WO1999060526A1 - Processeur d'image, machine de distraction, procede de traitement d'image et support d'enregistrement - Google Patents
Processeur d'image, machine de distraction, procede de traitement d'image et support d'enregistrement Download PDFInfo
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- WO1999060526A1 WO1999060526A1 PCT/JP1999/002452 JP9902452W WO9960526A1 WO 1999060526 A1 WO1999060526 A1 WO 1999060526A1 JP 9902452 W JP9902452 W JP 9902452W WO 9960526 A1 WO9960526 A1 WO 9960526A1
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- image processing
- display
- virtual space
- character
- image
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/04—Texture mapping
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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
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
- G06T15/205—Image-based rendering
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/503—Blending, e.g. for anti-aliasing
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/506—Illumination models
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—3D [Three Dimensional] image rendering
- G06T15/50—Lighting effects
- G06T15/60—Shadow generation
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T17/00—Three dimensional [3D] modelling, e.g. data description of 3D objects
- G06T17/10—Constructive solid geometry [CSG] using solid primitives, e.g. cylinders, cubes
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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
- A63F13/822—Strategy games; Role-playing games
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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
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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
- A63F2300/6646—Methods for processing data by generating or executing the game program for rendering three dimensional images for the computation and display of the shadow of an object or 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
- 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
- A63F2300/6653—Methods for processing data by generating or executing the game program for rendering three dimensional images for altering the visibility of an object, e.g. preventing the occlusion of an object, partially hiding an object
Definitions
- Image processing device game device, image processing method, and recording medium
- the present invention relates to an image processing technique suitable for a game device that provides an image of a three-dimensional virtual space.
- the present invention provides an image processing that can bring a player deep into the game world by displaying an image displayed in a role-playing game with a sense of reality and giving a natural image change. I do. Background art
- roll-playing games that use three-dimensional image processing technology are popular due to the beauty of the images and the depth of the story.
- Many roll-playing games are configured to display many objects (hereinafter referred to as “objects”) arranged in a three-dimensional virtual space by applying computer graphics technology.
- the objects include those that simulate the form of the natural world, such as terrain, plants, animals, and buildings, as well as those that model the protagonists of role-playing games and the people who appear in the games (hereinafter referred to as “characters”).
- the character corresponding to the hero is configured to be able to move in the virtual space in accordance with the operation of the input device performed by the player.
- the game device develops the game story while moving the viewpoint for displaying the image of the virtual space in accordance with the movement of the main character, and moves in the virtual space together with the character, and the objects appearing one after another. Is displayed as an image.
- the texture of the entire tree can be represented on a single plane polygon, or the texture for representing the leaves can be represented by a texture.
- Polygons that have been rubbed are combined in a cross-shaped manner at the center of the trunk, or trees are represented by ball-shaped objects.
- a shadow that moves as the character moves may be displayed to enhance the sense of reality.
- the role-playing game is designed so that the player can be immersed in the video world provided by the game device and the game device and mentally assimilated with the hero in the game. Evaluating conventional role-playing games from this perspective, there were some disadvantages.
- a game device that erases a part of a building when a character enters a building becomes unnatural because a part of the building is suddenly erased or the screen is switched to the display inside the house.
- the player who was playing might feel uncomfortable.
- omitting the roof of the building from the beginning could not improve the sense of reality because it is far from realistic images.
- a black disk-shaped object is placed under a character's feet, and both objects are moved together to display a shadow.
- a method with a high computational load such as floating the shadow object according to the terrain was used.
- the only way to reduce the computational load was to ignore shadows sinking into the ground. For this reason, it was difficult to display a natural shadow.
- a first problem of the present invention is that a character enters and exits an object. It is an object of the present invention to provide an image display that enables a natural transition of the display without losing the sense of reality when the image is displayed.
- a second object of the present invention is to provide an image display capable of displaying a form such as a tree with a natural texture even when an object such as a tree is displayed in a large size.
- a third object of the present invention is to provide an image display capable of displaying a natural shadow without increasing a calculation load and reducing a sense of realism.
- a fourth object of the present invention is to provide a game device capable of performing the image processing of the present invention.
- a fifth object of the present invention is to provide a recording medium capable of providing a program capable of performing the image processing of the present invention.
- the invention for solving the first problem is an image configured to be able to display one or more objects arranged in a virtual space and a character set to be relatively movable with respect to the objects.
- the processing device or the method when the character has reached a predetermined condition with respect to the object, among the display elements constituting the object arranged in an area related to the movement of the character, The display density of at least some of the specific display elements can be gradually changed.
- An “object” is a display object, and here refers to, for example, a relationship between an object representing a character and an object representing a building into which the character enters and exits. However, it is applicable to anything where one object falls within the other.
- the “predetermined condition” is, for example, that the character enters and exits the object. Even if it is determined that the distance between two objects has reached a certain value, it is indirectly determined in the state set by the progress of the game, such as "open the door” or "open the window”. Is also good.
- “Related area” refers to an area that should be set so that objects inside it can be seen by changing the display density, or an area where the inside must be displayed in the course of the game.
- one coherent area such as the first floor and the second floor corresponds to this.
- “At least some specific display elements” can be set arbitrarily.
- the object Of the display elements that make up the display these are the display elements located on the viewpoint side set in the virtual space to generate the display image. Since it is “at least a part”, the transparency of the whole building or the transparency of a specific part may be adjusted.
- the display density of the specific display element is gradually decreased when the character enters the object, and is increased when the character exits the object.
