WO2009119399A1 - 画像処理装置、画像処理装置の制御方法、プログラム及び情報記憶媒体 - Google Patents
画像処理装置、画像処理装置の制御方法、プログラム及び情報記憶媒体 Download PDFInfo
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- WO2009119399A1 WO2009119399A1 PCT/JP2009/055270 JP2009055270W WO2009119399A1 WO 2009119399 A1 WO2009119399 A1 WO 2009119399A1 JP 2009055270 W JP2009055270 W JP 2009055270W WO 2009119399 A1 WO2009119399 A1 WO 2009119399A1
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- Prior art keywords
- image processing
- turf
- screen
- display output
- processing apparatus
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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
- A63F13/50—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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- 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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- 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
- G06T15/40—Hidden part removal
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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
- A63F13/812—Ball games, e.g. soccer or baseball
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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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8011—Ball
Definitions
- the present invention relates to an image processing apparatus, a control method for the image processing apparatus, a program, and an information storage medium.
- An image processing apparatus that displays a virtual three-dimensional space on a screen is known.
- a game device image processing device
- a virtual three-dimensional space in which a field object representing a field, a player object representing a soccer player, and a ball object representing a soccer ball are arranged is a game screen. Is displayed.
- the present invention has been made in view of the above-described problems, and the object thereof is to reduce the processing load when, for example, expressing a state in which a part of a player's foot (shoes) is hidden by the grass growing on the field.
- An image processing apparatus, a control method for the image processing apparatus, a program, and an information storage medium are provided.
- an image processing apparatus is an image processing apparatus that displays on a screen a virtual three-dimensional space in which a first object and a second object are arranged.
- a third object for performing related display output is arranged in the virtual three-dimensional space, and the third object is moved according to the movement of the second object; the first object; the second object; Limiting means for limiting display output of the third object on the screen based on a distance between the third object and the third object.
- An image processing apparatus performs display output related to the first object in an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- Limiting means for limiting the display output of the third object on the screen in accordance with a change in the distance between them.
- An image processing apparatus control method is the image processing apparatus control method for displaying a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- An image processing apparatus control method is the image processing apparatus control method for displaying a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- a program according to the present invention is a program that causes a computer to function as an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- a third object for performing a related display output in the virtual three-dimensional space, a means for moving the third object according to the movement of the second object, and the first object and the second object or
- a program according to the present invention is a program for causing a computer to function as an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- a program for causing the computer to function as limiting means for limiting display output of the whole or part of the third object to the screen in accordance with a change in the distance between the object or the third object. is there.
- the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
- a program distribution apparatus according to the present invention is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- the program distribution method according to the present invention is a program distribution method for reading and distributing the program from an information storage medium storing the program.
- the present invention relates to an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- the third object for performing display output related to the first object is arranged in the virtual three-dimensional space, and the third object moves according to the movement of the second object. Also, based on the distance between the first object and the second object or the third object (or with a change in the distance between the first object and the second object or the third object).
- the display output of the third object on the screen is limited. “Restrict the display output of the third object on the screen” means, for example, that the whole or part of the third object is not displayed on the screen, or the third object is difficult for the user to recognize (difficult to see). To be).
- an object representing a field is a “first object”
- an object representing a foot (shoe) of a soccer player is a “second object”
- an object representing a grass is a “third object”.
- the second object is a three-dimensional object
- the restriction unit includes the third object in the screen by including the whole or a part of the third object in the second object. You may make it restrict
- the limiting means may limit the display output of the third object on the screen by reducing the size of the third object.
- the condition related to the distance between the first object and the second object or the third object corresponds to the position control information related to the position control of the vertex of the third object.
- Means for storing the third object control data, and the limiting means corresponds to the condition that a current distance between the first object and the second object or the third object is satisfied.
- the position of the vertex of the third object may be controlled based on the position control information.
- it includes means for storing third object control data for specifying a position of a vertex of the third object in each frame when the second object moves, and the limiting means includes The position of the vertex of the third object may be controlled based on the third object control data.
- the restricting means may restrict display output of the third object on the screen by increasing transparency of all or part of the third object.
- a condition relating to a distance between the first object and the second object or the third object, and transparency control information relating to transparency control of each point of the third object Means for storing third object control data associated with each other, wherein the limiting means satisfies the condition that a current distance between the first object and the second object or the third object is satisfied.
- the transparency of each point of the third object may be controlled based on the corresponding transparency control information.
- it includes means for storing third object control data for specifying the transparency of each point of the third object in each frame when the second object moves, and the limiting means includes The transparency of each point of the third object may be controlled based on the third object control data.
- the restricting unit may include the third object on the screen when a distance between the first object and the second object or the third object is a predetermined distance or more.
- the display output may be limited.
- the limiting means is based on the posture of the second object when the distance between the first object and the second object or the third object is less than the predetermined distance.
- a means for restricting display output of a part of the third object on the screen may be included.
- An image processing apparatus performs display output related to the first object in an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- a third object for disposing in the virtual three-dimensional space, and moving the third object according to the movement of the second object; and based on the posture of the second object or the third object, Limiting means for limiting the display output of the third object.
- An image processing apparatus control method is the image processing apparatus control method for displaying a virtual three-dimensional space in which a first object and a second object are arranged on a screen. Placing a third object for performing related display output in the virtual three-dimensional space, moving the third object according to the movement of the second object, and changing the posture of the second object or the third object And a limiting step of limiting the display output of the third object on the screen.
- a program according to the present invention is a program for causing a computer to function as an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen. Means for disposing a third object for performing display output related to the object in the virtual three-dimensional space, and moving the third object according to movement of the second object; and the second object or the third object.
- This is a program for causing the computer to function as a restricting means for restricting the display output of the third object on the screen based on the posture.
- the information storage medium according to the present invention is a computer-readable information storage medium recording the above program.
- a program distribution apparatus according to the present invention is a program distribution apparatus that includes an information storage medium that records the program, reads the program from the information storage medium, and distributes the program.
- the program distribution method according to the present invention is a program distribution method for reading and distributing the program from an information storage medium storing the program.
- the present invention relates to an image processing apparatus that displays a virtual three-dimensional space in which a first object and a second object are arranged on a screen.
- the third object for performing display output related to the first object is arranged in the virtual three-dimensional space, and the third object moves according to the movement of the second object.
- the display output of the third object on the screen is limited based on the posture of the second object or the third object.
- an object representing a field is a “first object”
- an object representing a foot (shoe) of a soccer player is a “second object”
- an object representing a grass is a “third object”.
- the second object is a three-dimensional object
- the restriction unit includes the third object in the screen by including the whole or a part of the third object in the second object. You may make it restrict
- the limiting means may limit the display output of the third object on the screen by reducing the size of the third object.
