WO2015011741A1 - 画像処理プログラム、サーバ装置、画像処理システムおよび画像処理方法 - Google Patents
画像処理プログラム、サーバ装置、画像処理システムおよび画像処理方法 Download PDFInfo
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- WO2015011741A1 WO2015011741A1 PCT/JP2013/004533 JP2013004533W WO2015011741A1 WO 2015011741 A1 WO2015011741 A1 WO 2015011741A1 JP 2013004533 W JP2013004533 W JP 2013004533W WO 2015011741 A1 WO2015011741 A1 WO 2015011741A1
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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
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
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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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
Definitions
- the present invention relates to an image processing program that generates a three-dimensional virtual space image captured using a virtual camera and provides the image to a client device.
- the server device generates a game image corresponding to each connected client device. Therefore, for example, in a game in which many users participate in a common three-dimensional virtual space at the same time, the server device must generate game images corresponding to the client devices of many users.
- the processing load is large.
- the game image drawing process is performed using a virtual camera arranged in a three-dimensional virtual space.
- a three-dimensional virtual space included in the imaging range of the virtual camera is generated as a two-dimensional image, and finally a game image is generated.
- this virtual camera how to arrange in a three-dimensional virtual space is important in generating a game image.
- Japanese Patent Application Laid-Open No. 2010-68882 Japanese Patent No. 3871224, and Japanese Patent Application Laid-Open No. 2012-100991
- An object of at least one embodiment of the present invention is to solve the above problems.
- the image processing program according to the present invention is communicably connected to one or more client devices, and generates a player object operated by a user of each client device in a common three-dimensional virtual space.
- the player object control that controls the operation of the player object corresponding to each client device based on the user operation information received from each client device by the computer device that is a server device that generates an image of this three-dimensional virtual space Means, group setting means for setting player objects within a predetermined distance as a group in the player object, a common virtual camera is arranged for each group, and the position of the common virtual camera is a player belonging to the corresponding group Object is imaging range
- Common camera control means that is determined based on the position of the player object belonging to the corresponding group, an individual virtual camera is arranged for each player object that does not belong to the group, and the position of the individual virtual camera is The common virtual camera to transmit to the client device corresponding to each of the player objects belonging to the group, the individual camera control means for determining based on the position
- the image processing system includes a client device and a server device connected by a communication network, and a player object operated by a user of each client device shares a common three-dimensional virtual space.
- the server device generates an image of the three-dimensional virtual space, and the server device controls the movement of the player object corresponding to each client device based on the user operation information received from each client device.
- a common virtual camera is arranged for each group, and the position of the common virtual camera is determined based on the position of the player object belonging to the corresponding group so that the player object belonging to the corresponding group is included in the imaging range.
- An individual virtual camera is arranged for each player object not belonging to the control means and the group, and the position of the individual virtual camera is determined based on the position of the corresponding player object so that the corresponding player object is included in the imaging range.
- An individual camera control means to determine and an image of a three-dimensional virtual space imaged by the common virtual camera to be transmitted to a client device corresponding to each of the player objects belonging to the group, and the player objects not belonging to the group
- Corresponding to each Comprising an image generating means for generating an image of said individual virtual camera has captured the three-dimensional virtual space for transmission to Ianto device, the.
- FIG. 1 is a block diagram showing an example of the configuration of an image processing system corresponding to at least one of the embodiments of the present invention.
- FIG. 2 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 3 is an explanatory diagram illustrating group setting processing corresponding to at least one of the embodiments of the present invention.
- FIG. 4 is a diagram schematically showing a common virtual camera and a virtual screen arranged in a three-dimensional virtual space corresponding to at least one of the embodiments of the present invention.
- FIG. 5 is a flowchart showing an example of a game process corresponding to at least one of the embodiments of the present invention.
- FIG. 1 is a block diagram showing an example of the configuration of an image processing system corresponding to at least one of the embodiments of the present invention.
- FIG. 2 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present
- FIG. 6 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 7 is an explanatory diagram illustrating the position determination process of the common virtual camera corresponding to at least one of the embodiments of the present invention.
- FIG. 8 is an explanatory diagram illustrating the position determination process of the common virtual camera corresponding to at least one of the embodiments of the present invention.