- the thickness of the partition member constituting the object is set in advance. At this time, predetermined texture data is mapped and displayed on a cross section of the partition member displayed by a display element other than the specific display element.
- the invention for solving the second problem is an image processing apparatus or a method for displaying an object arranged in a three-dimensional virtual space, the method comprising the steps of: Objects are constructed by arranging the display elements radially around a predetermined central axis so as to form a certain angle with the central axis, and construct one or more such objects in the vertical direction. (Vertical direction) By arranging them in a virtual space in a superimposed manner, it is possible to display an image simulating a tree-like form.
- the “center axis” is a part corresponding to, for example, a “trunk”.
- the overall arrangement is conical or umbrella-shaped.
- the display element does not need to be outwardly inclined, and may be open upward in the coordinates of the virtual space or open at a random angle.
- the term “tree-like form” can be applied to any form other than trees, such as fire, smoke, and clouds, which are not clearly defined in nature.
- an object that covers at least the uppermost end of the plurality of objects is formed in a substantially umbrella shape.
- texture data does not necessarily need to be mapped near the central axis.
- a plurality of adjacent objects are adjusted and configured so that display elements on which the same texture data is mapped do not overlap.
- individual display elements May be set to protrude toward the outer peripheral side.
- the planes of the display elements constituting each of the objects may be arranged stepwise so as not to be in contact with each other. Further, the display elements may be arranged such that the plane of the display elements forms a zigzag shape in a fan shape.
- Another invention for solving the second problem is an image processing apparatus or a method for displaying an object arranged in a three-dimensional virtual space, comprising: A single object is constructed by arranging a plurality of display elements in a specific space area, and the direction in which the surface of each of the plurality of display elements faces can be controlled in accordance with the viewpoint for observing the virtual space. Is configured.
- the “object” here is appropriate for objects in the natural world, such as trees, having complex shapes.
- the “display element” is suitably a bundle of leaves that make up the tree.
- the purpose is to decompose one tree into blocks consisting of multiple display elements, and control each display element so that it almost faces the direction of the viewpoint.
- one representative point vector is set for one object in association with the viewpoint, and the plurality of display elements constituting the object are the representative point vectors. It is conceivable to control the direction of each of the display elements so as to face in the direction of.
- a weighting coefficient is set for each vertex of each display element, and the density of the texture mapped to the display element can be linearly interpolated by the weighting coefficient between the vertices, and the weighting coefficient is set in the virtual space of the object.
- the invention for solving the third problem is directed to an image processing apparatus or a method for displaying an object arranged in a virtual space and a shadow of the object, for displaying an image.
- An object for displaying the shadow can be generated between the viewpoint and the object.
- the relative position between the object viewed from the viewpoint and the shadow object can be changed according to the height of the object from a reference plane arranged in the virtual space.
- Noh is configured. For example, it is configured so that the shadow moves downward on the screen according to the height.
- the invention for solving the third problem described above provides an image processing apparatus or a method for displaying an object and its shadow arranged in a virtual space, wherein the reference plane set in the virtual space is A light source for irradiating illumination light for displaying the shadow of the object is set in a region where the shadow of the object is displayed. For example, a black light is placed at a position corresponding to the sun in virtual space. The irradiation position is below the object, but the irradiation position may be changed according to the angle of the sun or the height of the object from the reference plane.
- An invention for solving the fourth problem is a game device including the image processing device of the present invention.
- the invention for solving the fifth problem is a machine-readable recording medium on which is recorded program data for causing a computer to execute the image processing method of the present invention.
- a recording medium is a medium on which information (mainly digital data and programs) is recorded by some physical means, and which allows a processing device such as a computer or a dedicated processor to perform a predetermined function. You can do it. In short, any method may be used as long as the program is downloaded to the computer by some means and a predetermined function is executed.
- flexible disk fixed disk, magnetic tape, magneto-optical disk, CD, CD-ROM, CD-R, DVD-RAM, DV-ROM, DVD-R, PD, MD, DCC, R ⁇ M cartridge, Includes RAM memory cartridge with battery knockup, flash memory cartridge, nonvolatile RAM cartridge, etc.
- FIG. 5 is a flowchart illustrating a density change process according to the first embodiment, and is a process of determining a condition match;
- FIG. 9 is a flowchart illustrating a density change process according to the first embodiment, and is a detail of an image generation process.
- An example of an object (a perspective view) representing a tree in a wireframe representation.
- An example (plan view) of an object expressing a tree in a wireframe expression An example (plan view) of an object expressing a tree in a wireframe expression.
- FIG. 9 is a configuration diagram of a tree object according to the second embodiment.
- FIG. 4 is an explanatory diagram of a procedure for generating an image of a tree object.
- FIG. 9 is a configuration diagram of a tree object according to the third embodiment.
- FIG. 13 is an explanatory diagram of direction control of each display element (polygon) in the third embodiment.
- FIG. 4 is a control explanatory diagram of one display element (polygon).
- FIG. 13 is a flowchart for explaining direction control of a tree object in the third embodiment.
- Fig. 19 is a flowchart for explaining direction control of a tree object in the third embodiment.
- a display example (side view) in which texture is mapped to a tree object whose direction is controlled.
- Wire-frame configuration diagram (plan view) of a tree object whose direction is controlled.
- FIG. 24 A display example of a tree object when the weighting coefficient of each display element is not controlled.
- FIG. 25 A display example of a tree object when the weighting coefficient of each display element is changed.