- the third object control data is stored that associates the condition related to the posture of the second object or the third object with the position control information related to the position control of the vertex of the third object.
- the limiting means controls the position of the vertex of the third object based on the position control information corresponding to the condition that the current posture of the second object or the third object satisfies. You may do it.
- the second object control data for specifying the posture of the second object in each frame when the second object moves and the second object move Means for storing the third object control data for specifying the position of the vertex of the third object in each of the frames, and when the second object moves, by reproducing the second object control data, And means for changing the posture of the second object, wherein the limiting means reproduces the third object control data in synchronization with the reproduction of the second object control data, whereby the vertex of the third object is reproduced.
- the position may be controlled.
- the restricting means may restrict display output of the third object on the screen by increasing transparency of all or part of the third object.
- the third object control data obtained by associating the condition relating to the posture of the second object or the third object and the transparency control information relating to the transparency control of each point of the third object is associated.
- Means for storing, and the limiting means determines the transparency of each point of the third object based on the transparency control information corresponding to the condition that the current posture of the second object or the third object satisfies. You may make it control.
- the present invention is applied to a game device which is an aspect of an image processing device.
- the game device according to the embodiment of the present invention is realized by, for example, a home game machine (stationary game machine), a portable game machine, a mobile phone, a personal digital assistant (PDA), a personal computer, or the like.
- a case where the game device according to the embodiment of the present invention is realized by a consumer game machine will be described.
- the present invention can also be applied to an image processing apparatus other than a game apparatus.
- FIG. 1 shows an overall configuration of a game apparatus (image processing apparatus) according to a first embodiment of the present invention.
- a game apparatus 10 shown in FIG. 1 includes a consumer game machine 11, a monitor 32, a speaker 34, and an optical disk 36 (information storage medium).
- the monitor 32 and the speaker 34 are connected to the consumer game machine 11.
- the monitor 32 for example, a home television receiver is used
- the speaker 34 for example, a speaker built in the home television receiver is used.
- the home game machine 11 is a known computer game system.
- the home game machine 11 includes a bus 12, a microprocessor 14, a main memory 16, an image processing unit 18, an input / output processing unit 20, an audio processing unit 22, an optical disc reading unit 24, a hard disk 26, a communication interface 28, and a controller 30. . Components other than the controller 30 are accommodated in the housing of the consumer game machine 11.
- the microprocessor 14 controls each unit of the consumer game machine 11 based on an operating system stored in a ROM (not shown) and a program read from the optical disk 36 or the hard disk 26.
- the main memory 16 includes a RAM, for example. Programs and data read from the optical disk 36 or the hard disk 26 are written in the main memory 16 as necessary.
- the main memory 16 is also used as a working memory for the microprocessor 14.
- the bus 12 is for exchanging addresses and data among the units of the consumer game machine 11.
- the microprocessor 14, the main memory 16, the image processing unit 18, and the input / output processing unit 20 are connected by the bus 12 so that mutual data communication is possible.
- the image processing unit 18 includes a VRAM, and draws a game screen on the VRAM based on image data sent from the microprocessor 14.
- the image processing unit 18 converts the game screen drawn on the VRAM into a video signal and outputs the video signal to the monitor 32 at a predetermined timing. That is, the image processing unit 18 receives vertex coordinates, vertex color information (RGB values), texture coordinates, alpha values, and the like of each polygon in the viewpoint coordinate system from the microprocessor 14. Then, using such information, the color information, Z value (depth information), alpha value and the like of each pixel constituting the display image are drawn in the display buffer of the VRAM.
- the texture image is written in the VRAM in advance, and the region in the texture image specified by each texture coordinate is mapped (pasted) to the polygon specified by the vertex coordinate corresponding to the texture coordinate. It has become.
- the display image generated in this way is output to the monitor 32 at a predetermined timing.
- the input / output processing unit 20 is an interface for the microprocessor 14 to access the audio processing unit 22, the optical disk reading unit 24, the hard disk 26, the communication interface 28, and the controller 30.
- the sound processing unit 22 includes a sound buffer, and reproduces various sound data such as game music, game sound effects, and messages read out from the optical disk 36 or the hard disk 26 to the sound buffer and outputs them from the speaker 34.
- the communication interface 28 is an interface for connecting the consumer game machine 11 to a communication network such as the Internet by wire or wireless.
- the optical disk reading unit 24 reads programs and data recorded on the optical disk 36.
- the optical disc 36 is used to supply the program and data to the consumer game machine 11, but other information storage media such as a memory card may be used. Further, for example, a program or data may be supplied to the consumer game machine 11 from a remote place via a communication network such as the Internet.
- the hard disk 26 is a general hard disk device (auxiliary storage device).
- the controller 30 is a general-purpose operation input means for the user to input various game operations.
- the input / output processing unit 20 scans the state of the controller 30 at regular intervals (for example, every 1/60 seconds), and passes an operation signal representing the scan result to the microprocessor 14 via the bus 12.
- the microprocessor 14 determines the player's game operation based on the operation signal.
- the controller 30 may be connected to the consumer game machine 11 by wire or wirelessly.
- a soccer game is executed by a program read from the optical disk 36 or the hard disk 26.
- FIG. 2 shows an example of a virtual three-dimensional space.
- a field object 42 (first object) representing a soccer field is arranged in the virtual three-dimensional space 40.
- a goal object 44 representing a goal
- a player object 46 representing a soccer player
- a ball object 48 representing a soccer ball
- the player object 46 moves in the virtual three-dimensional space 40 according to a user operation or a predetermined algorithm
- the ball object 48 moves in the virtual three-dimensional space 40 according to the user operation or a predetermined algorithm.
- 22 player objects 46 are arranged on the field object 42. In FIG. 2, each object is simplified.
- a texture image is mapped to each object.
- the field object 42 is mapped with a texture image in which grass, a goal line 43, a touch line 45, and the like are drawn.
- a texture image in which a soccer player's face is drawn, a texture image in which shoes are drawn, and the like are mapped to the player object 46.
- each vertex of the player object 46 (that is, each vertex of a plurality of polygons constituting the player object 46) is managed in a local coordinate system with the representative point of the player object 46 as the origin.
- the position of the representative point of the player object 46 is managed in the world coordinate system (WxWyWz coordinate system shown in FIG. 2).
- the world coordinate value of each vertex of the player object 46 is specified based on the world coordinate value of the representative point and the local coordinate value of each vertex. The same applies to the position of each vertex of the ball object 48.
- a plurality of skeletons are set in the player object 46.
- the skeleton includes a joint corresponding to a joint portion and a bone connecting the joints.
- Each joint or bone is associated with at least a part of a vertex of a polygon that is a constituent element of the player object 46.
- the vertex associated with the joint or bone moves based on the state change of the joint or bone, and as a result, the posture of the player object 46 is changed. Change.
