 邛從判別為沒有障礙物之攝影機 德, 之攝影機。攝影機控制部控制被選擇之攝影 为後i i進订放大或搖攝等之演出用之攝影動作。然後, 於生部產生利用被控制之該攝影機所攝影到之影像。 =’使用從不同方向攝影之多個之攝影機,從其中選擇 未被_物_之可對注目角色攝影之攝影機並進行攝 098108211 似所以即使在有障礙物存在之狀況,亦可以對注目角色進 行攝影。 果^卩使在存在有障礙物之狀況,亦可以產生對注目 角色適當攝影之影像。 '、β、吏上述攝景〉機選擇部在利用上述障礙物判定部判 別為對王部之攝影機有障礙物之情況時,選擇注目角色和障 礙物之距離為最遠之攝影機;和 上述攝影機控制部在使被選擇之攝影機移動到障礙物之 注目角色側後’例如,進行演出用之攝影動作。 在此種It況’即使在全部之攝影機被障礙物遮蔽之狀況, 亦&擇m角色最遠離障礙物之攝影機,使攝影機移動到 該障礙物之剛好前面(視點突出障礙物而可以對注目角色進 行攝影之位置)並進行攝影。因此,攝影機不會太過接近注 目角色,而可以產生適當之影像。 亦可以使上述攝影機控制部,例如,在開始演出用之攝影 動作後,使上述障礙物判定部逐次判別有無遮蔽攝影中之攝 影機和注目角色間之障礙物;和 在判別為有障礙物,而注目角色和障礙物之距離為基準值 以上之情況時,上述攝影機控制部在使攝影機移動到障礙物 之注目角色側後,例如,繼續進行演出用之攝影動作。 在此種情況,在被選擇之攝影機開始攝影動作之後,即使 產生被新的障礙物遮蔽之狀況,亦可以使攝影機移動到該障 098108211 7 礙物之剛好刖面(視點突出障礙物而可以對注目角色進行攝 影之位置)而繼續進行攝影動作。因此,可以繼續產生適當 之影像。 /亦可以在上述攝影機控制部開始演出用之攝影動作之 後’使上述障礙物狀部逐次制有無錢各_影機和注 目角色間之障礙物;和 在判別為有遮蔽攝影中之攝影機和注目角色間之障礙 物’而注目角色和該障礙物之距離比基準值短之情況時,上 述攝影機選擇部從制為沒有障礙物之攝影機中,選擇任一 個之攝〜機’從判別為沒有障礙物之其他攝影機中再選擇任 一個之攝影機;和 上述攝影機控制部控制再選擇之攝影機,例如,繼續演出 用之攝影動作。 在此種情況,在被選擇之攝影機開始攝影動作之後,即使 產生被新㈣礙物(接近注目角色之障礙物)魏之狀況,亦 可以進行攝影機之再藝,切換成為其他之攝影機,因此, 可以繼續產生適當之影像。 t本發明之第2觀點之影像產生方法,係在具有記憶部、演 算部、和料部之影似生裝置,成為視點之虛擬攝影 機而產生對配置在虛擬空間内之注目角色進行攝影之影像, 上述記憶部記憶包含注目角色之多個物件在虛擬空間7内之 位置’和記憶用於從不同方向對注目角色進行攝影而配置之 098108211 I37S699 多個攝影機之位置,其構成包含有障礙物判定步驟、攝影機 選擇#驟、攝影機控制步驟和影像產生步驟。 在障礙物判定步驟,根據上述記憶部所記憶之各個攝影機 . 之位置和各個物件之位置,分別判別有無成為遮蔽各個攝影 . 機和注目角色間之障礙物之物件。在攝影機選擇步驟,從判 別為沒有障礙物之攝影機中,選擇任一個之攝影機。在攝影 機控制步驟,控制被選擇之攝影機,例如,進行演出用之攝 φ 影動作。在影像產生步驟,產生利用被控制之該攝影機所攝 影到之影像。 亦即,使用從不同方向攝影之多個之攝影機,從其中選擇 未被障礙物遮蔽之可對注目角色攝影之攝影機並進行攝 影,所以即使在存在有障礙物之狀況,亦成為可以對注目角 色進行攝影。 其結果是即使在存在有障礙物之狀況,亦可以產生對注目 • 角色適當攝影之影像。 本發明之第3觀點之資訊記錄媒體記憶有程式,用來使電 腦(包含電子機器)具有作為上述伺服器之功能。 本發明之第4觀點之程式構建成使電腦(包含電子機器) - 具有作為上述之影像產生裝置之功能。 - 該程式可以記錄在光碟、軟碟、硬碟、磁光碟、數位視訊 光碟、磁帶和半導體記憶體等之電腦可讀取之資訊記錄媒 098108211 9 述程式可以與實行奸式之電腦獨 如網路散佈·販賣。Μ & 經由電腦 腦獨立地進行散佈H,上讀媒體可以與該電 (發明效果) $本發料’結在有軸敎航, 目角色適當攝影之影像。 產生對4 【實施方式】 理林發明之實施㈣。在以下之朗中,為能容易 ’5明使本發明適用在遊戲裝置之實施形態,但是在各 ㈣PDA、仃動電話等之資訊處理裝置亦同樣地可以 、本發明。亦即,以下所說明之實施形態只作說明用,不 用來限制本發明之範圍。因此熟_技術者可轉用將該等 ,各個70件或全部元件替換成與其均等者之實施形態,而該 等之貫施形態亦被包含在本發明之範圍。 (實施形態1) 圖1是模式圖,用來表示實現本發明之實施形態之影像產 生裴置之典型遊戲裝置之概要構造。以下參照該圖進行說 明。 遊戲裝置 100 具備有 CPU(Central Processing Unit,中 央處理單元)101、R〇M(Read Only Memory,唯讀記憶體)102、 RAM(Random Access Memory,隨機存取記憶體)103、介面 104、控制器 105、外部記憶體 l〇6、DVD(Digital Versatile 098108211 10 13796991379699 VI. Description of the Invention: [Technical Field] The present invention relates to an imaging device, an image generating method, a recording medium, and a program, even in the presence of an obstacle. [Prior Art] In the prior art, an action game or a role-playing game in which a game for home or business (such as a video game device) can enjoy a three-dimensional display is developed. In such a three-dimensional display action game, for example, a virtual camera that is a viewpoint is used to display the image of the main character and the beta (viewing). In addition to the protagonist in the virtual space, because there are also various ^ ~- ί / / Ί ,, so other objects are located between the main character and the camera. For example, when a wooden object is located between the main character and the camera, the tree object == obstacle of the line of sight of the camera.勹 勹 摄 摄 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在 在In the case of the problem of the defect, the technique disclosed is to improve the transparency of the obstacle when the main character is covered, and to become the main character of the object (for example, Japanese Patent Laid-Open No. 42370). 】 ° 098108211 4 (Problem to be solved by the invention) In the case of the above-mentioned mode, when QA _ has any event, (4), the action game, etc., for example, when the shot is taken as the viewpoint, when the main character is noticed, From the filming machine at that time, the shooting action for the positioning of the camera in the position of the camera: the main camera () is used to zoom in or out, and the show is displayed in the show. image. All are important, ,::::, the bow shows the player’s attention to the performance image. Therefore, the second is not the main target of the subject being obscured by the obstacle. The other readings* are limited to the situation where the obstacles are not present around the main character (for example, 'there are no wide buildings with buildings or trees'), such as the use of such a camera. The requirement is to use a show camera in the presence of such obstacles in a game that increases the game (burst or condition, etc.) according to the player's method of execution. To satisfy such a requirement# Example h 'Consider 'Check if there is an obstacle present before shooting with a show camera'. When there is an obstacle, make the show camera closer to (moving to) the main character side than the obstacle, and read the obstacle. Photographing. However, when the performance camera is simply moved to the main character side of the obstacle, the position of the obstacle will cause the performance camera to be too close to the main character. In this case, the main character is displayed more than necessary. (too big), the task of performing a camera cannot be fully fulfilled. 098108211 1379699 . Therefore, it is required to consider obstacles and use The technique of photography photography. 乂 田 地 , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , Means for Solving the Problem: The image generation device of the first aspect of the invention uses a camera device to generate a game device that is placed in a virtual (four) color:= image, and a gift of "A Shishiyue binding" The photographing position is $_立" 〇3 object position memory unit, camera, and image generating unit. 〜Hb camera control unit first, the object position recording unit 4 is positioned in the space. The object of the main character is In the same direction, the position character memory of the eye-catching character is used to store the positions of a plurality of cameras that are arranged without the camera. The position of the obstacle is determined according to the position of each camera and the object of each object. Whether there is an object that obscures the obstacle between each camera and the character of the eye. The camera selects the camera that is judged to be a camera without obstacles. The camera control unit is selected. The movie is a photographic action for the performance of the zoom or pan, etc. Then, the image produced by the camera controlled by the camera is generated by the student. = 'Use a camera that shoots from different directions, from Among them, the camera that is not photographed by the _ object _ can be photographed and photographed 098108211. Therefore, even in the presence of an obstacle, the character can be photographed. If there is an obstacle, In the case where the obstacle determination unit determines that there is an obstacle to the camera of the king, the target selection and the obstacle are selected. The distance is the farthest camera; and the camera control unit moves the selected camera to the attention character side of the obstacle, for example, for performing a shooting operation for the performance. In this case, even if all the cameras are obscured by obstacles, the camera that moves the farthest from the obstacle is moved to the front of the obstacle (the obstacle is highlighted by the viewpoint). The character takes the position of photography) and performs photography. Therefore, the camera does not get too close to the target character, but can produce an appropriate image. The camera control unit may, for example, cause the obstacle determination unit to sequentially determine whether or not there is an obstacle between the camera and the attention character in the shadow shooting after the start of the shooting operation for the performance; and determine that there is an obstacle, and When the distance between the attention character and the obstacle is equal to or greater than the reference value, the camera control unit continues the imaging operation for the performance, for example, after moving the camera to the attention character side of the obstacle. In this case, after the selected camera starts the shooting operation, even if a situation is blocked by the new obstacle, the camera can be moved to the obstacle 098108211 7 the obstacle is just behind the surface (the viewpoint highlights the obstacle and can be The attention character performs the shooting position) and continues the shooting operation. Therefore, it is possible to continue to produce an appropriate image. / After the camera control unit starts the shooting operation for the performance, the obstacles may be made to have obstacles between the camera and the character in question; and the camera and the eye in the shadow photography are determined. When the distance between the character and the obstacle is shorter than the reference value, the camera selection unit selects one of the cameras that are not obstructed, and determines that there is no obstacle. The other camera of the object selects any one of the cameras; and the camera control unit controls the reselected camera, for example, to continue the shooting operation for the performance. In this case, after the selected camera starts the shooting operation, even if a new (four) obstacle (a obstacle close to the attention character) is generated, the camera can be re-arted and switched to another camera. You can continue to produce the appropriate image. The image generating method according to the second aspect of the present invention is a video generating device having a memory unit, an arithmetic unit, and a material unit, and is a virtual camera of a viewpoint to generate an image for photographing a character placed in the virtual space. The memory unit includes a position of a plurality of objects of the attention character in the virtual space 7 and a position of a plurality of cameras 098108211 I37S699 that are used to record the attention characters from different directions, and the configuration includes an obstacle determination. Steps, camera selection #steps, camera control steps, and image generation steps. In the obstacle determination step, based on the position of each camera and the position of each object stored in the memory unit, it is determined whether or not there is an object that obstructs an obstacle between each of the camera and the character. In the camera selection step, one of the cameras is selected from a camera that is judged to be free of obstacles. In the camera control step, the selected camera is controlled, for example, to perform a shooting action for the performance. In the image generation step, an image captured by the controlled camera is generated. In other words, a camera that photographs from different directions is used, and a camera that can be photographed by an eye-catching character that is not obscured by an obstacle is selected and photographed, so that even in the presence of an obstacle, it becomes an attractive character. Take photography. As a result, even in the presence of an obstacle, it is possible to produce an image that is appropriately photographed for the attention/character. The information recording medium of the third aspect of the present invention stores a program for causing a computer (including an electronic device) to function as the server. The program of the fourth aspect of the present invention is constructed such that a computer (including an electronic device) has a function as the image generating device described above. - The program can record computer-readable information recording media such as CD-ROM, floppy disk, hard disk, magneto-optical disk, digital video disk, tape and semiconductor memory. 098108211 9 The program can be used with the computer. The road is scattered and sold. Μ & Spreading H independently through the computer brain, the reading medium can be combined with the electric (invention effect) $this hair material. Production Pair 4 [Embodiment] Implementation of the Forest Invention (4). In the following, it is possible to easily apply the present invention to an embodiment of a game device. However, the present invention can be similarly applied to information processing apparatuses such as PDAs and mobile phones. That is, the embodiments described below are for illustrative purposes only and are not intended to limit the scope of the invention. Therefore, the skilled person can switch to the embodiment in which 70 or all of the elements are replaced by the embodiments of the same, and such embodiments are also included in the scope of the present invention. (Embodiment 1) FIG. 1 is a schematic view showing a schematic configuration of a typical game device for realizing an image generating device according to an embodiment of the present invention. The following description will be made with reference to the figure. The game device 100 includes a CPU (Central Processing Unit) 101, R〇M (Read Only Memory) 102, RAM (Random Access Memory) 103, interface 104, and control. 105, external memory l〇6, DVD (Digital Versatile 098108211 10 1379699