- FIG. 13 is an explanatory diagram of the direction control of each display element by another method according to the third embodiment.
- Fig. 26 19 is a flowchart for describing shadow generation processing according to the fourth embodiment.
- FIG. 3 is an explanatory view of the arrangement in a state where the character is in contact with the ground.
- FIG. 4 is an explanatory diagram of a layout in a state where a character is jumping.
- FIG. 27 is a schematic diagram of an image display in the arrangement of FIG. 27.
- FIG. 28 is a schematic diagram of an image display in the arrangement of FIG.
- FIG. 15 is an explanatory view of the arrangement in the fifth embodiment.
- Embodiment 1 relates to an image display device capable of displaying a three-dimensional image, a method thereof, a game device, and a recording medium that enable natural image expression when an object enters and exits a building or the like.
- FIG. 1 shows a block diagram of the game device of the present invention.
- the game device 1 of the present invention includes a CPU block 10, a video block 11, a sound block 12, and the like.
- the CPU block 100 relates to the processing device of the present invention, U 101 Main memory 102, ROM 103, CD-ROM drive 104.
- Bus Abbey 100 is configured so that transmission and reception of data can be controlled by allocating a bus occupation time to devices interconnected via a bus.
- the CPU 101 is configured to be able to access the backup memory 108 via the CD-ROM drive 103, ROM 103, video block 11, sound block 12, and input device 107.
- the CPU 101 executes the initial program (initial execution program) stored in the ROM 103 when the power is turned on, initializes the entire device, and loads the CD-ROM into the CD-ROM drive 108.
- the operating system program data stored in the CD-ROM is transferred to the main memory 102.
- the CPU 101 operates according to the operating system, and continues to transfer the application program data stored in the CD-ROM to the main memory 102 and execute the program. It has become. Further, the CPU 101 can transfer image data to the graphic memory 111 and can transfer audio data to the sound memory 121.
- the processing performed by the CPU 101 by the program data is mainly performed by inputting an operation signal from the input device 107 and interpreting communication data from the communication device 130, and is performed by the video block 11 based on the interpretation. And sound processing to be performed by the sound block 12.
- the main memory 102 mainly stores the operating system program data and application program data and can provide a work area for storing static variables, dynamic variables, and the like.
- the ROM 103 is a storage area of an initial program header.
- the CD-ROM stores program data for causing the game device to execute the image processing method of the present invention, image data for displaying images, audio data for outputting sounds, and the like.
- the CD-ROM drive 104 has a removable CD-ROM, and when the CD-ROM is inserted, data to that effect is sent to the CPU 101. Output, and data can be transferred under the control of the CPU 101.
- the recording medium is not limited to a CD-ROM, but may be configured to be able to read various other recording media. It should be noted that a group of data stored in a CD-ROM via a communication device 130 described later may be transferred to each memory. With this setting, data can be transferred from the fixed disk of a remote server.
- the input device 107 is detachably connected to the game device, and outputs an operation signal corresponding to an operation state of an operation button or the like of a player to a bus of the CPU block 10.
- the input device 107 includes a pointing device such as a mouse or a gun-type controller in addition to the joypad @ keyboard. Further, the input device 107 may be configured such that not only one input device but also two or more input devices can be connected so that a plurality of players can play a game at the same time.
- the knock-up memory 108 can be detachably connected to the input device 107, and is configured to be accessible from the CPU 101.
- This is a storage area for setting data including settings such as the progress of the game, the result of the game occurring during the game, the result of the game, and the operation method, which are transferred from the CPU 101.
- the setting data functions as a backup for restarting the game from the state immediately before the power was turned off when the power is turned off, and also, by exchanging the backup memory, the operation state of the other game device is directly transmitted to the game device. It can also be data to reflect.
- the video block 11 includes a video display processor (VDP) 110, a graphic memory 111, and a video encoder 112.
- the graphic memory 111 stores the image data read from the CD-ROM as described above.
- the VDP 110 reads the image data necessary for image display from the image data stored in the graphic memory 111, and outputs information necessary for image display supplied from the CPU 101, that is, In accordance with command data, viewpoint position data, light source position data, object specified data, object position data, texture specified data, texture density data, visual field conversion matrix data, etc. Coordinate transformation (geometry operation), texture mapping, display priority processing, shading processing, etc. can be executed.
- the processing such as the coordinate conversion is performed by C
- the video encoder 112 is configured to convert the image data generated by the VDP 110 into a predetermined television signal such as the NTSC system and output it to a monitor device 4 connected to the outside (sound block 12 includes a sound processor 12 0, a sound memory 12 1 and a D / A converter 12 2.
- the sound memory 12 1 includes an audio data read from the CD_ROM as described above.
- the sound processor 120 outputs the sound data such as the waveform data stored in the sound memory 121 based on the command data supplied from the CPU 101. And performs various effect processing based on the DSP (Digital Signal Processor) function, digital / analog conversion processing, etc.
- the D / A converter 122 is controlled by the sound processor 120
- the audio data made into an analog signal, and output it to the speaker 5 is connected to the external.
- the communication device 130 is, for example, a modem or a terminal adapter, is configured to be connectable to the game device 1, and can function as an adapter for connecting the game device 1 to an external line.
- the communication device 130 can receive the data transmitted from the game supply server connected to the public line network 131 and supply the data to the bus of the CPU block 10.
- the public line network 13 1 may be a subscriber line, a dedicated line, or a wired / wireless system.
