TWI409673B - 同時的視角與焦點導向的方法、資料處理系統、與電腦程式產品 - Google Patents
同時的視角與焦點導向的方法、資料處理系統、與電腦程式產品 Download PDFInfo
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- A63F13/10—
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5252—Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5255—Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/837—Shooting of targets
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/048—Interaction techniques based on graphical user interfaces [GUI]
- G06F3/0481—Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
- G06F3/04815—Interaction with a metaphor-based environment or interaction object displayed as three-dimensional, e.g. changing the user viewpoint with respect to the environment or object
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6669—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera using a plurality of virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character change rooms
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6676—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dedicated player input
Description
本發明係有關於虛擬環境領域,特別是指在虛擬環境,同時觀看及控制不同的幾何平面。
圖形顯示及高階電腦計算的戲劇性進展,使得轉化成互動、三維影像的數十億位元可以被即時處理。虛擬環境意指涉及所有能共同實現這樣轉化的顯示及反饋裝置。滑鼠及鍵盤是常見的輸入裝置,使得使用者得以在虛擬環境互動。可選擇的輸入裝置包括軌跡球、觸控板、指向性桿(pointing stick)、棍(wands)及手套。
飛行模擬一開始是設計為軍事用途,是虛擬環境最具有影響力的始祖之一。在軍事等級的飛行模擬系統,結合軟體、硬體及動向控制平台,使的飛行員得以在高度詳細的虛擬世界裡導航。構成飛行模擬所不可缺的要素是窗外虛擬景象。在過去數十年間,虛擬環境曾只是最新進與資金充足組織的特權,如今已降低成本而被一般電動遊戲玩家及個人電腦用戶廣為接受。今日除了飛行模擬外,第一人稱射擊及虛擬替身娛樂遊戲也已在個人電腦環境及私人的電動遊戲環境中找到一席之地。
結合滑鼠輸入及鍵盤輸入提供一常見的方法來玩第一人稱射擊遊戲及第三人稱射擊遊戲等。第一人稱射擊遊戲是電腦及電動遊戲中,埋首於虛擬環境的玩家(替身)以第一人稱觀點來觀看的類型。這種觀點係指給予玩家近乎「臨場」的感覺,且允許使用者瞄準對焦。同樣的,第三人稱射擊遊戲提供替身活動時「於肩膀上」看出、具有同樣近乎「臨場」感覺的視角。多數最新的第一人稱及第三人稱射擊遊戲使用結合QWERTY標準鍵盤及滑鼠功能,來當作是控制及導向遊戲的工具。
一般而言,在控制第一人稱射擊環境的一替身時,使用者其中一手操作著用於「自由面向」(free look)的滑鼠,使的玩家能水平或垂直的瞄準及旋轉玩家的視角。滑鼠的主要鍵被用於主要的「射擊」功能,滑鼠的其它附加鍵則執行其它的動作,比如說第二射擊功能。鍵盤上像W、A、S、D鍵提供前、後以及左右交替移動(即為多數玩家所熟悉的「strafing」)。附近的其它鍵則執行附加的功能,比如說跳躍、拾起及放下武器,在此只描述極少的附加功能。