Disc,數位多功能光碟)_R〇M驅動器1〇7、影像處理部 108、聲音處理部 1〇9 和 NiC(Network Interface Card,網 路介面卡)110。 . 另外’將記憶有遊戲用之程式和資料之DVD-ROM裝著在 • DVD_R0M驅動器,經由投入遊戲裝置1〇〇之電源,而實 行該程式’藉以實現本實施形態之影像產生裝置。 CPU 101控制遊戲裝置1〇〇全體之動作,用來進行與各個 φ 構成元件連接以及控制信號或資料之交接。 在ROM 102記錄有電源投入後立即實行之ipl(ini十. v l 1 a 1Disc, digital versatile disc) _R 〇 M driver 1 〇 7, image processing unit 108, sound processing unit 1 〇 9 and NiC (Network Interface Card) 110. In addition, a DVD-ROM that stores programs and materials for games is installed in a DVD_ROM drive, and the program is implemented by inputting power to the game device 1 to implement the image generation device of the present embodiment. The CPU 101 controls the overall operation of the game device 1 for connection to the respective φ constituent elements and the transfer of control signals or data. Ipl (ini ten. v l 1 a 1) is executed immediately after the ROM 102 records the power input.

Program Loader,初始程式載入常式),利用其實行,而將 被記錄在DVD-ROM之程式讀出到RAM 103,並利用CPUl〇i 開始實行。另外,在ROM 102記錄有遊戲裝置1〇〇全體之動 作控制所必要之作業系統之程式或各種之資料。 RAM 10 3用來暫時地記憶資料或程式’用來保持從md_r〇m • 讀出之程式或資料,和其他遊戲之進行或聊天通信所必要之 資料。 經由介面104連接之控制器105,受理使用者實行遊戲時 所進行之操作輸入。例如’控制器105受理依照操作輸入之 • 文字列(信息)等之輸入。 • 在經由介面104連接成可自由裝卸之外部記憶體1〇6,以 可重寫之方式記憶表示遊戲進行狀態之資料,聊天通信日註、 (記縴)之資料等。使用者經由控制器105進行指示輸入,可 098108211 11 ^/9699 以將該等之資料記錄在適當之外部記憶體106。 在被裝著於DVD-ROM驅動器1〇7之DVD-ROM,記錄有用以 實現遊戲之程式和附隨在遊戲之影像資料和聲音資料。利用The program loader, the initial program loading routine, is executed, and the program recorded on the DVD-ROM is read out to the RAM 103, and is executed by the CPU l〇i. Further, in the ROM 102, a program or various materials of the operating system necessary for the overall operation control of the game device 1 are recorded. The RAM 10 3 is used to temporarily memorize data or programs used to hold programs or materials read from md_r〇m • and necessary for communication or chat communication with other games. The controller 105 connected via the interface 104 accepts an operation input performed by the user when the game is executed. For example, the controller 105 accepts input of a character string (information) or the like according to an operation input. • The external memory unit 〇6, which is detachably connected via the interface 104, memorizes the data indicating the progress of the game, the data of the chat communication, and the data of the (communication). The user inputs an instruction via the controller 105, and 098108211 11^/9699 records the data in the appropriate external memory 106. On the DVD-ROM mounted on the DVD-ROM drive 1 to 7, a program for realizing the game and accompanying video data and sound data accompanying the game are recorded. use