- a virtual camera 49 (viewpoint) is also set in the virtual three-dimensional space 40.
- the virtual camera 49 moves in the virtual three-dimensional space 40 based on the movement of the ball object 48, for example.
- a game screen showing the virtual three-dimensional space 40 viewed from the virtual camera 49 is displayed on the monitor 32. The user operates the player object 46 while looking at the game screen, and aims to generate a scoring event for his team.
- FIG. 3 is a diagram showing an example of a shoe object 50 representing shoes worn by the player object 46 in the present embodiment.
- the shoe object 50 includes a shoe body object 52 (second object) and a turf object 54 (third object).
- the shoe body object 52 is a solid object, and the shoe body object 52 is hollow.
- the turf object 54 is an object for performing display output related to the field object 42 and is an object for representing the turf growing on the field.
- the turf object 54 is a plate-like object and is arranged perpendicular to the bottom surface of the shoe body object 52.
- the turf object 54 is arranged at a position based on the shoe body object 52 and moves according to the movement of the shoe body object 52.
- the positions of the vertices of the shoe main body object 52 and the turf object 54 are managed in the local coordinate system.
- the portion 54a of the turf object 54 corresponding to the toe side portion 52a of the shoe main body object 52 is referred to as a “first portion”.
- a portion 54b of the turf object 54 corresponding to the heel side portion 52b of the shoe main body object 52 is referred to as a “second portion”.
- the shoe body object 52 moves while touching the field object 42 or leaving the field object 42. That is, the shoe main body object 52 moves such that the distance from the field object 42 changes.
- the display output of the turf object 54 on the game screen is restricted or the restriction is released.
- the display output of the turf object 54 on the game screen is restricted or the restriction is released.
- the shoe body object 52 is not in contact with the field object 42
- the turf object 54 is not displayed on the game screen.
- the whole or part of the turf object 54 is displayed on the game screen.
- the display output of a part of the turf object 54 on the game screen is restricted or the restriction is released based on the posture of the shoe main body object 52 (or the turf object 54).
- the posture of the shoe main body object 52 is such that only the toe side portion 52a is in contact with the field object 42
- the portion other than the first portion 54a of the turf object 54 is not displayed on the game screen.
- the posture of the shoe main body object 52 is such that only the heel side portion 52b is in contact with the field object 42
- portions other than the second portion 54b of the turf object 54 are not displayed on the game screen.
- the posture of the shoe body object 52 is such that the toe side portion 52a and the heel side portion 52b are in contact with the field object 42, the entire turf object 54 is displayed on the game screen.
- data stored in the game apparatus 10 will be described.
- information indicating the current position of the player object 46 is stored in the main memory 16. More specifically, the world coordinate value of the representative point of the player object 46 and the local coordinate value of each vertex of the player object 46 are stored.
- motion data for causing the player object 46 to perform various operations is stored in the optical disk 36 or the hard disk 26.
- the motion data is data that defines a change in the position (local coordinate value) of the vertex of the player object 46 for each frame (for example, 1/60 seconds) when the player object 46 performs various operations.
- the motion data can also be referred to as data defining changes in the posture of the player object 46 for each frame when the player object 46 performs various operations.
- the motion data is data that defines a state change of each skeleton for each frame when the player object 46 performs various operations.
- the game apparatus 10 causes the player object 46 to perform various operations by changing the position of the vertex of the player object 46 according to the motion data.
- the motion data for example, traveling motion data (second object control data) is stored.
- the running motion data is motion data for causing the player object 46 to perform a motion of running with both feet alternately raised, and is reproduced when the player object 46 moves.
- turf object control data (third object control data) is stored in the optical disc 36 or the hard disk 26.
- the turf object control data corresponds to the distance condition regarding the distance between the shoe object 50 (the shoe body object 52 or the turf object 54) and the field object 42 and the position control information regarding the position control of each vertex of the turf object 54. This data is attached.
- the turf object control data is data obtained by associating the distance condition related to the posture of the shoe object 50 (the shoe body object 52 or the turf object 54) with the position control information.
- FIG. 4 shows an example of turf object control data.
- the turf object control data shown in FIG. 4 is data obtained by associating a combination of “distance condition” and “posture condition” with “position control information”.
- the “distance condition” in FIG. 4 is a condition as to whether or not the shoe body object 52 is in contact with the field object 42.
- the “distance condition” is a condition related to the distance between the shoe main body object 52 and the field object 42, but since the turf object 54 follows the shoe main body object 52, the “distance condition” is A condition relating to the distance between the turf object 54 and the field object 42 may be used.
- the “posture condition” is a condition related to the posture of the shoe main body object 52.
- the “posture condition” is a condition related to the posture of the shoe main body object 52, but the turf object 54 is arranged perpendicular to the bottom surface of the shoe main body object 52 (that is, the turf object 54). Therefore, the “posture condition” may be a condition related to the posture of the turf object 54.
- position control information in FIG. 4 is information for acquiring local coordinate values of each vertex of the turf object 54, for example.
- position control information for example, information indicating the relative position of each vertex of the turf object 54 with respect to the shoe main body object 52 (representative point and representative direction of the shoe main body object 52) in the local coordinate system of the player object 46. Is memorized.
- position control information is determined when the shoe body object 52 is not in contact with the field object 42 and when the shoe body object 52 is in contact with the field object 42.
- 5 to 7 are diagrams for explaining the contents of the position control information. In FIGS. 5 to 7, the portion represented by the dotted line of the turf object 54 is included in the shoe main body object 52.
- each vertex of the turf object 54 is included so that the entire turf object 54 is included in the shoe body object 52. Is set (see FIG. 5).
- Position control information when the shoe body object 52 is in contact with the field object 42 (1) when both the toe side portion 52a and the heel side portion 52b of the shoe body object 52 are in contact with the field object 42 (2) when only the toe side portion 52a of the shoe body object 52 is in contact with the field object 42, and (3) when only the heel side portion 52b of the shoe body object 52 is in contact with the field object 42, Position control information corresponding to the three types of postures of the shoe body object 52 is defined.
- the entire turf object 54 is the shoe body object 52.
- the position of each vertex of the turf object 54 is set so as to go outside (see FIG. 3).
- the first part 54a of the turf object 54 (the part corresponding to the toe side part 52a)
- the position of each vertex of the turf object 54 is set so that only the) comes out of the shoe body object 52 (see FIG. 6).
- the second part 54b of the turf object 54 (the part corresponding to the heel side part 52b)
- the position of each vertex of the turf object 54 is set so that only the) comes out of the shoe body object 52 (see FIG. 7).
- FIG. 8 is a flowchart mainly showing processes related to the present invention among processes executed by the game apparatus 10 every predetermined time (for example, 1/60 seconds).