- a story is set in which a character corresponding to a hero set operable by a player travels in a virtual world.
- Objects placed in the virtual space ie, objects to be displayed that are predetermined by program data and image data
- Examples of the body include terrain such as the ground, buildings, trees, flames, clouds, and characters that are protagonists and characters in games.
- the game device aims to display an object in a form as if it were in the natural world. Therefore, the objects and deformations required for the development of the mouth-playing game are made to look as natural as possible, so that the concentration of the players is not disturbed.
- the characteristic image processing will be described.
- the image provided by the game device is projected onto a predetermined two-dimensional plane in order to make it look like a virtual space set three-dimensionally from a predetermined viewpoint.
- the position of this viewpoint is set to be movable in the virtual space with a certain positional relationship with the character corresponding to the hero. Therefore, the player is provided with images that the hero traveling in the virtual world sees one after another.
- the display of the building is left as it is, the inside of the building is obstructed by the partition wall and is not provided to the player.
- the wall on the viewpoint side was erased and displayed in an instant, or the building itself had no roof from the beginning.
- the display changes rapidly or gives unnaturalness.
- the walls that make up the building were textured in one polygon, and the cross section was displayed as a single plate, which was very unnatural.
- the present game device gradually displays the wall on the viewpoint side of the building as the character enters the building.
- the walls of the building are given a thickness so that the cross section does not look unnatural.
- FIG. 2A shows a flowchart for explaining the image processing
- FIG. 2B shows a subroutine processing of the image generation processing. These processes are performed at each image update timing, for example, at each frame period.
- FIG. 3 to FIG. 7 show image display examples showing from the start to the end of the image processing.
- Game sequence processing First, the CPU 101 determines the next character in the virtual space based on the operation signal supplied from the input device 107. Calculate a new position in the image display timing of. In addition to the character, if there are other objects that are setting motion, their new positions are also calculated.
- Condition judgment (S12): Next, the CPU 101 judges whether or not the character is about to enter the building.
- This condition can be considered variously. For example, when the distance between the center position of the building and the center position of the character falls below a certain value, it can be determined that “the building has been entered”. It is also possible to perform publicly known collision determination between the object of the building and the character, and if it is determined that a collision has occurred, it is possible to determine that the object has entered the building. Furthermore, the condition of the behavior of the character with respect to objects inside and outside the building, such as going up the stairs, opening the door, opening the window, etc., may be used as a condition.
- Fig. 3 shows an example of image display when this condition is met (S12; YES).
- the object B and the character C of the building are displayed three-dimensionally. Character C is approaching the door of building B. If this condition is not met (S12; NO), the CPU 101 performs normal image generation processing assuming that there is no density change processing (S16).
- the CPU 101 specifies the object whose density is to be changed. That is, the CPU 101 determines a specific display element (polygon group) of the building whose density is to be reduced based on the relative position between the character and the building. For example, if it is determined that the character is entering the first floor of the building, the object number indicating “the first floor of the building” is entered in a predetermined density change mode variable as the object whose density is to be changed (for example, in the upper 4 bits). (S14). Further, the object number may be specified from the flow of the game sequence. For example, if the building is a two-story building and a character enters from the outside, it may be determined that characters will enter the first floor of the building.
- Density change flag identification (S15): CPU 101 sets a flag of the density change mode variable according to whether the density change is gradually reduced or increased (for example, the lower 4 bits). If the value of 1 is “thin”, 2 is “thick”, 0 If so, there is no change (flag zero)).
- the CPU 101 refers to various flags indicating the game sequence state, determines the action or movement direction that the character is taking, and determines the mode of the density change.
- a code predetermined to indicate the density change mode is stored in the density change mode variable together with the object number.
- the CPU 101 handles the variable when a code is set (for example, when a value other than 0 is stored) as if the density change flag was turned on.
- the method of assigning the concentration change code to the variable can be variously changed.
- Image generation processing (S16): When the setting of the density change mode is completed, the CPU 101 shifts to the image generation processing. Here, the ordinary image generation processing step is omitted, and the description will be made from the stage of performing texture matching and n-shading processing on the building. First, the CPU 101 refers to the density change mode variable. If the flag is off (S101; NO), that is, if the density is not changed, the CPU 101 returns with the texture density of the building unchanged.
- the CPU 101 When the flag is ON (S101; YES), that is, when the density is changed, the CPU 101 further reads the object number and the density change mode that change the density by referring to the variable code. . If the darkening mode is set (S102; darkening), the polygons (particular display elements) that correspond to the object numbers and that form a part of the building's viewpoint side Shading processing for increasing the density of texture data to be mapped by one gradation is performed (S103).
- the gradation for determining the density can be variously changed according to the speed at which the density is changed. When there are few gradations, the change is sharp, and when there are many gradations, the change is slow. For example, if the gradation is set to 60, it can be set so that the density change can be completed in 60 loop processes (about 1 second in the NTSC system). This gradation is a video block 1 Set by the command supplied to 1.
- the density change flag is turned off, that is, the density change mode variable is cleared to zero (S105). ).
- the density change flag is not turned off.
- this process is shown in order in FIG. 4 to FIG.
- the texture density of the polygons that are the specific display elements among the polygons that make up building B decreases.
- the specific display element completely disappears, and the objects 01 to 04 arranged inside the building and the character C walking in the room are displayed.
- the objects that display furniture and interiors do not change the density and are arranged along the inner wall as seen from the viewpoint, because it is easy to observe the inside and it is preferable.