CPU 101之控制,DVD-ROM驅動器1〇7對其所裝著之DVD-ROM 進行讀出處理,讀出必要之裎式或資料,並將該等暫時地記 憶在RAM 103等。 影像處理部108利用CPU 1〇1或影像處理部1〇8所具備之 影像演算處理器(未圖示),對從DVD_R〇M讀出之資料進行加 工處理後,將其記錄在影像處理部應所具備之圖框記憶體 (未圖示)。圖框記憶體所記錄之影像資訊被輸出到以既定之 同步時序將其變換成視訊信號之影像處理部1〇8所連接之 監視器(未圖示)。利用此種方式,成為可 以進行各種之影像 顯示。 另外,影像演算處理器可以高速地實行2次元影像之重最 演算或α混合等之透過演算,和各種之飽和演算。且 另外,利用Ζ緩衝法缚製被配置在虛擬3次元空間之附力 有各種紋理¥訊之以”訊,可以高速實行演算,用來稽0 得從既定之視點位置,俯瞰被配置在虛擬3次元空間 形之繪製影像。 月 另外利用CPU 101和影像演算處理器之協調動作,依照 定義文字形狀之字«訊,以使文字列絲2次元影像而、 描繪到圖框記憶體’或赠到各個多角形表面。字型資訊記 098108211 1379699 錄在ROM 102 ’但是亦可以利用記錄在DVp —R〇M之專用字 型資訊。 聲音處理部109將從DVD-ROM讀出之聲音資料變換成為類 . 比聲音仏號,從與其連接之揚聲器(未圖示)輸出。另外,在 • CPU 101之控制下產生在遊戲之進行中欲產生之效果音或樂 曲資料,將與其對應之聲音從揚聲器輸出β NIC 110是用來將遊戲裝置1〇〇連接到網際網路等之電腦 • 通信網路(未圖示)者,其構成包含有依照構成LAN(LocaiUnder the control of the CPU 101, the DVD-ROM drive unit 7 reads and processes the DVD-ROM mounted thereon, reads out necessary patterns or materials, and temporarily recalls them in the RAM 103 or the like. The video processing unit 108 processes the data read from the DVD_R〇M by the video processing processor (not shown) included in the CPU 1〇1 or the video processing unit 1〇8, and then records the data in the image processing unit. The frame memory (not shown) that should be provided. The video information recorded in the frame memory is output to a monitor (not shown) connected to the video processing unit 1 to 8 which converts the video signal into a video signal at a predetermined synchronization timing. In this way, various image displays can be performed. In addition, the image calculation processor can perform the calculation of the weight of the second-order image or the alpha-mixing, and various saturation calculations at high speed. In addition, the Ζ buffer method is used to bind the various textures that are placed in the virtual 3 dimensional space. The signal can be executed at high speed, and it can be used to calculate the position from the viewpoint. The image is drawn in a 3 dimensional space form. The month uses the coordinated action of the CPU 101 and the image calculation processor, according to the word shape of the defined text shape, so that the text is listed as a 2 dimensional image, and is drawn to the frame memory' or a gift. To each of the polygonal surfaces, font information 098108211 1379699 is recorded in the ROM 102', but special font information recorded in DVp - R〇M can also be used. The sound processing unit 109 converts the sound data read from the DVD-ROM into Class. It is output from a speaker (not shown) connected to it. It also generates an effect sound or music material to be generated during the progress of the game under the control of the CPU 101, and the corresponding sound is from the speaker. The output β NIC 110 is a computer/communication network (not shown) for connecting the game device 1 to a network such as the Internet, and the configuration thereof includes the configuration LAN (Locai).

Area Network ’ 區域網路)時所使用之 iobasE-T/100BASE-T 規格者,或使用電話線路連接到網際網路用之類比數據機、 ISDN(Integrated Services Digital Network,整合服務數 位網路)數據機、ADSL(Asymmetric Digital SubscriberArea network 'area network') used by the ibasE-T/100BASE-T standard, or a telephone line connected to the Internet for analog data machines, ISDN (Integrated Services Digital Network) data Machine, ADSL (Asymmetric Digital Subscriber

Line,非對稱式數位用戶線路)數據機、使用有線電視線路 連接到網際網路用之有線電視數據機等,和進行該等與CPU _ 101之媒介用之介面(未圖示)。 另外遊戲裝置1〇〇亦可以構建成使用硬碟等之大容量外 部記憶裝置,而具有與R〇M1〇2、RAM1〇3、外部記憶體1〇6、 被裝著在〇νΐ)4〇Μ驅動器107之DVD-ROM等相同之功能。 另外’亦可以採用連接受理來自使用者之文字列之編輯輸 入用之鍵盤’或受理各種位置之指定和選擇輪人用之滑鼠等 之形態。 另外,除了本實施形態之遊戲裝置100外,亦可以利用一 098108211 1379699 般之電腦(通用之個人電腦等)作為影像產生裝置。例如,一 般之電腦與上述遊戲裝置100同樣地,具備有CPU、RAM、 ROM、DVD —ROM驅動器和NIC,具備有功能比遊戲裝置100 簡易之影像處理部,具有作為外部記憶裝置之硬碟,除此之 外可以利用軟碟、磁光碟、磁帶等。另外,亦可以不利用控 制器而是利用鍵盤或滑鼠等作為輸入裝置。另外,在安裝遊 戲程式之後,當實行該程式時,可以具有作為影像產生裝置 之功能。 (影像產生裝置之概要構造) 圖2是模式圖,用來表示本實施形態之影像產生裝置之概 要構造。該影像產生裝置之一實例是在3次元顯示之動作遊 戲或角色扮演遊戲等,當發生既定之事件時等,而主角受到 注目之情況時,從當時成為視點之虛擬攝影機切換為演出攝 影機(演出用之虛擬攝影機),對注目角色(將受到注目之主 角)進行放大或搖攝等之演出用之攝影動作。以下參照該圖 進行說明。 如圖所示,影像產生裝置200之構成具備有物件資訊記情 部21〇、操作受理部220、物件位置管理部23〇、攝影機位 ^理部240、障礙物朗部聊、攝影機列表 機選擇部270、攝影機控制部 攝〜 昔本·— 和影像描繪部290。 m °己隐配置在虛擬空間内之主角 (玩豕角色)、敵方角色、樹太 月 木石石和建築物等之各種物件 098108211 137:9699 之資訊。具體而言’對於各個物件,記憶被稱為 或紋理之資訊。 M 103等具有作為此種物件資訊記憶部210之功 能。 7 操作受理部220 又理玩豕對操作主角之動作指示等 作輸入。例如,在拯祚、☆ 寻芡栎 在細作X理部220,玩家按下與在既定方向 移動、使用劍武器(開鎗、揮劍)、拾物、蹲下、伏下等之動Line, asymmetric digital subscriber line) data machine, cable TV line connected to the Internet using a cable TV line, and the medium (not shown) for the medium of the CPU_101. In addition, the game device 1 can also be constructed as a large-capacity external memory device using a hard disk or the like, and has R与M1〇2, RAM1〇3, external memory 1〇6, and is mounted in the 〇νΐ)4〇. The same function as the DVD-ROM of the drive 107 is performed. Further, it is also possible to adopt a mode in which a keyboard for editing input from a character string of a user is accepted, or a designation of various positions and a mouse for selecting a person are selected. Further, in addition to the game device 100 of the present embodiment, a computer (a general-purpose personal computer or the like) such as a 098108211 1379699 may be used as the image generating device. For example, a general computer includes a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC, and a video processing unit having a function that is simpler than the game device 100, and has a hard disk as an external memory device. In addition to this, you can use floppy disks, magneto-optical disks, tapes, and more. Alternatively, instead of using a controller, a keyboard, a mouse, or the like may be used as the input device. Further, after the game program is installed, when the program is executed, it can function as an image generating device. (Summary structure of image generating device) Fig. 2 is a schematic view showing a schematic configuration of the image generating device of the embodiment. An example of the image generating device is an action game or a role-playing game in a three-dimensional display. When a predetermined event occurs, and the main character is noticed, the virtual camera that becomes the viewpoint at the time is switched to the performance camera (performance) With the virtual camera), the shooting action for the performance of the eye-catching character (the main character that will be noticed) is enlarged or panned. This will be described below with reference to the figure. As shown in the figure, the image generating apparatus 200 is configured to include an object information characterization unit 21, an operation accepting unit 220, an object position managing unit 23, a camera position control unit 240, an obstacle reading, and a camera list selection. The unit 270, the camera control unit, the camera, and the video rendering unit 290. m ° has been implicitly placed in the virtual space of the protagonist (playing role), enemy characters, tree too month wood stone and buildings and other objects 098108211 137:9699 information. Specifically, for each object, the memory is called information or texture information. The M 103 or the like has a function as the object information storage unit 210. 7 The operation accepting unit 220 also inputs an operation instruction such as an operation main character. For example, in the life-saving, ☆ search in the fine X department 220, the player presses and moves in the given direction, using the sword weapon (shooting, swinging the sword), picking up, squatting, squatting, etc.