- the microprocessor 14 executes the process shown in FIG. 8 in accordance with a program stored in the optical disk 36 or the hard disk 26.
- the microprocessor 14 updates the state of each player object 46 and ball object 48 (S101).
- the world coordinate value of the representative point of each player object 46 or ball object 48 is updated according to the player's operation or a predetermined algorithm.
- the skeleton state (rotation angle and position) of the player object 46 is updated according to the motion data. That is, the state of the skeleton in the current frame is acquired from the motion data, and the state of the skeleton of the player object 46 is set to that state.
- the local coordinate value of each vertex of the player object 46 is also updated.
- the position (local coordinate value) of each vertex of the turf object 54 is updated by processing (S102 to S108) described below.
- the microprocessor 14 executes the processing described below (S102 to S108) for each player object 46. Further, the processing (S102 to S108) described below includes both the turf object 54 associated with the shoe body object 52 corresponding to the left foot and the turf object 54 associated with the shoe body object 52 corresponding to the right foot. For each.
- the microprocessor 14 determines whether or not at least one of the toe side portion 52a and the heel side portion 52b of the shoe body object 52 is in contact with the field object 42 (S102). In the processing of this step, it is determined whether or not the first reference point set on the bottom surface of the toe side portion 52a is in contact with the field object 42. Specifically, the distance between the first reference point and the field object 42 (that is, the distance between the first reference point and the perpendicular foot from the first reference point to the field object 42) is 0. It is determined whether or not there is. When this distance is 0, it is determined that the first reference point is in contact with the field object 42, and when this distance is greater than 0, it is determined that the first reference point is not in contact with the field object 42.
- the toe side portion 52 a When the first reference point is in contact with the field object 42, it is determined that the toe side portion 52 a is in contact with the field object 42. When the first reference point and the field object 42 are sufficiently close, it may be determined that the toe side portion 52a is in contact with the field object 42. That is, it may be determined whether the distance between the first reference point and the field object 42 is equal to or less than a predetermined distance. When the distance between the first reference point and the field object 42 is equal to or less than the predetermined distance, it is determined that the toe side portion 52a is in contact with the field object 42, and the distance between the first reference point and the field object 42 is determined.
- the toe side portion 52a is not in contact with the field object.
- the heel side portion 52 b is in contact with the field object 42.
- the microprocessor 14 performs first position control on the position of each vertex of the turf object 54.
- the position control information is information indicating the relative position of each vertex of the turf object 54 with respect to the shoe body object 52 (the representative point and the representative direction of the shoe body object 52) in the local coordinate system of the player object 46. It is.
- the local coordinate values of each vertex of the turf object 54 are the first position control information, the local coordinate value of the representative point of the shoe body object 52, the representative direction of the shoe body object 52, , Based on.
- the entire turf object 54 is included in the shoe body object 52 (see FIG. 5).
- the display output of the turf object 54 on the game screen is restricted. That is, the turf object 54 is not displayed on the game screen.
- the microprocessor 14 determines that both the toe side portion 52a and the heel side portion 52b are It is determined whether or not it is in contact with the field object 42 (S104). In the process of this step, it is determined whether or not both the first reference point and the second reference point are in contact with the field object 42. When both the first reference point and the second reference point are in contact with the field object 42, it is determined that both the toe side portion 52 a and the heel side portion 52 b are in contact with the field object 42.
- the microprocessor 14 uses the position of each vertex of the turf object 54 as the second position control information. Based on the setting (S105). In this case, the entire turf object 54 is moved out of the shoe body object 52 (see FIG. 3). As a result, the display output restriction on the entire turf object 54 is released. That is, the entire turf object 54 is displayed on the game screen, and a state in which the soccer player's shoes are hidden on the turf is displayed on the game screen.
- the microprocessor 14 determines whether only the toe side portion 52a is in contact with the field object 42 (S106). In the process of this step, it is determined whether or not the first reference point is in contact with the field object 42. When it is determined that the first reference point is in contact with the field object 42, it is determined that only the toe side portion 52 a is in contact with the field object 42.
- the microprocessor 14 sets the position of each vertex of the turf object 54 based on the third position control information (S107). ).
- the first portion 54a of the turf object 54 is brought out of the shoe body object 52 (see FIG. 6).
- the restriction on the display output for the first portion 54a of the turf object 54 is released. That is, the first portion 54a of the turf object 54 (the portion corresponding to the toe side portion 52a) is displayed on the game screen, and the state where the toe portion of the soccer player's shoes is hidden on the turf is displayed on the game screen.
- the microprocessor 14 determines that only the heel side portion 52b of the shoe body object 52 is in contact with the field object 42. To do. Then, the microprocessor 14 sets the position of each vertex of the turf object 54 based on the fourth position control information (S108). In this case, only the second portion 54b of the turf object 54 is moved out of the shoe body object 52 (see FIG. 7). As a result, the display output restriction is released with respect to the second portion 54b of the turf object 54. That is, the second part 54b of the turf object 54 (the part corresponding to the heel side part 52b) is displayed on the game screen, and the heel part of the soccer player's shoes is hidden on the turf.
- the microprocessor 14 and the image processing unit 18 update the game screen (S109).
- the virtual three-dimensional space 40 is viewed from the virtual camera 49 based on the world coordinate value of the representative point of the player object 46, the local coordinate value of each vertex of the player object 46 (including the turf object 54), and the like.
- An image representing the appearance is generated in the VRAM.
- the image generated on the VRAM is displayed on the monitor 32 as a game screen.
- the color of the turf object 54 is set based on the color of the position on the field object 42 corresponding to the arrangement position of the turf object 54 (or the shoe body object 52, the shoe object 50, and the player object 46). It is preferable to do so. If the color of the turf object 54 is different from the color of the field object 42 in the vicinity of the turf object 54, the user may feel uncomfortable. It is possible to prevent the user from feeling.
- the “posture condition” in the turf object control data can be a condition related to the state of the foot skeleton.
- the turf object control data may be data that defines a change in the position (local coordinate value) of each vertex of the turf object 54 in each frame when the player object 46 performs various actions (for example, running action).
- the turf object control data may be data that defines a change in the position of each vertex of the turf object 54 in each frame when various types of motion data (for example, running motion data) are reproduced.
- the entire turf object 54 associated with the shoe body object 52 corresponding to the right foot is displayed.
- the position of each vertex of the turf object 54 is set so as to be included in the shoe main body object 52 corresponding to the right foot (see FIG. 5).
- the entire turf object 54 associated with the shoe body object 52 corresponding to the right foot is outside the shoe body object 52 corresponding to the right foot.
- the positions of the vertices of the turf object 54 are set so as to be arranged (see FIG. 3).
- the first portion 54a of the turf object 54 associated with the shoe body object 52 corresponding to the right foot corresponds to the right foot.