- the thickness is set on the wall of the building.
- a polygon forming the outer wall and a polygon forming the inner wall of the building are set respectively, and a certain distance is set between the two polygons. For this reason, when the density of the specific display element decreases as described above, the display element that is determined not to change the density can be seen through, and the cross section of the outer wall and the inner wall of the building can be seen. Unless the texture is mapped to this section, it becomes unnatural. Therefore, in this game device, the texture data for the section is mapped between both walls. In Fig.
- SS1 to SS5 are visible as cross sections, and the texture data for the standing wall section is shown in SS1 to SS3, and the floor section data for the floor section is shown in SS4 and SS5. Texture data is mapped. Since texture is applied to these sections, even if the specific display element becomes transparent, there is no unnaturalness, and it is possible to give the player the illusion of looking at the section of an actual building.
- the object number is associated with the object number.
- a shading process is performed to lower the density of the texture data mapped to the polygon group (specific display element) that forms part of the viewpoint side of the building by one gradation (S106). Then, when the density changes and becomes the lightest gradation (ie, transparent display) (S107: YES), the density change flag is turned off, that is, the density change mode variable is cleared to zero (S105). ). In the process of changing the density (S107; NO), the density change flag is not turned off.
- the above processing is not limited to the case of entering and exiting a building, and can be applied with various changes. For example, if a building has multiple rooms, it is possible to set an object number for each room and control whether the room is darkened or lightened. In other words, when a character moves from one room to another, the density of the room that has passed through is gradually increased back to the original condition, assuming that the character has arrived at the boundary of the room, and will be entered from now on. It is possible to gradually reduce the concentration in the room.
- the specific display set on the first floor is provided that the character climbs the stairs (02 in Fig. 7).
- the density of the element should be restored, and the density of the specific display element set separately for the second floor should be reduced.
- the wall surface can be naturally erased and reproduced in accordance with the progress of the character, so that there is no danger of reducing the concentration of the player.
- the present embodiment relates to a method that enables expression of an object such as a tree with a sense of presence without displaying an unnatural image on a game device having a certain limitation in processing capacity.
- the texture of the entire tree is expressed on a single plane polygon, or the polygons with leaf textures are inserted into the center of the trunk in a cross shape and combined.
- trees were represented by ball-shaped objects, and texture data was mapped onto polygons to make them look like trees. For this reason, when the viewpoint approaches the tree, the leaf is displayed in a plate shape, and the expression is not like a tree.
- a planar display element (polygon) on which texture data is mapped is formed into an object (for example, an umbrella shape) that is radially arranged around the central axis so as to form a fixed angle with the central axis.
- an object for example, an umbrella shape
- FIG. 8 shows one umbrella-like object among the tree objects provided by the game device in a wire-one-frame representation.
- FIG. 8A is a perspective view and FIG. 8B is a plan view.
- the umbrella-shaped object is formed into an octagon using eight triangular polygons, but the number and shape of the polygons are not limited to this.
- a tree-like expression is made possible by matting textured images consisting of spots with slightly different densities and color tones from those polygons. If all the polygons face downward, that is, they have an umbrella shape, the texture of softwood such as cedar can be given.If the polygons face upward or downward, or randomly arranged, the texture of hardwood can be given. .
- FIG. 9 is an explanatory diagram of a tree object using five of the above umbrella-like objects (C1 to C5).
- the object of the tree is configured by arranging umbrella-shaped objects C1 to C5 around a trunk object T surrounding the central axis A. Angle between the polygons constituting each umbrella-shaped object C1 to C5 and the central axis A
- the degrees 01 to 5 may be the same or different from each other. The same applies to the radii r1 to r5 of the umbrella-shaped object and the pitches p12, ⁇ 23, ⁇ 34, and ⁇ 45 between the umbrella-shaped objects.
- Increasing the number of umbrella-shaped objects and decreasing the pitch ⁇ can display an image with a more realistic feeling, but the data amount and processing time increase. Therefore, these are determined according to the memory capacity and processing capacity.
- FIG. 10 shows a specific image generation procedure.
- the CPU 101 in parallel with the image generation of the other objects, the CPU 101 first determines the polygon data for identifying the polygons and displaying the objects. The group is determined (S1). This specifies the polygon to be used. Next, the CPU 101 transfers to the video block 11 object specification data indicating the specified polygon and matrix data for determining its size. This determines the individual shape of the object used (S2). Further, the CPU 101 transfers the object position data for determining the spatial arrangement of the umbrella object and the trunk object to the video block. This determines the tree shape other than the texture (S3).
- the texture specification data that specifies the texture data to be mapped to the polygons that make up the umbrella-shaped object trunk object is transferred.
- the texture data is mapped to complete the tree object. This object is converted into a visual field and displayed as an image (S4).
- the umbrella object can be variously changed. For example, as shown in FIG. 11, when the arrangement of the textures T1 to T8 to be arranged in the umbrella object is set in common to all the umbrella objects, the umbrella objects C1, C2, It is possible to shift the mapping position of the texture data in the order of C 3, "'. In this way, the same texture data is mapped on the umbrella-shaped object, and the same is applied to the upper and lower umbrellas.
- the texture does not overlap, and a natural tree texture can be provided.
- the polygons are shifted toward the outer periphery to reduce the diameter of the umbrella. It can easily be increased. No need to resize polygons The calculation time can be reduced.
- the objects may be arranged so that the cross section becomes zigzag in a fan shape.