作對應之夕個紐(其—實例是配置在控制器⑽之方向鍵、A 紐、B紐、X:|a、y知望、a , ,寺)之任一個,用來受理對主角之操作 輸入0 另卜控制器105具有作為此種操作受理部220之功能。 物件位置管理部230用來管理在主角或敵方角色之虛擬 工間内II化位置之物件之位置資訊(現在位置或方向等)。例 如主角依照操作文理部220所受理之移動指示等,變化虚 修擬工間内之位置或方向,所以在物件位置管理部⑽管理該 位置資訊。另外,敵方角色亦依照既定之邏輯而適當地移 動’並變化虛擬㈣内之位置等’所以同樣地管理位置資訊。 另外,物件位置管理部23〇亦管理建築物、樹木、岩石等 • 之在虛擬空間内之位置不變之物件之位置資訊。 另外’ RAM 103和CPU 1〇1具有作為此種物件位置管理部 230之功能。 攝影機位置管理部240記憶從不同方向面臨主角之多個 098108211 15 1379699 之演出攝影機之位置。 具體而言攝影機位置管理部240,如圖3所示,管理配置 在主角SC之前方之3個演出攝影機EC1〜EC3之位置資訊。 另外,各個演出攝影機E(n〜EC3之方向(攝影方向)被管理成 在攝影時朝向主角SC。另外,在圖3中為能容易說明,表 示從上方俯視虛擬空間之主角SC之俯視圖。在以下之圖亦 以此種之俯視圖適當地進行說明。 該等之演出攝影機EC1〜EC3之位置資訊可以是依照事件 決定之絕對位置,亦可以是依照主角SC之位置決定之相對 位置。 絕對位置之一實例是在因主角拿起(取得)特別之武器,而 發生事件之情況時,分別決定與該武器之初期位置(放置之 位置等)面對之3個之位置等。 另外,相對位置之一實例是在經過既定之時間(例如,安 裝之定時炸彈之爆炸等)而發生事件之情況時,以既定距離 離開主角之現在位置之面對之3個位置等。 另外,RAM 103和CPU 101具有作為此種攝影機位置管理 部240之功能。 回到圖2,障礙物判別部250根據物件位置管理部230所 記憶之各個物件之位置資訊、和攝影機位置管理部240所記 憶之各個演出攝影機之位置資訊,分別判別有無遮蔽各個演 出攝影機和主角間之障礙物。 098108211 16 1379699 亦即,障礙物判別部250 ’如圖4A所示,判別在從演出 攝影機EC(EC卜EC3)朝向主角SC之視線VL上,是否存在有 成為障礙物之物件。 .. 另外’障礙物判別部250亦可以如圖4B所示,以演出攝 .· 影機EC作為基點,使用與視線VL形成既定角度0之多根之 補助視線HL,分別判別在各補助視線jjL上是否存在有物 件。另外,在該圖4β中,為能容易說明,只將水平方向之 參補助視線HL擴大地顯示,但是實際上在垂直方向亦同樣地 使補助視線HL擴大。 依照此種方式,在使用有補助視線HL之情況,對於由於 障礙物使主角之一部分被遮蔽之情況等亦可以進行判別。 另外,CPU 101具有作為此種障礙物判別部25〇之功能。 回到圖2,攝影機列表260儲存利用障礙物判別部25〇判 別為沒有障礙物之演出攝影機之資訊。 鲁如®I 5A所示,在有遮蔽演出攝景多機EC2之視線似之障 •礙物紐之情況時(視線VU、VL3未被遮蔽之情況時),在攝 影機列表260,如圖5B所示,儲存演出攝影機Eci、ECk 資訊。 #即,在攝影機列表26G,儲存未被障礙物遮蔽而可以對 主角進行攝影之演出攝影機之資訊。 另外,疆103具有作為此種攝影機列表260之功能。 回到圖2,攝影機選擇部270從攝影機列表所儲存之 098108211 17 1379699 演出攝影機中’例如,隨機選擇1個之攝影機。亦即,從判 別為沒有障礙物之攝影機中選擇任1個之攝影機。 另外’亦發生判別為在全部之演出攝影機有障礙物而在 攝衫機列表2 6 0未儲存任一個之演出攝影機之資訊。在此種 情況時’攝影機選擇部270選擇與主角和障礙物之距離最遠 者對應之演出攝影機。For the corresponding eve of the eve (the instance is configured in the direction of the controller (10), A, B, X: | a, y know, a, , temple), used to accept the protagonist Operation Input 0 The controller 105 has a function as such an operation accepting unit 220. The object position management unit 230 is for managing the position information (current position, direction, etc.) of the object in the virtualized position in the virtual work room of the lead character or the enemy character. For example, the main character changes the position or direction in the virtual work room according to the movement instruction accepted by the operation and text management unit 220, and therefore the position information is managed by the object position management unit (10). In addition, the enemy character moves the 'and changes the position in the virtual (4), etc. appropriately according to the established logic, so the position information is managed in the same manner. Further, the object position management unit 23 also manages position information of objects such as buildings, trees, rocks, and the like that are not in the virtual space. Further, the RAM 103 and the CPU 1〇1 have functions as such an object position management unit 230. The camera position management unit 240 memorizes the position of the performance camera of a plurality of 098108211 15 1379699 facing the main character from different directions. Specifically, as shown in Fig. 3, the camera position management unit 240 manages the position information of the three performance cameras EC1 to EC3 disposed before the main character SC. In addition, the direction (the photographing direction) of each of the show cameras E (n to EC3) is managed so as to face the main character SC at the time of photographing. In addition, in FIG. 3, it can be easily illustrated, and the top view of the main character SC of the virtual space is seen from above. The following figures are also appropriately described in such a plan view. The position information of the performance cameras EC1 to EC3 may be an absolute position determined according to an event, or may be a relative position determined according to the position of the main character SC. An example is when a special weapon is picked up (acquired) by the main character, and when an event occurs, three positions facing the initial position (position, etc.) of the weapon are determined, respectively. An example is when the event occurs in a predetermined period of time (for example, an explosion of a time bomb installed, etc.), at a predetermined distance from the position facing the current position of the main character, etc. In addition, the RAM 103 and the CPU 101 There is a function as such a camera position management unit 240. Returning to Fig. 2, the obstacle determination unit 250 memorizes according to the object position management unit 230. The position information of each object and the position information of each of the performance cameras stored in the camera position management unit 240 determine whether or not the obstacle between the respective camera and the main character is blocked. 098108211 16 1379699 That is, the obstacle determination unit 250' is as shown in the figure. As shown in FIG. 4A, it is determined whether or not there is an object that becomes an obstacle on the line of sight VL from the show camera EC (EC CD EC3) toward the main character SC. Further, the 'obstacle determination unit 250 may be as shown in FIG. 4B. For the performance of the movie, the camera EC is used as the base point, and it is determined whether or not there is an object on each of the auxiliary line of sight jjL by using the auxiliary line of sight HL which forms a predetermined angle of 0 with the line of sight VL. Further, in Fig. 4β, it is easy to In the same way, the auxiliary line of sight HL is enlarged in the vertical direction. In this way, the auxiliary line of sight HL is also expanded in the vertical direction. It is also possible to discriminate a part of the obstacles, etc. The CPU 101 has a function as such an obstacle discriminating unit 25〇. The camera list 260 stores the information of the show camera that is determined to be free of obstacles by the obstacle discriminating unit 25. As shown by Lu Ru® I 5A, there is a visual line that obscures the performance of the multi-camera EC2. In the case (when the line of sight VU, VL3 is not obscured), in the camera list 260, as shown in FIG. 5B, the performance camera Eci and ECk information are stored. # That is, in the camera list 26G, the storage is not blocked by the obstacle. In addition, the GUI 103 has a function as such a camera list 260. Returning to Fig. 2, the camera selection unit 270 selects from the camera list 098108211 17 1379699 in the show camera 'for example, randomly selected 1 camera. That is, any one of the cameras that are judged to be free of obstacles is selected. In addition, there is also information that indicates that there is an obstacle in all the cameras of the show and that there is no one stored in the camera list 260. In this case, the camera selecting unit 270 selects the performance camera corresponding to the farthest distance from the main character and the obstacle.

例如’如圖6A所示,發生全部演出攝影機Eci〜EC3之視 線VL1〜VL3分別被障礙物SB1〜SB3遮蔽之狀況。在此種情況 時’攝影機選擇部270,如圖6B所示,分別求得主角SC和 障礙物SB1之距離dl、主角SC和障礙物SB2之距離d2、和 主角SC和障礙物SB3之距離d3。然後,選擇與成為最大(遠) 距離之距離d3對應之演出攝影機EC3。 另外’亦發生在演出攝影機之視線上存在多個之障礙物之For example, as shown in Fig. 6A, the visual lines VL1 to VL3 of all the performance cameras Eci to EC3 are blocked by the obstacles SB1 to SB3, respectively. In this case, the camera selecting unit 270 obtains the distance d1 between the main character SC and the obstacle SB1, the distance d2 between the main character SC and the obstacle SB2, and the distance d3 between the main character SC and the obstacle SB3, respectively, as shown in Fig. 6B. . Then, the performance camera EC3 corresponding to the distance d3 which becomes the maximum (distal) distance is selected. In addition, there are also multiple obstacles on the line of sight of the show camera.