在傳統的第一人稱及第三人稱射擊中提供三維空間的導引,且透過「自由面向」或「滑鼠面向」(mouse look)的操作提供三維空間視野。然而射擊所關注的焦點(即「十字準星(cross hairs)」)仍無動於衷的停留在現有的視角,因為滑鼠及鍵盤上被選擇的部分鍵早已鎖定在導引視角及自由面向上。當然鍵盤上許多其它的鍵仍可管理焦點,然而玩家在虛擬環境遊戲的時候,不會很樂意的把他們擺在鍵盤與滑鼠上的手改變位置。
本發明之實施例係滿足虛擬環境加強導引之不足,並提供一創新且非顯而易見,同時對視角與焦點導向的方法、系統與電腦程式產品。在本發明之第一實施例中,提供一種虛擬環境互動的方法。這個方法包含在虛擬環境,例如飛行模擬、第一人稱或第三人稱射擊遊戲、或是虛擬替身冒險遊戲,維持分別相應於不同的幾何平面之一第一及第二獨立視角。
第一視角可因應來自第一輸入裝置的第一輸入指令而獨立地被改變,同時第二視角可因應來自第二輸入裝置的第二輸入指令而被改變。重要的是,該等視角其中之一所關注的焦點可同時因應來自第一及第二輸入裝置其中之一的第三輸入指令而被更改。比如說第二視角所關注的焦點,可因應來自雙指標(dual-pointer)滑鼠的軌跡點輸入而被更改,同時第一視角可因應來自雙指標滑鼠的滑鼠輸入(under-mouse input)而被改變。
在本發明之另一實施例中,提供一種同時視角與焦點導向之資料處理系統。這個系統包含分別耦合至單一主機計算平台的第一及第二輸入裝置,以提供一虛擬環境的互動,以及裝置在單一主機計算平台的同步視角焦點控制邏輯。這個邏輯可包含程式碼以使得在該虛擬環境,因應來自第一輸入裝置的第一輸入指令而獨立地改變第一視角至第一幾何平面,同時並因應來自第二輸入裝置的第二輸入指令而改變第二視角至第二幾何平面,且因應來自第一及第二輸入裝置其中之一的第三輸入指令而更改該等視角其中之一所關注的焦點。
本發明之附加面向,部份將在後續說明中陳述,而部份可由說明中輕易得知,或可由本發明之實施而得知。本發明之各面向將可利用後附之申請專利範圍中所特別指出之元件及組合而被理解並達成。需了解,前述的發明內容及下列之詳細說明均僅做舉例之用,並非用以限制本發明。
本發明係一虛擬環境同時視角與焦點導向的方法、系統與電腦程式產品。根據本發明之實施例,對應於不同幾何平面之不同視角,可在虛擬環境同時獨立的被控制,同時用於管理導向該等視角其中之一的輸入裝置,如雙指標裝置,可控制該等視角其中之一的焦點。如此一來,終端的使用者可透過裝置於雙指標裝置上的不同輸入機制,來控制不同的幾何平面,以享受加強導引的表現。
進一步的說明,圖1係一同時視角與焦點導向系統之示意圖。這個系統可包含一主機計算平台100,用以支援一主機操作系統140之運作。主機計算平台100可包含一電源、一中央處理器(cpu)、動態及靜態的記憶元件、固定的儲存裝置,以及能提供適當的電路以支援包含在主機操作系統140執行一或多個電腦應用程式的個人電腦活動。特別的是主機操作系統140能管理提供一虛擬環境150應用的執行,比如像飛行模擬、第一人稱射擊遊戲或一虛擬替身冒險遊戲之類的虛擬環境。
特別是虛擬環境150可包含分別對應虛擬環境150下不同幾何平面的多個不同視角160A、160B。比如說其中一視角160A可提供虛擬環境150下第一人稱前視角的視野,而第二個視角160B可提供虛擬環境150下第一人稱後視角的視野。視角160A、160B可各別設定為被分開控制,然而需透過來自因應於不同的輸入裝置110、120、130所接收之分散輸入指令,比如說鍵盤輸入裝置110及包含滑鼠120及軌跡點130的雙指標滑鼠。為了幫助因應來自不同輸入裝置110、120、130之輸入指令,而對不同的視角160A、160B管理,同時視角焦點控制邏輯300被耦合至主機計算平台100。
同時視角焦點控制邏輯300可包含能接收不同輸入裝置110、120、130輸入指令的程式碼。不同輸入裝置110、120、130的輸入指令可分別因應至不同的視角160A、160B。至少自其中一輸入裝置120所接收之其中一輸入指令可用來控制160A、160B其中一視角,而自另外一輸入裝置130所接收之另外一輸入指令可用來控制該等視角160A、160B其中之一所關注的焦點170。
就這一點而言,舉例來說,自滑鼠120接收之輸入指令可用來控制視角160B之調整,其中自軌跡點130接收之輸入指令可用來瞄準視角160A所關注的焦點170,而不會影響視角160B之導向。如此一來,終端使用者可以不用改變手放在任何輸入裝置110、120、130上的位置,而能夠控制所關注的焦點170及視角160A、160B。