- this embodiment relates to the expression of trees
- the objects to which the present invention can be applied are not limited to trees. Applicable to all objects that have complex shapes and require a large number of processes to faithfully reproduce, while simple texture expression may cause unnatural display when approaching. It is possible.
- the tree can be displayed with a natural texture, and the effect that the realism of the player is not reduced is exerted.
- the present embodiment relates to another method that enables expression of a tree with a sense of presence as in the second embodiment.
- the shape of the display element representing the bundle of leaves is drawn in a special shape in order to represent a tree object
- the display element represents a bundle of leaves.
- a single object is constructed by arranging a plurality of planar display elements obtained by mapping texture data in a specific space around the trunk.
- FIG. 14 is a perspective view showing the tree object of the present embodiment in one frame of a wire. As shown in FIG. 14, the tree object is composed of a display element T representing a trunk and a plurality of display elements P representing a bundle of leaves.
- the display element T that expresses the trunk is composed of a plurality of polygons in the spatial shape of the trunk. I have.
- Each of the display elements P representing the bundle of leaves is formed of a single polygon consisting of a predetermined number (for example, four) of vertices.
- the display element P is arranged with an appropriate variation in a space around the display element T representing the trunk.
- the arrangement of the display elements P is determined in advance so that the overlap of the display elements P is reduced when viewed from the position of the virtual space where the viewpoint mainly exists.
- the image data of such a tree object is stored in advance in a CD-ROM or the like.
- FIG. 15 is an explanatory diagram of the direction control method in the present embodiment.
- one representative point vector V1 is set for each tree object in association with the viewpoint VP, and a plurality of points constituting this object are set.
- the direction of each display element P is controlled so that the display element P faces the direction of the representative point vector V1.
- the direction in which the surface of each of the plurality of display elements faces is unified and dynamically changed in accordance with the direction V0 of the viewpoint VP, and is controlled so as to always face the same direction.
- the representative point vector VI is defined at an arbitrary point on the tree object.
- An arbitrary point need not be set on the display element P or T, but is set on a specific display element P 0 here. It is preferable that the display element P near the center of the tree object be the specific display element P 0 because the direction of the specific display element P 0 is also the direction of the other display element P.
- the representative point vector VI be set in the same direction as the line-of-sight vector V 0, that is, in the Z-axis direction of the visual field conversion.
- a specific display element P always faces the direction of the viewpoint VP, and the other display elements P also generally face the direction of the viewpoint VP.
- FIG. 16 shows an enlarged view of a display element P representing a bundle of leaves.
- the display element P has, for example, a rectangular shape and is defined by the coordinates of each vertex VX1 to VX4. There is no limit on the number of vertices, but it is sufficient to provide 3 to 4 points.
- Each display element P is arbitrarily rotatable about three rotation axes X, Y, and ⁇ that intersect at its center point (center of gravity). More specifically, when the display element ⁇ defined in the body coordinate system is developed in the world coordinate system, the display element ⁇ is rotated at each of the specified rotation angles of the ⁇ ⁇ ⁇ axis. In this way, each display element ⁇ is configured to be able to direct its normal direction to any direction. Thus, the direction of the display element P can always be controlled according to the viewpoint position.
- the same texture data PT is mapped in each display element P. If there is room in the memory, multiple types of texture data may be provided. However, since a sufficient texture can be expressed by primary interpolation of luminance (density), one type is sufficient. . However, even when using the same texture data, it is preferable to randomly change the mapping direction for each display element P. By adopting such a method, the shape of the leaf bunch is displayed differently, so it is possible to express a very natural tree despite using the same textured texture. is there.
- Each vertex constituting the display element P is set with a weighting coefficient for defining the primary interpolation of the luminance.
- the setting of the value is optional. For example, if it is specified in the range of 0 to 1, if the brightness is 0, the brightness becomes zero (that is, the display becomes black), and if the brightness is 1, the brightness becomes 100% (that is, the display becomes white). I do.
- the processing device is configured to be capable of linearly interpolating the luminance of the texture mapped on the display element P by the weighting coefficient of each vertex.
- the brightness from one vertex to the other vertex increases from light to dark between these two vertices.
- the texture is displayed in a gradation that gradually falls.
- Fig. 17A shows an example of texture mapping when the weighting factors of all vertices are set to 1
- Fig. 17B shows the texture map when the weighting factors of the vertices are changed on the opposite side.
- An example of a bing is shown.
- a flat display with no difference in brightness is obtained, as shown in Fig. 17A.
- the weighting coefficient of the vertex is changed, a difference in lightness and darkness occurs as if sunlight is illuminated from one direction, and a three-dimensional effect is generated.
- the CPU 101 uses the polygon group associated with it to generate a display element T for representing the trunk read from the CD-ROM. Generate a display element. And The center (center of gravity) position of each display element P is set around the display element T of the trunk (S 21). After reading the polygon of the display element P, the CPU 101 places the polygon of the display element P at the center position of the display element P set previously (S22).
- the CPU 110 calculates the representative point vector V 1 (S 24).
- the viewpoint vector V0 toward the specific display element P0 on the tree object may be used as it is.
- the CPU 101 reads the ambient light vector (S25) and recognizes the main lighting direction for the tree object.
- the weighting factor to be set at the vertex of each display element P is determined in accordance with the recognized environmental light vector (S26). Set so that the vertices closer to the direction of the ambient light have higher weighting coefficients and the distant vertices have lower weighting coefficients. Since the density (brightness) setting is not strict, the weighting coefficient for the vertex closest to the ambient light is 1, the weighting coefficient for the farthest vertex is 0, and the weighting coefficient for the vertex in the middle is 0.5. Assignment can be performed.