It況。在此種情況以求得接近主角之障礙物之距離作為對 象。 另外,CPU 101具有作為此種攝影機選擇部27〇之功能。 回到圖2 ’攝影機控制部28〇控制被選擇之演出攝影機, 進行演出用之攝影動作。 進行放大、搖攝、搖動等之演出 之主角動作之影像進行攝影。 例如,攝影機控制部28〇 用之攝影動作,對玩家注意 炎另外’當判別為對全部之攝影機有障礙物,利用上述之攝 擇。P 270選擇主角和障礙物之距離為最遠之演出攝 098108211 18 137.9699 〜機之it況時’攝影機控制部28Q使被選擇之演出攝影機移 動到障礙物之主角侧後,進行演出用之攝影動作。 例如’如圖7A所示,在演出攝影機EC卜EC3被障礙物 SB1 SB3遮蔽之狀態’選擇距離最遠之演出攝影機此3。在 此種情況’攝影機控制部280如圖7B所示,在使演出攝影 機⑽之位置移動到實質之視點(圖中之透鏡部)突出障礙 物=3而可以對主角sc進行攝影之位置後,進行演出用之 作’亦卩不被障礙物SB3遮蔽,而且使演出攝影機 —移動至儘可能遠離主角%之可以攝影位置。然後,從 *亥移動位置開始演出動作。 夕卜 CPU 101具有作為此種攝影機控制部280之功能。 影像描_9G依照物件資訊記憶部训所記 物件之資訊’和物件位置管理部咖所管理之角色之位 擬攝S’對虛擬空間内(視界内)之物件,描繪以通常之虛 ^機,或被上述攝影機控制部咖控制之演出攝影機作 為視點之遊戲影像。 在發生既定之事件,利用上述之攝影機選擇部 2擇1個之演出攝影機之情況時,影像描繪部29〇描繪 二被攝影機㈣部哪控制之該演出攝影機作為視點 像。 動大攝㈣㈣部28Q馳歡韻㈣之攝影 隋況時’虚擬攝影機EC之視點,如圖8A所示,成為 098108211 1379699 從位置X移動到位置Y。因此,影像描繪部290,如圖8B 所示,描繪演出攝影機EC在位置X所攝影到之遊戲影像, 然後,隨著演出攝影機EC之從位置X移動到位置Υ,進行 將主角SC擴大(進行放大),不久,如圖8C所示,描繪演出 攝影機EC在位置Υ所攝影到之遊戲影像。. 另外,在演出動作為搖攝或搖動等之情況時,與上述同樣 地,影像描繪部290變成描繪依照演出攝影機之位置和方向 (視黠位置或視線)之影像。 另外,影像處理部108具有作為此種影像描繪部290之功 能。 (影像產生裝置之動作) 圖9是流程圖,用來表示在上述之構造之影像產生裝置 200中所實行之影像產生處理之流程。以下參照該圖說明影 像產生裝置200之動作。該影像產生處理,例如,係在遊戲 實行中,在滿足既定之事件發生條件時,先實行該事件處 理。另外,在影像產生處理之開始時,攝影機列表260被清 除(沒有任何登錄)。 在遊戲中,當滿足既定之事件發生條件時,首先,影像產 生裝置200設定演出攝影機之位置(步驟S301)。 亦即,在攝影機位置管理部240設定從不同之3方向面臨 主角之多個演出攝影機之位置。亦即,如上述之圖3所示, 面對主角之各個演出攝影機EC1~EC3之位置資訊由攝影機 098108211 20 1379699 位置管理部240設定和管理。另外,該等之演出攝影機 EC1〜EC3之位置,如上述之方式,可以是依照事件決定之絕 對位置,亦可以是依照主角SC之位置決定之相對位置。 - 影像產生裝置200分別判別是否有遮蔽各個演出攝影機 . 和主角間之障礙物’將沒有障礙物之演出攝影機登錄在攝影 機列表260(步驟S302)。 亦即’障礙物判別部250根據物件位置管理部230所記憶 # 之各個物件之位置資訊,和攝影機位置管理部240所記憔之 各個演出攝影機之位置資訊,分別判別是否有遮蔽朝向主角 之各個演出攝影機之視線之障礙物。然後,將障礙物判別部 250判別為沒有障礙物之演出攝影機之資訊,儲存在攝影機 列表2 6 0。 亦即,在攝影機列表260儲存未被障礙物遮蔽而可以對主 角攝影之演出攝影機之資訊。另外,當判別為全部之演出攝 • 影機被障礙物遮蔽之情況時,變成在攝影機列表260不儲存 . 任何演出攝影機之資訊。 ' 影像產生裝置200判別在攝影機列表260是否登錄有演出 攝影機之資訊(步驟S303)。亦即,未被障礙物遮蔽而可以 、 對主角攝影之演出攝影機之資訊,在攝影機列表260是否儲 -’ 存有1個以上。 影像產生裝置200在判別為演出攝影機之資訊有登錄在 攝影機列表260時(步驟S303 ; Yes),使處理前進到後面所 098108211 1379699 述之步驟S305。 另外一方面,當判別為未登錄演出攝影機之資訊 (步㈣L影像產生裝置綱求得主角和各個障^ 物之距離(步驟S3G4)。亦即,因為全部之演出攝影機 礙物遮蔽,所以影像產生裝置2GG,如上述之圖6β所示, 分別求得主角SC和障礙物SB1之距離μ,主角sc和障礙 物SB2之距離d2,和主角SC和障礙物SB3之距離d3。 影像產生裝置2〇〇選擇!個之演出攝影機(步驟S3〇5)。 首先,當在攝影機列表260登錄有演出攝影機之資訊之情 況時’攝影機選擇部27G從該列表中隨機選擇i個演出攝景: 機。亦即,從判別為沒有障礙物之演出攝影機中,選擇1 個演出攝影機。另外,當在攝影機列表只登錄丨個之情 況時,變成自動地選擇該演出攝影機。 巧 另外’當在攝影機列表260未登錄有演出攝影機之資訊之 情況時,攝影機選擇部270從在步驟S304所求得之距離(主 角和各個障礙物之距離)中,選擇與最大(遠)者對應之演出 攝影機。例如,在上述之圖7A所示之情況,選擇被離開主 角最遠之障礙物SB3遮蔽之演出攝影機EC3。 影像產生裝置200在演出攝影機進行演出用之攝影動 作,並且產生該演出攝影機所攝影到之遊戲影像(步驟 306)。 亦即,攝影機控制部280控制被選擇之演出攝影機,例 098108211 22 如,開始放大等之演出 * 9Rn , 之攝影動作。另外,當在攝影機列 表260未登錄有演出攝 拓雜炎曰土 〜賤之貧訊,而選擇主角和障礙物之 距離為取运之演出攝麥 、作<情況時’攝影機控制部280在使 =:演出攝影機移動到障礙物之主角側之後,開始演出 用之攝影動作。例如,如 ϋΓ0 上迷之圖7Β所示,使演出攝影機 EC3之位置,移動到實 SB3 作。 進行演出用之攝影動 <視點(圖中之透鏡部)突出障礙物 而可以對主角SC:攝影之位置後, 卜〜像也纷部290#繪以被控制之演出攝影機作為視 點之遊戲影像。 產生錢雇判別有無遮蔽被選擇之演出攝影機(進 丁。動作之濟出攝影機)和主角間之障礙物(步驟S 307)。 :在所選擇之演出攝影機之演出動作中,判別在該演 出^機和主角之間’是否存在有新的障礙物。 "像產生裝置2GG在判別為沒有障礙物時(步驟s 3〇7 ; )使處理剛進到後面所述之步驟S310。 另卜方面’在判別為有障礙物之情況時(步驟s 307 ; ◊像產生裝置200判別主角和該障礙物之距離是否為 基準值以下(步驟S 308)。 例如,在將虛擬空間之基準距離設定為1. 5m之情況時, 判別主角和障礙物之距離是否為該1. 5m以下。另外,該基 準距離亦可以恢照遊戲中之狀況等適當地變更。 098108211 23 1379699 影像產生裝置200在判別為主角和其障礙物之距離不為 基準值以下,亦即,比基準值大(遠)時(步驟s 3〇8 ; n〇), 使處理前進到後面所述之步驟S31()e亦即,控制該演出攝 影機,並維持演出用之攝影動作。 這時’攝影機控制部280在使演出攝影機之位置移動到驾 障礙物之剛好前面(視點突出障礙物而可以對主角攝影之七 置)之後’繼續演出動作。另外,由於障礙物之移動等在,It's a condition. In this case, the distance from the obstacle close to the main character is obtained as an object. Further, the CPU 101 has a function as such a camera selecting unit 27A. Referring back to Fig. 2, the camera control unit 28 controls the selected performance camera to perform a shooting operation for the performance. Perform an image of the protagonist's action of the show, such as zooming in, panning, and shaking. For example, the camera control unit 28 uses the photographing operation to pay attention to the player. When it is determined that there is an obstacle to all the cameras, the above-described selection is used. P 270 Selects the distance between the main character and the obstacle as the farthest shot. 098108211 18 137.9699 When the camera control unit 28Q moves the selected camera to the main character side of the obstacle, the shooting action for the performance is performed. . For example, as shown in Fig. 7A, in the state where the show camera EC bu EC3 is obscured by the obstacle SB1 SB3, the camera camera which is the farthest distance is selected. In this case, as shown in FIG. 7B, the camera control unit 280 moves the position of the show camera (10) to a substantial viewpoint (the lens portion in the figure) to highlight the obstacle = 3 and can photograph the main character sc. The performance of the performance is also 'not obscured by the obstacle SB3, and the performance camera is moved to a position where it can be as far as possible from the main character. Then, the action is started from the *Hai moving position. The CPU 101 has a function as such a camera control unit 280. Image tracing _9G According to the information of the object information memory department, the information of the object and the position of the object management department of the object management department S' to the object in the virtual space (inside the horizon), depicting the usual virtual machine Or a performance camera controlled by the camera control unit as a game image of the viewpoint. When a predetermined camera is selected by the above-described camera selecting unit, the video rendering unit 29 draws the two cameras controlled by the camera (four) as the viewpoint image. Moving Large Camera (4) (4) Department 28Q Chi Huan Yun (4) Photography When the virtual camera EC is viewed, as shown in Figure 8A, it becomes 098108211 1379699 moving from position X to position Y. Therefore, as shown in FIG. 8B, the video image capturing unit 290 draws the game image captured by the show camera EC at the position X, and then expands the main character SC as the show camera EC moves from the position X to the position (. Zoom in), and soon, as shown in FIG. 8C, the game image captured by the show camera EC at the position is depicted. When the performance of the performance is panning or shaking, the video rendering unit 290 draws an image in accordance with the position and direction (view position or line of sight) of the performance camera in the same manner as described above. Further, the video processing unit 108 has a function as such a video rendering unit 290. (Operation of Image Generating Apparatus) Fig. 9 is a flowchart showing the flow of image generating processing carried out in the image generating apparatus 200 of the above configuration. The operation of the image generating apparatus 200 will be described below with reference to the drawing. The image generation processing is performed, for example, in the execution of the game, and the event processing is performed first when the predetermined event occurrence condition is satisfied. In addition, at the beginning of the image generation process, the camera list 260 is cleared (without any registration). In the game, when a predetermined event occurrence condition is satisfied, first, the image generating apparatus 200 sets the position of the performance camera (step S301). That is, the camera position management unit 240 sets the positions of the plurality of show cameras facing the main characters from the different three directions. That is, as shown in Fig. 3 described above, the position information of each of the show cameras EC1 to EC3 facing the main character is set and managed by the camera 098108211 20 1379699 position management unit 240. Further, the positions of the performance cameras EC1 to EC3 may be absolute positions determined in accordance with events, or may be relative positions determined in accordance with the position of the main character SC. - The image generating device 200 determines whether or not each of the show cameras is obscured. The obstacle between the main characters is placed in the camera list 260 (step S302). In other words, the obstacle determination unit 250 determines whether or not there is a shadow toward each of the main characters based on the position information of each object stored in the object position management unit 230 and the position information of each of the performance cameras recorded by the camera position management unit 240. An obstacle to the sight of the camera. Then, the obstacle discriminating unit 250 determines that the information of the show camera without the obstacle is stored in the camera list 260. That is, the camera list 260 stores information of the show camera that is not obscured by the obstacle and can be photographed to the main character. In addition, when it is determined that all of the performance cameras are obscured by obstacles, it becomes not stored in the camera list 260. Information of any of the performance cameras. The video generating device 200 determines whether or not the information of the show camera is registered in the camera list 260 (step S303). In other words, whether or not the information of the show camera that can be photographed by the main character without being obscured by the obstacle is stored in the camera list 260 is one or more. When the image generating apparatus 200 determines that the information of the show camera is registered in the camera list 260 (step S303; Yes), the process proceeds to step S305 described later in 098108211 1379699. On the other hand, when it is determined that the information of the show camera is not registered (step (4) L image generating device seeks the distance between the main character and each obstacle (step S3G4). That is, since all the cameras of the show are obstructed, the image is generated. The device 2GG, as shown in Fig. 6β above, obtains the distance μ between the principal angle SC and the obstacle SB1, the distance d2 between the principal angle sc and the obstacle SB2, and the distance d3 between the principal angle SC and the obstacle SB3. Image generating device 2〇演出Select one of the show cameras (step S3〇5). First, when the information of the show camera is registered in the camera list 260, the camera select unit 27G randomly selects i show scenes from the list: In other words, one of the show cameras is selected from the camera that is determined to have no obstacles. When only one of the camera lists is registered, the show camera is automatically selected. In addition, when the camera list 260 is not When the information of the show camera is registered, the camera selecting unit 270 is from the distance (the distance between the main character and each obstacle) obtained in step S304. The performance camera corresponding to the largest (far) person is selected. For example, in the case shown in Fig. 7A described above, the performance camera EC3 that is shielded by the obstacle SB3 farthest from the main character is selected. The image generation device 200 performs the performance on the performance camera. The photographing operation generates a game image captured by the performance camera (step 306). That is, the camera control unit 280 controls the selected performance camera, for example, 098108211 22, for example, to start zooming in, etc. *9Rn, the shooting operation In addition, when the camera list 260 is not registered with the performance of the photo-expanding muddy earth, the distance between the main character and the obstacle is selected as the pick-up performance, and the case is 'camera control unit 280'. After the =: show camera is moved to the main character side of the obstacle, the shooting operation for the performance is started. For example, as shown in Fig. 7 of the ϋΓ0, the position of the show camera EC3 is moved to the real SB3. The photographic movement <the point of view (the lens part in the figure) highlights the obstacle and can be on the main character SC: after the position of the photography, the 〜~像也纷部290# The game image of the viewpoint is controlled by the controlled performance camera. The money is used to determine whether there is a shadow of the selected camera (the camera that moves out of the camera) and the obstacle between the main characters (step S307). In the performance operation of the performance camera, it is determined whether there is a new obstacle between the performance machine and the main character. " The image generation device 2GG determines that there is no obstacle (step s 3〇7; ) The process proceeds to step S310, which will be described later. In addition, when it is determined that there is an obstacle (step s 307; the imaging device 200 determines whether the distance between the main character and the obstacle is equal to or less than the reference value (step S308). ). 5米以下。 The distance between the main angle and the obstacle is determined to be 1. 5m or less. Further, the reference distance can be appropriately changed in accordance with the situation in the game or the like. 098108211 23 1379699 The image generating device 200 determines that the distance between the main angle and the obstacle is not equal to or less than the reference value, that is, when the distance is larger (far) than the reference value (step s 3 〇 8 ; n 〇), the processing is advanced to the back. The step S31() e, that is, controlling the performance camera, and maintaining the shooting operation for the performance. At this time, the camera control unit 280 continues the performance operation after moving the position of the show camera to the front of the obstacle (the point where the obstacle is highlighted and the main character can be photographed). In addition, due to the movement of obstacles, etc.