- the position of each vertex of the turf object 54 is set so that the other portion is placed in the shoe body object 52 corresponding to the right foot. 6).
- the second portion 54b of the turf object 54 associated with the shoe body object 52 corresponding to the right foot corresponds to the right foot.
- the position of each vertex of the turf object 54 is set so that the other portion is placed in the shoe body object 52 corresponding to the right foot. 7).
- the turf object control data as described above is prepared for each motion data, for example, and stored in association with each motion data.
- the motion data and the turf object control data may be integrated data.
- each state of the turf object 54 is synchronized with the change in the state of the foot skeleton of the player object 46 (in other words, the position of each vertex of the shoe body object 52 or the posture of the shoe body object 52) according to the motion data.
- the position of the vertex is changed according to the turf object control data.
- the processing described below is executed instead of the processing of S102 to S108. That is, the position of each vertex of the turf object 54 in the current frame is specified from the turf object control data, and the position of each vertex of the turf object 54 is set.
- the turf object 54 follows the shoe body object 52.
- the game apparatus 10 it is possible to express a situation in which a part of the shoes (foot) of a soccer player is hidden by the grass that has grown on the field without arranging a large number of grass objects throughout the field object 42. That is, according to the game apparatus 10, the number of turf objects arranged in the virtual three-dimensional space 40 can be reduced. As a result, it is possible to reduce the processing load when expressing a situation in which a part of the foot (shoe) of the soccer player is hidden by the grass growing on the field.
- the display output of the turf object 54 is limited by the distance between the shoe object 50 (the shoe body object 52 or the turf object 54) and the field object 42.
- the turf object 54 is not displayed on the game screen. If the grass is displayed near the foot (shoes) despite the distance between the foot (shoes) of the soccer player and the field, the user feels uncomfortable. In this regard, according to the game apparatus 10, it is possible to ensure that the user does not feel such a sense of incongruity.
- the display output of a part of the turf object 54 is restricted based on how the shoe body object 52 is in contact with the field object 42. For example, when only the toe side part 52a of the shoe body object 52 is in contact with the field object 42, only the first part 54a of the turf object 54 corresponding to the toe side part 52a is displayed on the game screen, and the other parts. Disappears from the game screen. Similarly, when only the heel side portion 52b of the shoe main body object 52 is not in contact with the field object 42, only the second portion 54b of the turf object 54 corresponding to the heel side portion 52b is displayed on the game screen. The part disappears from the game screen.
- the portion of the turf object 54 corresponding to the portion of the shoe main body object 52 that is not in contact with the field object 42 is not displayed on the game screen. If the lawn is displayed near the part of the foot (shoe) of the soccer player that is not in contact with the field, the user will feel uncomfortable. In this regard, according to the game apparatus 10, it is possible to ensure that the user does not feel such a sense of incongruity.
- the position of the turf object 54 is managed in the local coordinate system of the player object 46 in the same manner as the shoe body object 52. For this reason, when the player object 46 moves (that is, when the world coordinate value of the representative point of the player object 46 is updated), the turf object 54 also moves accordingly. That is, the process for moving the turf object 54 according to the movement of the player object 46 is simplified.
- the game apparatus 10 according to the second embodiment has the same hardware configuration as that of the first embodiment (see FIG. 1). Also in the game apparatus 10 according to the second embodiment, the same virtual three-dimensional space 40 (see FIG. 2) as that in the first embodiment is constructed in the main memory 16.
- the shoe object 50 includes a shoe body object 52 and a turf object 54.
- the display output of the turf object 54 on the game screen is limited by arranging the whole or part of the turf object 54 in the shoe body object 52.
- the second embodiment differs from the first embodiment in that the display output of the turf object 54 on the game screen is limited by changing the size (height or / and width) of the turf object 54. .
- information indicating the current position of the player object 46 is stored in the main memory 16.
- motion data of the player object 46 is stored in the optical disc 36 or the hard disk 26.
- the turf object control data is also stored in the second embodiment.
- This turf object control data is, for example, the same data as the turf object control data shown in FIG. 9 and 10 are diagrams for explaining position control information in the turf object control data of the second embodiment.
- the height and width of the turf object 54 are The position of each vertex of the turf object 54 so as to have a predetermined length (hereinafter referred to as “basic length”) and a predetermined width (hereinafter referred to as “basic width”) (see FIG. 3).
- the height of the first portion 54a of the turf object 54 becomes the basic length.
- the positions of the vertices of the turf object 54 are set so that the height of the other parts becomes 0 (see FIG. 9).
- the turf object 54 is set such that the height of the turf object 54 is the basic length and the width of the turf object 54 is shorter than the basic width.
- the position of each vertex may be set. In this case, the vertex (vertex 55c, 55d: see FIG.
- the height of the second portion 54b of the turf object 54 becomes the basic length.
- the positions of the vertices of the turf object 54 are set so that the height of the other parts becomes 0 (see FIG. 10).
- the turf object 54 is set such that the height of the turf object 54 is the basic length and the width of the turf object 54 is shorter than the basic width.
- the position of each vertex may be set. In this case, the vertex (vertex 55a, 55b: see FIG. 3) of the end portion on the first portion 54a side of the turf object 54 is the vertex (vertex 55c, 55d: see FIG. 3) on the second portion 54b side.
- the width of the turf object 54 is shortened so as to move closer.
- each vertex of the turf object 54 is set so that the height or / and the width of the turf object 54 become zero. Is set.
- the game apparatus 10 according to the second embodiment also executes the same process as the process (see FIG. 8) executed by the game apparatus 10 according to the first embodiment.
- the position of each vertex of the turf object 54 is set based on the first position control information.
- the height or / and width of the turf object 54 is zero.
- the position of each vertex of the turf object 54 is set based on the second position control information.
- the height and width of the turf object 54 are the basic length and the basic width (see FIG. 3).
- the position of each vertex of the turf object 54 is set based on the third position control information.
- the height of the first portion 54a of the turf object 54 becomes the basic length, and the height of the other portions becomes 0 (see FIG. 9).
- the first portion 54a of the turf object 54 (the portion corresponding to the toe side portion 52a) is displayed on the game screen.
- the display output of this part is limited. That is, the game screen shows that the toe portion of the soccer player's shoes is hidden on the grass.
- the position of each vertex of the turf object 54 is set based on the fourth position control information.
- the height of the second portion 54b of the turf object 54 becomes the basic length, and the height of the other portions becomes 0 (see FIG. 10).
- the second portion 54b (the portion corresponding to the heel side portion 52b) of the turf object 54 is displayed on the game screen.
- the display output of this part is limited. That is, the game screen shows a situation in which the heel portion of the soccer player's shoes is hidden on the grass.
- the turf object control data is a change in the position of each vertex of the turf object 54 in each frame when the player object 46 performs various actions (for example, a running action). It is good also as data which defined.