在進一步的說明,圖2係一虛擬環境用戶介面之圖形說明圖,其中所使用的分離輸入指令同時對應於單一虛擬環境分離的視角作導向。如圖2之圖形說明圖所示的虛擬環境可包含在第一人稱或第三人稱射擊遊戲中所產生的環境。在一典型的第一人稱或第三人稱射擊遊戲中,使用者可直接對某一視角的中心點射擊,因此使用者只要典型地控制某一幾何平面,例如主視角200A。
然而,如圖2所示,用戶介面不僅提供主視角200A,也提供次視角200 B,例如一自由面向視角,或者被稱為滑鼠面向視角。就這一點而言,不同的視角200A、200B可包含第一人稱或第三人稱射擊遊戲中不同的迴廊。在本發明中,使用者可分開地使用來自一輸入裝置的輸入指令而操作主視角200A上的焦點,並使用來自同樣輸入裝置的不同輸入指令而操作次視角200 B。具體地而言,使用者可使用鍵盤的導引鍵來從事控制主視角200A,且使用雙指標滑鼠的滑鼠來從事控制次視角200 B,且更使用雙指標滑鼠的軌跡點,來利用第一人稱所關注的焦點230來瞄準主目標物220。因此使用者可知道次視200 B出現次目標物240,而不會在主視角200A失去對主目標物220的瞄準。
在更進一步對同時視角焦點控制300之說明。圖3係一說明同時視角與焦點導向系統程序之流程圖。在區塊310中,主機操作系統接收輸入裝置的輸入指令。然後在區塊320中,辨識輸入裝置。在判斷區塊330中,假設輸入指令來自於滑鼠感應器,則在區塊340中,根據輸入指令而導引第二視角,且在區塊370中重新整理用戶介面。除此以外,假設在判斷區塊330中,輸入指令並非來自於滑鼠感應器,但在判斷區塊350中,輸入指令被判斷來自於軌跡點,則在區塊360中,瞄準第一視角上所關注的焦點,且重新整理區塊370中的用戶介面。
本發明之實施例可以全硬體、全軟體或合併硬體與軟體元件的方式呈現。在一較佳的實施例中,本發明是以軟體來實施,包含但不限於韌體、駐存軟體(resident software)、微碼(microcode)等等。此外,本發明可以電腦程式產品的方式呈現,透過一電腦可用或電腦可讀的媒介以提供程式碼供電腦使用,或與電腦連接或任何指令執行系統使用。
該敘述的意思為,電腦可用或電腦可讀的媒介可為任何能容納、儲存、傳遞、傳播或轉送程式的設備,供指令執行系統、設備或裝置使用,或與指令執行系統、設備或裝置連接所使用。該媒介可為一電子的、磁性的、光學的、電磁的、紅外線的、或半導體系統(或設備或裝置)、或一傳播媒介。電腦可讀的媒介例子包含一半導體或固態記憶體、磁帶、一電腦可抽取式磁碟、一隨機存取記憶體(RAM)、一唯讀記憶體(ROM)、一硬式磁碟及一光碟。光碟的現有例子為唯讀記憶光碟(CD-ROM)、可燒錄光碟(CD-R/W)以及DVD。
一個適合儲存及/或執行程式碼的資料處理系統,包含至少透過一系統匯流排而直接或間接耦合至記憶元件的處理器。該記憶元件可包含用於實際執行程式碼的本地記憶體,大容量儲存器(bulk storage)、以及提供至少某些程式碼之暫時儲存的快取記憶體,以減少執行時程式碼需在大容量儲存器被擷取的次數。輸入/輸出或I/O裝置(包含但不限於鍵盤、顯示器、指向裝置等等)可被直接偶合至系統,或透過一介於其中的I/O控制器。網路轉接器也可被偶合至系統,使系統透過一介於其中的私有或是公開網路而變成偶合至其他資料處理系統,或是遠端的印表機,或是儲存裝置。數據機、纜線數據機、乙太網卡是目前幾種可用的網路轉接器。
100...主機計算平台
110...鍵盤輸入裝置
120...滑鼠
130...軌跡點
140...主機操作系統
150...虛擬環境
160A...視角1
160B...視角2
170...焦點
200A...主視角
200B...次視角
220...主目標物
230...焦點
240...次目標物
300...同時視角焦點控制
300~370...流程圖步驟
圖式係與本說明書結合並構成其一部分,用以說明本發明之實施例,且連同說明書用以解釋本發明之原理。在此所述之實施例係本發明之較佳實施例,然而,必須瞭解本發明並不限於所示之配置及元件,其中:圖1係一同時視角與焦點導向系統之示意圖;圖2係一虛擬環境用戶介面之圖形說明圖,其中所使用的分離輸入指令同時對應於單一虛擬環境分離的視角作導向,同時並在該等視角其中之一提供焦點;以及圖3係一說明同時視角與焦點導向系統程序之流程圖。
100...主機計算平台
110...鍵盤輸入裝置
120...滑鼠
130...軌跡點
140...主機操作系統
150...虛擬環境
160A...視角1
160B...視角2
170...焦點
Claims (16)