時遮蔽之狀況時,亦可以使演出攝影機之位置不變,繼續沒 出動作。亦即,參照物件位置管理部23〇,使該障礙物(彩 件)成為移動物,並且求得以既定之速度(移動量)移動時⑺ =物之移動方向和演出攝影機之視線方向為不同之情泛 時)’攝影機控制部28〇使演出攝影機之位置不變, 演出動作。 ' 卜方面在判別為主角和其障礙物之距離為基準值以When the situation is blocked, the position of the show camera can be changed and the action is continued. In other words, the reference object position management unit 23 〇 makes the obstacle (color piece) a moving object and moves at a predetermined speed (movement amount) (7) = the moving direction of the object is different from the line of sight direction of the performance camera. When the situation is over, the camera control unit 28 does not change the position of the show camera, and performs the action. ' The aspect of the disc is that the distance between the main angle and its obstacle is the reference value.

—月兄時(步驟S 308 ; YeS) ’影像產生襄置200再度進 打演出攝影機之選擇處理(步驟s 3⑼。 义π、像產生裒置_進行與上述之步驟S302〜S305 目同之处理,再度選擇演出攝影機。- month brother time (step S 308; YeS) 'The image generation device 200 re-enters the selection process of the performance camera (step s 3 (9). π π, image generation device _ performs the same processing as steps S302 to S305 described above , once again choose the show camera.