- the height of the turf object 54 associated with the shoe body object 52 corresponding to the right foot is set so that the width becomes zero.
- the height and width of the turf object 54 associated with the shoe body object 52 corresponding to the right foot are the basic length and the basic width.
- the position of each vertex of the turf object 54 is set (see FIG. 3).
- the height of the first portion 54a of the turf object 54 associated with the shoe body object 52 corresponding to the right foot is the basic.
- the positions of the vertices of the turf object 54 are set so that the length of the turf object 54 becomes 0 (see FIG. 9).
- the height of the second portion 54b of the turf object 54 associated with the shoe body object 52 corresponding to the right foot is the basic.
- the position of each vertex of the turf object 54 is set so as to be long and the height of the other part is 0 (see FIG. 10).
- the game device 10 according to the second embodiment also expresses a state in which a part of the foot (shoe) of the soccer player is hidden by the grass growing on the field.
- the processing load can be reduced.
- the lawn is displayed near the foot (shoes) even though the distance between the foot (shoes) of the soccer player and the field is long. It is possible to ensure that the user does not feel a sense of incongruity caused by.
- the game apparatus 10 according to the second embodiment also prevents the user from feeling uncomfortable due to the lawn being displayed near the portion of the soccer player's foot (shoes) that is not in contact with the field. It can be secured.
- the game apparatus 10 according to the third embodiment has the same hardware configuration (see FIG. 1) as that of the first embodiment. Also in the game apparatus 10 according to the third embodiment, the same virtual three-dimensional space 40 (see FIG. 2) as that in the first embodiment is constructed in the main memory 16.
- the shoe object 50 includes a shoe body object 52 and a turf object 54.
- the display output of the turf object 54 on the game screen is limited by arranging the whole or part of the turf object 54 in the shoe body object 52.
- the third embodiment differs from the first embodiment in that the display output of the turf object 54 on the game screen is limited by changing the transparency of the whole or part of the turf object 54.
- information indicating the current position of the player object 46 is stored in the main memory 16.
- motion data of the player object 46 is stored in the optical disc 36 or the hard disk 26.
- the turf object control data is also stored in the third embodiment.
- the turf object control data in the third embodiment includes the distance condition regarding the distance between the shoe object 50 (the shoe body object 52 or the turf object 54) and the field object 42, and each point (pixel or vertex) of the turf object 54. ), Transparency control information relating to transparency control.
- the turf object control data in the third embodiment is data obtained by associating the posture condition related to the posture of the shoe object 50 (the shoe body object 52 or the turf object 54) with the transparency control information.
- FIG. 11 shows an example of turf object control data in the third embodiment.
- the turf object control data shown in FIG. 11 is data obtained by associating a combination of “distance condition” and “posture condition” with “ ⁇ value control information”.
- the “distance condition” and “posture condition” in FIG. 11 are the same as the “distance condition” and “posture condition” of the turf object control data (see FIG. 4) in the first embodiment.
- the “ ⁇ value control information” is information for acquiring the ⁇ value (transparency) of each point of the turf object 54, for example.
- ⁇ value control information is defined for a case where the shoe body object 52 is not in contact with the field object 42 and a case where the shoe body object 52 is in contact with the field object 42. .
- ⁇ value control information when the shoe body object 52 is in contact with the field object 42, (1) both the toe side portion 52a and the heel side portion 52b of the shoe body object 52 are in contact with the field object 42. And (2) the case where only the toe side portion 52a of the shoe body object 52 is in contact with the field object 42, and (3) the case where only the heel side portion 52b of the shoe body object 52 is in contact with the field object 42.
- ⁇ value control information corresponding to three types of postures of the shoe body object 52 is defined.
- ⁇ value control information (second ⁇ value control information) when both the toe side portion 52a and the heel side portion 52b of the shoe main body object 52 are in contact with the field object 42, ⁇ of all points of the turf object 54 is obtained.
- the value is set to a predetermined value corresponding to complete opacity (hereinafter referred to as “basic value”).
- the ⁇ value control information (third ⁇ value control information) when only the toe side portion 52a of the shoe main body object 52 is in contact with the field object 42, the ⁇ value of the first portion 54a of the turf object 54 becomes the basic value.
- the ⁇ value of the other part is set to a predetermined value (for example, a value corresponding to complete transparency) indicating transparency higher than the basic value.
- the ⁇ value of the second portion 54b of the turf object 54 becomes the basic value.
- the ⁇ value of the other part is set to a predetermined value (for example, a value corresponding to complete transparency) indicating transparency higher than the basic value.
- the ⁇ values of all the points of the turf object 54 exhibit a transparency higher than the basic value.
- a value (for example, a value corresponding to complete transparency) is set.
- the game apparatus 10 according to the third embodiment also executes a process similar to the process (see FIG. 8) executed by the game apparatus 10 according to the first embodiment.
- the process in the third embodiment is different from the process in the first embodiment in the points described below.
- the position of each vertex of the turf object 54 is also updated.
- the position of each vertex of the turf object 54 is updated based on the position of the shoe body object 52.
- data defining changes in the position of each vertex of the turf object 54 in each frame when the player object 46 performs various operations (for example, running motion) may be stored.
- data defining a change in the position of each vertex of the turf object 54 in each frame when various types of motion data (for example, running motion data) are reproduced may be stored.
- This data and motion data may be integrated data.
- the position of each vertex of the turf object 54 in the current frame is specified from this data, and the position of each vertex of the turf object 54 is set to that position.
- the ⁇ value of each point of the turf object 54 is set based on the first ⁇ value control information.
- ⁇ values of all points of the turf object 54 are set to values corresponding to complete transparency.
- the ⁇ value of each point of the turf object 54 is set based on the second ⁇ value control information.
- the ⁇ values of all points of the turf object 54 are set to values corresponding to complete opacity.
- the entire turf object 54 is displayed on the game screen, and a state in which the soccer player's shoes are hidden on the turf is displayed on the game screen.
- the ⁇ value is completely transparent for the points associated with the area of the texture image where the turf is not drawn. It will be set to the corresponding value.
- the ⁇ value of each point of the turf object 54 is set based on the third ⁇ value control information.
- the ⁇ value of the first portion 54a of the turf object 54 is set to a value corresponding to complete opacity
- the ⁇ values of the other portions are set to values corresponding to complete transparency.
- the first portion 54a (the portion corresponding to the toe side portion 52a) of the turf object 54 is displayed on the game screen, and the display output of other portions is restricted.
- a state in which only the toe portion of the soccer player's shoes is hidden on the grass is displayed on the game screen.
- the ⁇ value of each point of the turf object 54 is set based on the fourth ⁇ value control information.