- 一種單一虛擬環境互動的方法,包含:在一單一虛擬環境,同時維持獨立且分別相應於不同幾何平面之一第一視角與及一第二視角;因應來自一第一輸入裝置的一第一輸入指令而獨立地改變該第一視角,同時並因應來自一第二輸入裝置的一第二輸入指令而改變該第二視角;以及因應來自該第一及第二輸入裝置其中之一的一第三輸入指令,而更改該等視角其中之一所關注的一焦點;其中一第一幾何平面對應該第一視角;一第二幾何平面對應該第二視角;以及該獨立地改變該第一視角與該第二視角之步驟係改變該第一幾何平面與該第二幾何平面的相對方向。
- 如請求項1所述之方法,其中該更改包含:在該第一視角建立一所關注的焦點;以及依該第三輸入指令而瞄準該所關注的焦點,同時依該第二輸入指令而改變該第二視角,其中該第二輸入指令與該第三輸入指令都由該第一輸入裝置接收。
- 如請求項2所述之方法,其中該所關注的焦點係使用一軌跡點輸入指令而瞄準,而該第二視角係透過一滑鼠輸入指令而改變,且該軌跡點輸入指令與該滑鼠輸入指令都由一雙指標滑鼠接收。
- 如請求項2所述之方法,其中該所關注的焦點係使用一滑鼠輸入指令而瞄準,而該第二視角係透過一軌跡點輸入指令而改變,且該軌跡點輸入指令與該滑鼠輸入指令都由一雙指標滑鼠接收。
- 一種同時視角與焦點導向之資料處理系統,包含:一單一主機計算平台,該主機計算平台具有記憶體,且該主機計算平台係被設置用以支援一虛擬環境的互動;第一及第二輸入裝置,各耦合至該單一主機計算平台;以及同步視角焦點控制邏輯,置於該單一主機計算平台,該邏輯包含程式碼以使進行以下作業:在該記憶體中同時維持獨立的一第一視角與及一第二視角,在一單一虛擬環境中該第一視角與該第二視角分別相應於不同幾何平面;因應來自該第一輸入裝置的一第一輸入指令而獨立地改變該第一視角,同時並因應來自該第二輸入裝置的一第二輸入指令而改變該第二視 角,且因應來自該第一及第二輸入裝置其中之一的一第三輸入指令而更改該等視角其中之一所關注的一焦點;其中一第一幾何平面對應該第一視角;一第二幾何平面對應該第二視角;以及該獨立地改變該第一視角與該第二視角之步驟係改變該第一幾何平面與該第二幾何平面的相對方向。
- 如請求項5所述之系統,其中該第一及第二輸入裝置包含一滑鼠感應器及一軌跡點,兩者組合在一雙指標滑鼠。
- 如請求項5所述之系統,其中該虛擬環境係一第一人稱射擊遊戲。
- 如請求項5所述之系統,其中該虛擬環境係一第三人稱射擊遊戲。
- 如請求項5所述之系統,其中該虛擬環境係一飛行模擬。
- 如請求項5所述之系統,其中該虛擬環境係一虛擬替身遊戲。
- 如請求項7所述之系統,其中該第一幾何平面係一第一迴廊,且該第二幾何平面係一不同的迴廊。
- 如請求項8所述之系統,其中該第一幾何平面係一第一迴廊,且該第二幾何平面係一不同的迴廊。
- 一種電腦程式產品,包含一電腦可用媒介其內收錄著電腦可用程式碼,用以在一虛擬環境同時導向視角與焦點,該電腦程式產品包含:用以在一單一虛擬環境同時維持獨立且分別相應於不同幾何平面之一第一視角與及一第二視角之電腦可用程式碼;用以因應來自一第一輸入裝置的一第一輸入指令而獨立地改變該第一視角,同時並因應來自一第二輸入裝置的一第二輸入指令而改變該第二視角之電腦可用程式碼;以及用以因應來自該第一及第二輸入裝置其中之一的一第三輸入指令而更改該等視角其中之一所關注的一焦點之電腦可用程式碼;其中一第一幾何平面對應該第一視角;一第二幾何平面對應該第二視角;以及該獨立地改變該第一視角與該第二視角之步驟係改變該第一幾何平面與該第二幾何平面的相 對方向。
- 如請求項13所述之電腦程式產品,其中該更改包含::該第一視角建立一所關注的焦點;以及依該第三輸入指令而瞄準該所關注的焦點,同時依該第二輸入指令而改變該第二視角,其中該第二輸入指令與該第三輸入指令都由該第一輸入裝置接收。
- 如請求項14所述之電腦程式產品,其中該所關注的焦點係使用一軌跡點輸入指令而瞄準,而該第二視角係透過一滑鼠輸入指令而改變,且該軌跡點輸入指令與該滑鼠輸入指令都由一雙指標滑鼠接收。
- 如請求項14所述之電腦程式產品,其中該所關注的焦點係使用一滑鼠輸入指令而瞄準,而該第二視角係透過一軌跡點輸入指令而改變,且該軌跡點輸入指令與該滑鼠輸入指令都由一雙指標滑鼠接收。
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JP2010512885A (ja) | 2010-04-30 |
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JP5734566B2 (ja) | 2015-06-17 |
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