$ =產生農置2〇_演出用之攝影動作是否完成(步驟 否=判別利用攝影機控制部28〇之放大等之演出動作是 098108211 24 另外一方面,在判別為攝影動作完成之情況時(步w 310 ’Yes) 1像產生褒置·結束影像產生處理。 利用此種之影像產生處理,即使在存在有障礙物之狀況,$ 产生 产生 产生 产生 产生 产生 产生 产生 产生 产生 产生 产生 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行 进行w 310 'Yes) 1 Image generation and end image generation processing. Using such image generation processing, even in the presence of obstacles,

從來自3方向之演_影機中,適當地選擇未被障礙物遮蔽 之可對主角攝影之演出攝影機並進行攝影。 另外例如在全部之演出攝影機被障礙物遮蔽之情況 時,亦選擇障礙物離開主角最遠之演出攝影機,使演出攝影 機移動到該障礙物之剛好前面(視點突出障礙物而可以對主 角攝心之位置),並對主角進行攝影。因此,演出攝影機不 會太接近主角,而可以產生適#之影像。From the player from the three directions, a camera that can be photographed by the main character without being obstructed by the obstacle is appropriately selected and photographed. In addition, for example, when all the performance cameras are obscured by obstacles, the obstacle camera is also selected to leave the farthest performance camera of the main character, and the performance camera is moved to the front of the obstacle (the obstacle is highlighted by the viewpoint and the main character can be taken care of) Position) and photograph the protagonist. Therefore, the performance camera will not be too close to the protagonist, but can produce an image of the #.

其結果是即使在存在有障礙物之狀況,亦可以產生對將受 到注目之主角適當攝影之影像。 (其他之實施形態) 在上述之實施形態中,所說明之情況是通常地(與先前技 術同樣地)進行演出攝影機之縮放等之演出動作,但是在演 出攝影機之移動量大於規定值之情況時,亦可料進行利用 位置内插等之逐漸移動,而是瞬間移動。 例如/寅出攝影機之移動量在一定時間内(例如,j/即 D移動&距離以上之情況時,演出攝影機不是以内插移 098108211 25 1379699 動,而是瞬間移動。利用此種方式,經由進行切割切換而可 以描繪切換影像之影像。 在上述之實施形態中,所說明之情況是以主角作為注目角 色之一實例,並利用演出攝影機對該主角進行攝影之情況, 但是亦可以主角以外之角色(亦可以為NPC等或其他會移動 之物件等)作為受到注目之角色,而利用演出攝影機對該角 色進行攝影。 例如,在發生成為主角伙伴之角色X登場之事件時,對該 角色X,產生進行演出動作之狀況。在此種情況,與上述同 樣地,以從3方向面臨角色X之方式配置演出攝影機。然後, 選擇未被障礙物遮蔽而可以攝影之任何演出攝影機等,從該 演出攝影機產生於演出動作同時進行攝影之角色X之影像。 在此種情況,在存在有障礙物之狀況,可以對受到注目之 角色產生適當攝影之影像。 在上述之實施形態中,所說明之情況是以從3方向中之任 一個可以攝影之方式,配置3個演出攝影機之情況,但是演 出攝影機之數目並不只限於此種之3個,只要是2個以上均 可適當地使用。 如以上所說明之方式,依照本發明時,即使在有障礙物存 在之狀況,亦可以產生對注目角色適當攝影之影像。 另外,本案係以日本國專利案特願2008 — 065473號為基 礎主張優先權,該基礎案之内容全部加入到本案。 098108211 26 137.9699 Λ (產業上之可利用性) 如以上所說明之方式,可以提供即使在有障礙物存在之狀 況亦可以產生對注目角色適當攝影之影像之影像產生裝 置、影像產生方法、資訊記錄媒體及程式。 【圖式簡單說明】 圖1是模式圖,用來表示本發明之實施形態之遊戲裝置之 概要構造。 Φ 圖2是模式圖,用來表示本發明之實施形態之影像產生裝 置之、概要構造。 圖3是模式圖,用來說明被配置之演出攝影機和主角之關 係。 圖4A是模式圖,用來說明遮蔽演出攝影機之視線之障礙 物。 圖4B是模式圖,用來說明遮蔽演出攝影機之視線之障礙 # 物。 圖5A是模式圖,用來表示演出攝影機和障礙物之關係。 圖5B是模式圖,用來表示攝影機列表之一實例。 圖6A是模式圖,用來說明演出攝影機和各個障礙物之關 ' 係。 • 圖6B是模式圖,用來說明演出攝影機和各個障礙物之關 係。 圖7A是模式圖,用來說明全部之演出攝影機被障礙物遮 098108211 27 1379699 蔽之情況時之演出攝影機之控制。 圖7B是模式圖,用來說明全部之演出攝影機被障礙物遮 蔽之情況時之演出攝影機之控制。 圖8A是模式圖,用來說明演出攝影機和主角之關係。 圖8B是模式圖,用來表示所產生之遊戲影像之一實例。 圖8C是模式圖,用來表示所產生之遊戲影像之一實例。 圖9是流程圖,用來表示本發明之實施形態之影像產生處 理之一實例。 【主要元件符號說明】 100 遊戲裝置 101 CPU 102 ROM 103 RAM 104 介面 105 控制器 106 外部記憶體 107 DVD _ ROM驅動器 108 影像處理部 109 聲音處理部 110 NIC 200 影像產生裝置 210 物件資訊記憶部 098108211 28 1379699 220 操作受理部 230 物件位置管理部 240 攝影機位置管理部 250 障礙物判別部 260 攝影機列表 270 攝影機選擇部 280 攝影機控制部 r 290 影像描繪部 dl~d3 距離 EC、EC卜EC3 演出攝影機 HL 補助視線 SB ' SB1-SB3 障礙物 SC 主角 VL ' VL1-VL3 (~ 視線 098108211 29As a result, even in the presence of an obstacle, an image that is appropriately photographed for the main character to be noticed can be generated. (Other Embodiments) In the above-described embodiment, the case where the performance of the show camera is zoomed or the like is performed normally (in the same manner as in the prior art), but when the amount of movement of the show camera is larger than a predetermined value, It is also possible to perform a gradual movement using position interpolation or the like, but to move instantaneously. For example, when the movement amount of the camera is released for a certain period of time (for example, when j/ is D movement & distance, the performance camera does not move by interpolation 098108211 25 1379699, but moves instantaneously. In this way, via In the above-described embodiment, the case where the main character is used as an example of an eye-catching character and the main character is photographed by the performance camera may be described. However, the main character may be photographed. The character (which can also be an NPC or the like, or other moving object, etc.) is used as an eye-catching character, and the character is photographed by the performance camera. For example, when an event of the character X becoming the protagonist is played, the character X is played. In this case, in the same manner as described above, the show camera is placed so as to face the character X from the three directions. Then, any show camera that can be photographed without being obstructed by the obstacle is selected, and the like. The performance camera is generated from the image of the character X of the shooting while performing the action. In the case where there is an obstacle, it is possible to generate an image of an appropriate photograph for the character who is noticed. In the above-described embodiment, three cases are arranged so that photographing can be performed from any of the three directions. In the case of a camera, the number of the show cameras is not limited to three, and may be used as long as it is two or more. As described above, according to the present invention, even in the presence of an obstacle In addition, the case is based on the Japanese patent case No. 2008-065473, and the contents of the basic case are all added to the case. 098108211 26 137.9699 Λ (Industrial UTILITY) As described above, it is possible to provide an image generating device, an image generating method, an information recording medium, and a program that can generate an image that is appropriately photographed by an eye-catching character even in the presence of an obstacle. BRIEF DESCRIPTION OF THE DRAWINGS FIG. 1 is a schematic view showing an overview of a game device according to an embodiment of the present invention. Fig. 2 is a schematic view showing a schematic structure of an image generating apparatus according to an embodiment of the present invention. Fig. 3 is a schematic view for explaining a relationship between a configured camera and a main character. Fig. 4A is a schematic view. Fig. 4B is a schematic view for explaining the obstacle of obscuring the line of sight of the show camera. Fig. 5A is a schematic view showing the relationship between the show camera and the obstacle. 5B is a pattern diagram showing an example of a list of cameras. Fig. 6A is a pattern diagram for explaining the relationship between the camera and each obstacle. Fig. 6B is a schematic diagram for explaining the camera and obstacles. Fig. 7A is a schematic diagram for explaining the control of the performance camera when all the performance cameras are covered by obstacles 098108211 27 1379699. Fig. 7B is a schematic view for explaining the control of the performance camera when all the performance cameras are obscured by obstacles. Fig. 8A is a schematic view for explaining the relationship between the performance camera and the main character. Figure 8B is a schematic diagram showing an example of a generated game image. Figure 8C is a pattern diagram showing an example of the generated game image. Figure 9 is a flow chart showing an example of an image generation process in accordance with an embodiment of the present invention. [Description of main component symbols] 100 Game device 101 CPU 102 ROM 103 RAM 104 Interface 105 Controller 106 External memory 107 DVD _ ROM driver 108 Image processing unit 109 Sound processing unit 110 NIC 200 Image generating device 210 Object information memory unit 098108211 28 1379699 220 Operation accepting unit 230 Object position management unit 240 Camera position management unit 250 Obstruction determination unit 260 Camera list 270 Camera selection unit 280 Camera control unit r 290 Video drawing unit dl~d3 Distance EC, EC Bu EC3 Show camera HL Support line of sight SB ' SB1-SB3 Obstacle SC main character VL ' VL1-VL3 (~ line of sight 098108211 29

Claims (1)