- the ⁇ value of the second portion 54b of the turf object 54 is set to a value corresponding to complete opacity
- the ⁇ value of the other portion is set to a value corresponding to complete transparency.
- the second portion 54b (the portion corresponding to the heel side portion 52b) of the turf object 54 is displayed on the game screen, and the display output of other portions is restricted.
- a state in which only the heel portion of the soccer player's shoes is hidden on the grass is displayed on the game screen.
- the turf object control data in the third embodiment may be data defining the transparency of each point of the turf object 54 in each frame when the player object 46 performs various actions (for example, a running action).
- the turf object control data may be data defining a change in transparency of each point of the turf object 54 in each frame when various types of motion data (for example, running motion data) are reproduced.
- the ⁇ value of the point is set to a predetermined value (for example, a value corresponding to complete transparency) indicating transparency higher than a basic value (for example, a value corresponding to complete opacity).
- the ⁇ values of all the points of the turf object 54 associated with the shoe body object 52 corresponding to the right foot are basic values (for example, completely opaque) Corresponding value).
- the ⁇ value of the first portion 54a of the turf object 54 associated with the shoe body object 52 corresponding to the right foot is the basic value.
- the value (for example, a value corresponding to complete opacity) is set, and the ⁇ value of the other part is set to a predetermined value (for example, a value corresponding to complete transparency) indicating transparency higher than the basic value.
- the ⁇ value of the second portion 54b of the turf object 54 associated with the shoe body object 52 corresponding to the right foot is the basic value.
- the value (for example, a value corresponding to complete opacity) is set, and the ⁇ value of the other part is set to a predetermined value (for example, a value corresponding to complete transparency) indicating transparency higher than the basic value.
- the turf object control data as described above is prepared for each motion data, for example, and stored in association with each motion data.
- the motion data and the turf object control data may be integrated data.
- each state of the turf object 54 is synchronized with the change in the state of the foot skeleton of the player object 46 (in other words, the position of each vertex of the shoe body object 52 or the posture of the shoe body object 52) according to the motion data.
- the transparency of the points is changed according to the turf object control data.
- the processing described below is executed instead of the processing of S102 to S108. That is, the transparency of each point of the turf object 54 in the current frame is specified from the turf object control data, and the transparency of each point of the turf object 54 is set.
- the game apparatus 10 according to the third embodiment also represents a situation in which a part of the foot (shoe) of a soccer player is hidden by the grass growing on the field. The processing load can be reduced. Also, with the game apparatus 10 according to the third embodiment, the lawn is displayed near the foot (shoes) even though the distance between the foot (shoes) of the soccer player and the field is long. It is possible to ensure that the user does not feel a sense of incongruity caused by. Furthermore, the game apparatus 10 according to the third embodiment also prevents the user from feeling uncomfortable due to the lawn being displayed near the portion of the foot (shoe) of the soccer player that is not in contact with the field. It can be secured.
- the turf object 54 may be an object surrounding the shoe body object 52.
- the shoe object 50 may include a plurality of turf objects 54.
- the plurality of turf objects 54 may be arranged so as to surround the shoe main body object 52.
- the present invention can be applied to cases other than expressing a state where a part of a shoe (foot) of a soccer player is hidden by a grass growing on the field.
- the turf object 54 is associated with the ball object 48 (second object) in the same manner as the shoe main body object 52 (shoe object 50)
- a part of the soccer ball is hidden by the turf growing on the field. It is also possible to express the situation.
- the present invention can also be applied to games other than soccer games.
- the present invention can be applied to an action game or a role playing game in which a character object moves in a virtual three-dimensional space.
- an object (first object) representing grass or sand is arranged in the virtual three-dimensional space
- an object (third object) representing grass or sand is placed on the foot object (second object) of the character object. May be associated in the same manner as the turf object 54. In this way, when the game character steps into the grass or sand, it is possible to express how the feet are hidden by the grass or sand while reducing the processing load.
- an object (first object) representing a swamp or a puddle is arranged in the virtual three-dimensional space
- an object (third object) representing mud or water is added to the foot object (second object) of the character object.
- the object (third object) associated with the foot object (second object) of the character object is grass or It is not limited to objects that represent sand.
- An object (third object) other than an object representing grass or sand may be associated with the foot object (second object) of the character object.
- the first object for example, the field object 42
- the second object for example, the shoe body object 52
- the third object for example, the turf object 54
- the display output of the third object is restricted, and the restriction on the display output of the third object is released when the first object, the second object, and the third object approach each other.
- the display output of the third object is limited, and when the first object, the second object, and the third object are separated from each other. The restriction on the display output of the third object may be released.
- the display output of the mud object (third object) is limited, the puddle object.
- the restriction on the display output of the mud object may be released. In this way, it is possible to express the mud on the shoes when the game character puts his feet out of the puddle, and the mud on the shoes disappearing when the game character puts his feet in the puddle.
- the second object for example, the shoe main body object 52
- the first object for example, the field object 42
- the second object may be an object that moves while in contact with the first object.
- the third object for performing display output related to the first object depends on what posture the second object is in contact with the first object. All or part of the display output may be limited.
- FIG. 12 is a diagram showing an overall configuration of a program distribution system using a communication network.
- the program distribution system 100 includes a game device 10, a communication network 106, and a program distribution device 108.
- the communication network 106 includes, for example, the Internet and a cable television network.
- the program distribution device 108 includes a database 102 and a server 104. In this system, a database (information storage medium) 102 stores a program similar to the program stored on the optical disc 36.
- the server 104 reads the program from the database 102 in response to the game distribution request and transmits it to the game apparatus 10.
- the game is distributed in response to the game distribution request, but the server 104 may transmit the game unilaterally. Further, it is not always necessary to distribute (collectively distribute) all programs necessary for realizing the game at a time, and a necessary portion may be distributed (divided distribution) according to the situation of the game. If the game is distributed via the communication network 106 in this way, the consumer can easily obtain the program.