- a weighting coefficient may be determined by performing a linear calculation based on the intensity of the ambient light and the positional relationship between the ambient light and each vertex.
- a different weighting factor may be set for each display element P, but since ambient light affects the entire tree object evenly, the weighting factor defined for one display element P is changed to all other display elements. It is sufficient to set P in the same way.
- the CPU 101 directs the direction of the polygon to the previously determined representative point vector VI for each of the display elements P arranged on the tree object (S27). With respect to the direction-controlled display element P, the CPU 101 maps the texture data PT (S28). At this time, the brightness of the texture is linearly interpolated according to the weighting coefficients of the vertices determined above, and bitmap data is created so that shading (light and dark) is generated.
- the CPU 101 performs the direction control (S27) and the texture mapping (S28) as long as the polygon which is the display element P exists (S29: NO).
- S29: NO the direction control and texture mapping of all polygons are completed (S29: YES)
- the CPU 101 shifts the processing to the next.
- FIG. 19 shows an example in which a tree object is actually drawn according to the present embodiment.
- FIG. 19 shows a one-frame wire representation when the arrangement of the tree object is determined from the side.
- a display element P expressing a bundle of leaves is arranged around a display element T expressing a trunk.
- 44 display elements P are arranged.
- FIG. 20 shows a display example in which texture data is mapped to the tree object specified in FIG. In this example, the weighting factors for each display element P are set on the assumption that ambient light is shining from above the drawing (see Fig. 17B).
- the background image BG is transparently displayed in the portion of the texture data that is mapped to the display element P without data.
- a shadow object S is displayed below the tree object. This shadow is such as to be displayed in an embodiment described later.
- Fig. 21 is a wireframe representation when the viewpoint is moved to the upper part of the tree object.
- Fig. 22 maps texture data over it.
- Fig. 23 shows the case where a uniform weighting factor is set for comparison, that is, the case where there is no linear interpolation is equivalent to the case where there is no linear interpolation. Without linear interpolation, shading and light and darkness disappear, resulting in a two-dimensional image representation.
- Fig. 24 is an image display example when weighting is performed assuming that the direction of the ambient light is on the lower side (ground side). It can be confirmed that even when displaying a visible image, such as a shining ground, a realistic image display can be performed.
- one representative point vector V1 is determined and all the display elements P are directed in the direction.
- each display element P1 is determined. May be controlled so that all are directed to the direction of the viewpoint VP. That is, as shown in FIG. 25, each of the normals V 3 in the plurality of display elements P is directed in the direction of the viewpoint VP. That is, the direction of each display element P is controlled so as to face. No specific display element P is determined, and the direction of all the display elements P is controlled so that the normal to the center of gravity PC is parallel to the line of sight vector V0.
- this embodiment relates to the expression of trees
- the objects to which the present invention can be applied are not limited to trees. Applicable to all objects that have complex shapes and require a large number of processes to faithfully reproduce, while simple texture expressions may cause unnatural display when approaching. It is possible.
- the tree can be displayed with a natural texture and the realism of the player is not reduced. This has the effect.
- the present embodiment relates to a method for expressing a natural shadow that does not reduce the sense of realism in a game device having a certain limitation in processing capacity.
- the present embodiment proposes a simple and effective shadow applying method.
- the method is an image processing method for generating an object for displaying a shadow between a viewpoint and a character.
- the image processing method of the present embodiment will be described with reference to the flowchart of FIG. This flowchart shows a processing method for generating an image of one object.
- the CPU 101 performs a normal game sequence process, and determines the position of the object in a new image update period (S31). For example, as shown in FIG. 27, in a virtual space, a ground plane G and a character C, which are reference planes, are composed of polygons, and the arrangement of the character C and the ground G is determined. Next, in order to generate a shadow object, it is determined whether or not the object placed in the virtual space is a character (S32). If the object is not a character (S32; N ⁇ ), that is, if the object simulates a still life that does not need to have a shadow, the processing shifts to image generation processing without a shadow (S322). Five ).
- the height of the character is calculated (S33).
- the height of the character is determined by the position of the character center C set below the feet of the character X, as shown in FIG. In Figure 27, the height is zero because character C is walking on the ground G. In Fig. 28, the height is H because character C is at the jump position.
- the position of the shadow is determined according to the height of the character. For example, as shown in Fig. 27, when the height is zero, the CPU 101 is located on the line connecting the viewpoint VP and the character scene CC with the object SC of the object of the shadow S.
- the shadow SC of the shadow is arranged, for example, on a sphere SP having a constant radius Rs from the character CC C. Therefore, when the viewpoint V P moves, the position of the shadow SC also moves along the surface of the sphere SP.
- FIG. 29 shows a schematic diagram of an image display by this arrangement
- FIG. 31 shows an image display example.
- the shadow S Since the shadow S is in front of the character C, the force that appears to cast the shadow S under the character C's feet, and the unnaturalness because only the-part of the feet is applied. If the viewpoint V P is moved to the same position as the ground G, the shadow S becomes invisible because the plane of the shadow S is parallel to the line of sight.
- the shadow is moved downward in the virtual space according to the height. Specifically, it moves to the ground G, which includes the line connecting the viewpoint VP and the character center CC, along the line of intersection between the vertical plane and the surface of the sphere SP. Move.