13/9699 ⑽日修(ID正替換頁 替換本 c c 七、申請專利範圍: 種衫像產生裝置,係利用成為視點之虛擬攝影機對配 在虛擬空間内之庄目角色進行攝影而產生影像之影像產 生裝置,其特徵在於,其具備有: 空==憶部’其記憶包含注目角色之多個物件在虛擬 攝衫機位置記憶部,其記憶用於從不同 ㈣影而配置之多個攝難之位置; ^目角色遵 障礙物判定部’其減所記憶之各個攝影機之位置和各個 件之位置’分別判別有無成為遮蔽各個攝影機和 間之障礙物之物件; 巳 P機L擇。卩,其從判別為沒有障礙物之攝影機中 任一個之攝影機; 、擇攝=Γ綱被選擇之攝影機,使其進行既定之 像影像產生部,其利用被控制之該攝影機而產生所攝影之影 上述攝影機選擇部,在 全部之攝影機有障二Ζ述障礙物判定部而判定為對 距離為最遠之攝彩機;〜兄時’選擇>is肖色和障礙物 上述攝影機控制部, 注目角色側後,進行2擇之攝影機移動到障礙物 X盯躡影動作 之 之 0981082]! 30 2.如申請專利範圍^ 1!^日_正機頁 在 圍第1項之影像產生裝置,JL中, 逐次機控制部開始攝影動作後,上述障礙物判定部 在攝影中之攝影機和注目角色間之障礙物; 以上之产;眛,早、物’且注目角色和障礙物之距離為基準值 之注目自“述攝衫機控制部在使攝影機移動到障礙物 f目角㈣後’繼續進行攝影動作。 在如申請專利範圍第1項之影像產生裝置,盆中, 逐次=機:空制部開始攝影動作後,上述障礙物判定部 、”、、遮敵各個攝影機和注目角色間之障礙物; 物,且:為有遮蔽攝影中之攝影機和注目角色間之障礙 上述摄/角色和該障礙物之距離比基準值為短之情況時, 中選擇部從判別為沒有障礙物之其他之攝影機 再k擇任一個之攝影機; 上述攝影機控制部控制再選擇之攝影機,繼續攝影動作。 .一種影像產生方法,在具有, 爭 亡。卩、异部和描繪部之( 、x置’利用成為視點之虛擬攝影機對配置在虛擬空 主目角色進行攝影而產生影像之影像產生裝置之影 像產生方法,其特徵在於, 上述記憶部記憶包含注目角色之多個物件在虛擬空間内 之位置,和記憶用於從不同方向對注目角色進行攝影而配置 之多個攝影機之位置, 其並具備有, 098108211 31 1379699 叫年(月Θ曰修(复)正替換頁 障礙物判定步驟,其由上述演算部進行,根據上述記憶部 所記憶之各個攝影機之位置和各個物件之位置,分別判別有 無成為遮蔽各個攝影機和注目角色間之障礙物之物件; 攝影機選擇步驟,其由上述演算部進行,從判別為沒有障 礙物之攝影機中,選擇任一個之攝影機; 攝影機控制步驟,其由上述演算部進行,控制被選擇之攝 影機,使其進行既定之攝影動作;和 G 影像產生步驟,其由上述描繪部進行,用來產生利用被控 $ 制之該攝影機所攝影到之影像; 上述攝影機選擇部在利用上述障礙物判定部而判定為對 全部之攝影機有障礙物之情況時,選擇注目角色和障礙物之 距離為表退之攝影機, 上述攝影機控制部在使被選擇之攝影機移動到障礙物之 注目角色側後,進行攝影動作。 C. 5. —種資訊記錄媒體,記錄有程式,其特徵在於,其使利 · 用成為視點之虛擬攝影機對配置在虛擬空間内之注目角色 進行攝影而產生影像的電腦,具有以下之功能: 物件位置記憶部,其記憶包含注目角色之多個物件在虛擬 空間内之位置; 攝影機位置記憶部,其記憶用於從不同方向對注目角色進 行攝影而配置之多個攝影機之位置; 障礙物判定部,其根據所記憶之各個攝影機之位置和各個 098108211 32 1379699 丨。丨年έ月Θ曰修(褒)正替換頁 物件之位置,分別判別有無成為遮蔽各個攝影機和注目角色 間之障礙物之物件; 攝影機選擇部,從判別為沒有障礙物之攝影機中,選擇任 一個之攝影機; 攝影機控制部,其控制被選擇之攝影機,使其進行既定之 攝影動作;和 影像產生部,利用被控制之該攝影機產生所攝影到之影 像; 上述攝影機選擇部在利用上述障礙物判定部而判定為對 全部之攝影機有障礙物之情況時,選擇注目角色和障礙物之 距離為最遠之攝影機; 上述攝影機控制部在使被選擇之攝影機移動到障礙物之 注目角色側後,進行攝影動作。13/9699 (10) Daily repair (ID replacement page replaces this cc. VII. Patent application scope: The seed shirt image generation device uses the virtual camera that becomes the viewpoint to image the image of the character in the virtual space. The generating device is characterized in that it is provided with: a blank == memorandum portion, wherein the memory includes a plurality of objects of the eye-catching character in the virtual camera position memory portion, and the memory is used for a plurality of cameras arranged from different (four) shadows The position of the target character obstacle determination unit 'which reduces the position of each camera and the position of each piece' to determine whether or not there is an object that obscures the obstacles of the respective cameras and devices; a camera that is determined to be one of the cameras without an obstacle; and a camera selected by the camera to perform a predetermined image generation unit that generates a captured image using the controlled camera The camera selection unit determines that the camera is the farthest to the distance when all the cameras have obstacles, and the player selects >is Obstacle The above-mentioned camera control unit, after paying attention to the character side, carry out the selection of the camera to move to the obstacle X-marking action of the 0981082]! 30 2. If the patent application scope is ^1!^日_正机页在围第In the image generating device of the first item, in the JL, after the start of the photographing operation by the step-by-step machine control unit, the obstacle determining unit is obstructed between the camera and the eye-catching character during shooting; the above production; 眛, early, object' and attention character The distance from the obstacle is the reference value. "The camera control unit continues to perform the shooting operation after moving the camera to the obstacle f angle (4). In the image generation device of the first application of the patent scope, the basin Medium, successive = machine: After the vacant part starts the photographic operation, the obstacle determination unit, "," obscures the obstacle between the respective camera and the attention character; and: between the camera and the attention character in the occlusion photography When the above-mentioned photographing/role and the distance between the character and the obstacle are shorter than the reference value, the middle selecting unit selects one of the other cameras that are determined to have no obstacles. The camera control unit controls the reselected camera to continue the shooting operation. One type of image generation method includes: smashing, smashing, and drawing parts (, x setting 'using a virtual camera pair that becomes a viewpoint is arranged in a virtual An image generating method for an image generating device that generates an image by an empty subject character, wherein the memory portion memorizes a position of a plurality of objects including an eye-catching character in a virtual space, and memorizes a function for attracting a character from different directions. The position of a plurality of cameras arranged for photographing is provided with a 098108211 31 1379699 year (monthly repair (reset) positive replacement page obstacle determination step, which is performed by the calculation unit and is memorized by the memory unit The position of each camera and the position of each object determine whether or not there is an object that obstructs an obstacle between each camera and the character of interest; a camera selection step is performed by the calculation unit, and is selected from a camera that is determined to have no obstacles. Any camera; camera control step, which is performed by The calculation unit performs control of the selected camera to perform a predetermined photographing operation; and a G image generating step is performed by the drawing unit for generating an image photographed by the camera controlled by the camera; the camera When the determination unit determines that there is an obstacle to all of the cameras by the obstacle determination unit, the selection unit selects a camera whose distance between the attention character and the obstacle is a retreat, and the camera control unit moves the selected camera to the obstacle. After the character's attention to the character side, the shooting action is performed. C. 5. A kind of information recording medium, in which a program is recorded, which is characterized in that it uses a virtual camera that becomes a viewpoint to photograph an image of a character placed in a virtual space to generate an image, and has the following functions: An object position storage unit that memorizes a position of a plurality of objects of the attention character in the virtual space; a camera position memory unit that memorizes positions of a plurality of cameras configured to photograph the attention character from different directions; Department, which is based on the location of each camera memorized and each 098108211 32 1379699 丨. In the next year, the position of the page object is replaced by the position of the page object, and it is determined whether there is an object that obscures the obstacle between each camera and the character of the eye; the camera selection unit selects any camera that is determined to have no obstacles. a camera control unit that controls the selected camera to perform a predetermined photographing operation; and an image generating unit that generates the photographed image by the controlled camera; the camera selecting unit uses the obstacle When the determination unit determines that there is an obstacle to all of the cameras, the camera that selects the distance between the target character and the obstacle is the farthest camera; and the camera control unit moves the selected camera to the attention character side of the obstacle, Perform photography. C 098108211 33C 098108211 33
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