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Abstract
Description
図1は、本発明の第1実施形態に係るゲーム装置(画像処理装置)の全体構成を示す。図1に示すゲーム装置10は、家庭用ゲーム機11と、モニタ32と、スピーカ34と、光ディスク36(情報記憶媒体)と、を含む。モニタ32及びスピーカ34は家庭用ゲーム機11に接続される。モニタ32としては例えば家庭用テレビ受像機が用いられ、スピーカ34としては例えば家庭用テレビ受像機に内蔵されたスピーカが用いられる。
次に、本発明の第2実施形態に係るゲーム装置について説明する。第2実施形態に係るゲーム装置10は第1実施形態と同様のハードウェア構成(図1参照)を備える。第2実施形態に係るゲーム装置10においても、第1実施形態と同様の仮想3次元空間40(図2参照)が主記憶16に構築される。
次に、本発明の第3実施形態に係るゲーム装置について説明する。第3実施形態に係るゲーム装置10は第1実施形態と同様のハードウェア構成(図1参照)を備える。第3実施形態に係るゲーム装置10においても、第1実施形態と同様の仮想3次元空間40(図2参照)が主記憶16に構築される。
Claims (17)
- 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置において、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させる手段と、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離に基づいて、前記画面における前記第3オブジェクトの表示出力を制限する制限手段と、
を含むことを特徴とする画像処理装置。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置において、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させる手段と、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離の変化に伴って、前記画面における前記第3オブジェクトの表示出力を制限する制限手段と、
を含むことを特徴とする画像処理装置。 - 請求の範囲第1項又は第2項に記載の画像処理装置において、
前記第2オブジェクトは立体オブジェクトであり、
前記制限手段は、前記第3オブジェクトの全体又は一部を前記第2オブジェクト内に含ませることによって、前記画面における前記第3オブジェクトの表示出力を制限する、
ことを特徴とする画像処理装置。 - 請求の範囲第1項又は第2項に記載の画像処理装置において、
前記制限手段は、前記第3オブジェクトの大きさを小さくすることによって、前記画面における前記第3オブジェクトの表示出力を制限することを特徴とする画像処理装置。 - 請求の範囲第1項又は第2項に記載の画像処理装置において、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離に関する条件と、前記第3オブジェクトの頂点の位置制御に関する位置制御情報と、を対応づけてなる第3オブジェクト制御データを記憶する手段を含み、
前記制限手段は、前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の現在の距離が満足する前記条件に対応する前記位置制御情報に基づいて、前記第3オブジェクトの頂点の位置を制御する、
ことを特徴とする画像処理装置。 - 請求の範囲第1項又は第2項に記載の画像処理装置において、
前記第2オブジェクトが移動する場合の各フレームにおける前記第3オブジェクトの頂点の位置を特定するための第3オブジェクト制御データを記憶する手段を含み、
前記制限手段は、前記第3オブジェクト制御データに基づいて、前記第3オブジェクトの頂点の位置を制御する、
ことを特徴とする画像処理装置。 - 請求の範囲第1項又は第2項に記載の画像処理装置において、
前記制限手段は、前記第3オブジェクトの全体又は一部の透明度を高めることによって、前記画面における前記第3オブジェクトの表示出力を制限することを特徴とする画像処理装置。 - 請求の範囲第7項に記載の画像処理装置において、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離に関する条件と、前記第3オブジェクトの各点の透明度制御に関する透明度制御情報と、を対応づけてなる第3オブジェクト制御データを記憶する手段を含み、
前記制限手段は、前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の現在の距離が満足する前記条件に対応する前記透明度制御情報に基づいて、前記第3オブジェクトの各点の透明度を制御する、
ことを特徴とする画像処理装置。 - 請求の範囲第7項に記載の画像処理装置において、
前記第2オブジェクトが移動する場合の各フレームにおける前記第3オブジェクトの各点の透明度を特定するための第3オブジェクト制御データを記憶する手段を含み、
前記制限手段は、前記第3オブジェクト制御データに基づいて、前記第3オブジェクトの各点の透明度を制御する、
ことを特徴とする画像処理装置。 - 請求の範囲第1項又は第2項に記載の画像処理装置において、
前記制限手段は、前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離が所定距離より大きい場合に、前記画面における前記第3オブジェクトの表示出力を制限することを特徴とする画像処理装置。 - 請求の範囲第10項に記載の画像処理装置において、
前記制限手段は、前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離が前記所定距離以下である場合に、前記第2オブジェクトの姿勢に基づいて、前記画面における前記第3オブジェクトの一部の表示出力を制限する手段を含むことを特徴とする画像処理装置。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置の制御方法において、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させるステップと、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離に基づいて、前記画面における前記第3オブジェクトの表示出力を制限する制限ステップと、
を含むことを特徴とする画像処理装置の制御方法。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置の制御方法において、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させるステップと、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離の変化に伴って、前記第3オブジェクトの全体又は一部の前記画面への表示出力を制限する制限ステップと、
を含むことを特徴とする画像処理装置の制御方法。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置としてコンピュータを機能させるプログラムであって、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させる手段、及び、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離に基づいて、前記画面における前記第3オブジェクトの表示出力を制限する制限手段、
として前記コンピュータを機能させるためのプログラム。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置としてコンピュータを機能させるためのプログラムであって、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させる手段、及び、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離の変化に伴って、前記第3オブジェクトの全体又は一部の前記画面への表示出力を制限する制限手段、
として前記コンピュータを機能させるためのプログラム。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置としてコンピュータを機能させるプログラムを記録したコンピュータ読み取り可能な情報記憶媒体であって、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させる手段、及び、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離に基づいて、前記画面における前記第3オブジェクトの表示出力を制限する制限手段、
として前記コンピュータを機能させるためのプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。 - 第1オブジェクトと、第2オブジェクトと、が配置された仮想3次元空間を画面に表示する画像処理装置としてコンピュータを機能させるためのプログラムを記録したコンピュータ読み取り可能な情報記憶媒体であって、
前記第1オブジェクトに関連する表示出力を行うための第3オブジェクトを前記仮想3次元空間に配置し、前記第3オブジェクトを前記第2オブジェクトの移動に従って移動させる手段、及び、
前記第1オブジェクトと、前記第2オブジェクト又は前記第3オブジェクトと、の間の距離の変化に伴って、前記第3オブジェクトの全体又は一部の前記画面への表示出力を制限する制限手段、
として前記コンピュータを機能させるためのプログラムを記録したコンピュータ読み取り可能な情報記憶媒体。
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JPH0947576A (ja) * | 1995-08-04 | 1997-02-18 | Namco Ltd | 3次元ゲーム装置及び画像合成方法 |
JPH10111955A (ja) * | 1996-08-12 | 1998-04-28 | Fujitsu Ltd | 接触部分描画方法ならびにそのための接触部分描画装置および記憶媒体 |
JP2002042165A (ja) * | 2000-07-27 | 2002-02-08 | Namco Ltd | 画像生成装置、方法および記録媒体 |
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CA2455359C (en) * | 2004-01-16 | 2013-01-08 | Geotango International Corp. | System, computer program and method for 3d object measurement, modeling and mapping from single imagery |
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JPH0947576A (ja) * | 1995-08-04 | 1997-02-18 | Namco Ltd | 3次元ゲーム装置及び画像合成方法 |
JPH10111955A (ja) * | 1996-08-12 | 1998-04-28 | Fujitsu Ltd | 接触部分描画方法ならびにそのための接触部分描画装置および記憶媒体 |
JP2002042165A (ja) * | 2000-07-27 | 2002-02-08 | Namco Ltd | 画像生成装置、方法および記録媒体 |
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