- the moving distance is, for example, proportional to the distance.
- FIG. 30 shows a schematic diagram of the image display by this arrangement. A natural image is displayed in which the character C jumps off the ground and the shadow S appears away.
- the CPU 101 When the positional relationship between the character and its shadow is determined as described above, the CPU 101 performs normal image generation processing and maps texture data on the character and the shadow (S35). In the object of the shadow S, for example, as shown in Fig. 31, a black image with a blurred peripheral portion is mapped.
- This embodiment relates to another method that enables the expression of a natural shadow in the fourth embodiment.
- This method is a method of setting illumination light for displaying a shadow in an area where a shadow of a character is displayed, that is, a light source for irradiating a black light.
- the CPU 101 sets a light source (black light) for emitting dark illumination downward on the upper part of the character C corresponding to give a shadow.
- a black light source LP is set above the character C.
- the character line CC and the light source LP are arranged on the vertical line of the ground G.
- the position of the light source LP may be moved to a position corresponding to the direction of the sun at that time.
- the CPU 101 performs a rendering process (shading process) based on the light source LP based on the above settings.
- the CPU 101 performs the rendering process by reflecting the light source LP only on the polygons constituting the ground G. Accordingly, as shown in FIG. 33, only the ground G in the area irradiated with the black light from the light source LP is displayed dark, and this is displayed as the shadow S.
- the shadow sensor SC is located on the line connecting the light source LP and the character center CC.
- Fig. 34 shows an example of actual image display. Since the shadow S is displayed so that it is reflected only on the ground G, the character C does not become darker. By moving the position of the light source according to the height of the character, the position of the shadow can be changed in accordance with the height, similarly to the method of the fourth embodiment.
- a natural shadow can be displayed without increasing the computational load, and an effect that the presence of the player is not reduced is provided.
- the present invention can be variously modified regardless of the above embodiments.
- all display elements and objects are configured by polygons.
- objects may be displayed by other methods regardless of polygons.
- the density is sequentially changed when the character enters and exits the building.
- the present invention is not limited to the relationship between the character and the building, and when one enters or exits the other in the relationship between the two objects.
- the present invention is applicable.
- the present invention is also applicable to a case where a part of an object is made transparent irrespective of the arrival and departure of the evening.
- the present invention is applied to an object such as a tree.
- an object such as a tree.
- the present invention is applied. It is possible to provide. This is effective, for example, for expressing unclear shapes such as hair and flames with rich texture.
- the character is a person.
- the model is not limited to a human, and can be applied to animals, robots, and other moving objects such as cars and airplanes. .
- Industrial applicability is not limited to a human, and can be applied to animals, robots, and other moving objects such as cars and airplanes.
- an image display that enables a natural transition of display without losing a sense of reality when a character enters or leaves an object.
- an image display that can display a tree with a natural texture even when an object such as a tree is displayed in a large size.
- an image display capable of displaying a natural shadow without increasing a calculation load and without reducing a sense of reality.
- a game device capable of performing the image processing can be provided. According to the present invention, it is possible to provide a recording medium capable of providing a program capable of performing the image processing.
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Description
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Priority Applications (4)
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US09/463,139 US6831659B1 (en) | 1998-05-20 | 1999-05-12 | Image processor unit, game machine, image processing method, and recording medium |
EP99919542A EP0999523B1 (en) | 1998-05-20 | 1999-05-12 | Image processor, game machine, image processing method, and recording medium |
JP2000550067A JP4258824B2 (ja) | 1998-05-20 | 1999-05-12 | 画像処理装置、画像処理方法及び記録媒体 |
DE69934289T DE69934289T2 (de) | 1998-05-20 | 1999-05-12 | Bild-prozessor, spiele-maschine, bild-verarbeitungs-verfahren, und aufnahme-medium |
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JP (1) | JP4258824B2 (ja) |
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JP2012074963A (ja) * | 2010-09-29 | 2012-04-12 | Nikon Corp | 画像処理装置、撮像装置、画像処理プログラム |
WO2013038548A1 (ja) * | 2011-09-15 | 2013-03-21 | 富士通株式会社 | 描画装置、描画方法及び描画プログラム |
JPWO2013038548A1 (ja) * | 2011-09-15 | 2015-03-23 | 富士通株式会社 | 描画装置、描画方法及び描画プログラム |
US9595122B2 (en) | 2011-09-15 | 2017-03-14 | Fujitsu Limited | Drawing apparatus and drawing method |
JP6473215B1 (ja) * | 2017-11-24 | 2019-02-20 | 株式会社Live2D | プログラム、記録媒体及び描画方法 |
WO2019102691A1 (ja) * | 2017-11-24 | 2019-05-31 | 株式会社Live2D | プログラム、記録媒体及び描画方法 |
Also Published As
Publication number | Publication date |
---|---|
EP0999523A1 (en) | 2000-05-10 |
EP0999523A4 (en) | 2004-03-24 |
DE69934289T2 (de) | 2007-06-28 |
JP4258824B2 (ja) | 2009-04-30 |
DE69934289D1 (de) | 2007-01-18 |
US20050035979A1 (en) | 2005-02-17 |
EP1669930A3 (en) | 2006-09-06 |
EP0999523B1 (en) | 2006-12-06 |
US6831659B1 (en) | 2004-12-14 |
EP1669930A2 (en) | 2006-06-14 |
ES2281962T3 (es) | 2007-10-01 |
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