- FIG. 9 is a flowchart showing an example of a game process corresponding to at least one of the embodiments of the present invention.
- FIG. 10 is a flowchart illustrating an example of common virtual camera position determination processing corresponding to at least one of the embodiments of the present invention.
- FIG. 11 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 12 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 13 is a flowchart illustrating an example of common virtual camera position determination processing corresponding to at least one of the embodiments of the present invention.
- FIG. 14 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 15 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 12 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 13 is a flowchart illustrating an example of common virtual camera position determination processing corresponding to at least one of the embodiments of the present invention.
- FIG. 14 is a block diagram showing
- FIG. 16 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 17 is an explanatory diagram illustrating the position determination process for the common virtual camera corresponding to at least one of the embodiments of the invention.
- FIG. 18 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 19 is a flowchart illustrating an example of the common virtual camera position determination process corresponding to at least one of the embodiments of the present invention.
- FIG. 20 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 21 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 22 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 23 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 24 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 25 is an explanatory diagram illustrating a position determination process for the common virtual camera corresponding to at least one of the embodiments of the present invention.
- FIG. 26 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 27 is a flowchart illustrating an example of a common virtual camera position determination process corresponding to at least one of the embodiments of the present invention.
- FIG. 28 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 29 is an explanatory diagram illustrating position determination processing of an individual virtual camera corresponding to at least one of the embodiments of the present invention.
- FIG. 30 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 31 is a block diagram showing a configuration of a video game processing server device corresponding to at least one of the embodiments of the present invention.
- FIG. 32 is an explanatory diagram illustrating the position determination process of the common virtual camera corresponding to at least one of the embodiments of the invention.
- FIG. 33 is an explanatory diagram illustrating the position determination process of the common virtual camera corresponding to at least one of the embodiments of the invention.
- FIG. 34 is a flowchart showing an example of game processing corresponding to at least one of the embodiments of the present invention.
- FIG. 35 is a flowchart illustrating an example of common virtual camera position determination processing corresponding to at least one of the embodiments of the present invention.
- FIG. 1 is a block diagram showing an example of the configuration of a video game processing system (image processing system) 100 according to an embodiment of the present invention.
- the video game processing system 100 includes a video game processing server device 10 and client devices 20 and 201 to 20N (N is an arbitrary integer) used by a plurality of users (players) playing the video game. ).
- N is an arbitrary integer
- the configuration of the video game system 100 is not limited to this, and a configuration in which a single client device is used by a plurality of players, or a configuration in which a plurality of server devices are provided.
- the video game processing server device 10 and the plurality of client devices 20, 201 to 20N are each connected to a communication network 30 such as the Internet.
- player objects operated by users of the client devices 20, 201 to 20N are placed in the same (common) three-dimensional virtual space (including a synchronized virtual space and an asynchronous virtual space). It has various functions to generate and execute a video game that generates an image (game image) of this three-dimensional virtual space.
- the video game processing server device 10 is managed by an administrator of the video game system 100 and has various functions for providing information related to the video game to the client devices 20 and 201 to 20N. For example, information on a game image in which a part of a three-dimensional virtual space is drawn is provided.
- the video game processing server device 10 is configured by an information processing device such as a WWW server, and includes a storage medium that stores various types of information.
- FIG. 2 is a block diagram showing a configuration of a video game processing server device 10A (server device 10A) that is an example of a configuration of the video game processing server device 10.
- the server device 10A is configured such that a game program (image processing program) stored in a storage medium (not shown) is executed by a control unit (not shown) or the like, whereby the player object control unit 11, the group setting unit 12, At least a camera control unit 13, an individual camera control unit 14, and an image generation unit 15 are provided.
- the server device 10A includes a general configuration for playing a video game, such as a control unit and a communication unit, but a description thereof is omitted here.
- the player object control unit 11 controls the operation of the player object corresponding to each client device 20, 201 to 20N based on the user operation information received from each client device 20. For example, the user operates the game pads of the client devices 20, 201 to 20N to cause the player object to perform operations such as walking, flying, and attacking.
- User operation information includes, for example, identification information of the client machine 20 and identification information of the selected operation.
- the group setting unit 12 sets player objects located within a predetermined distance D as one group among player objects existing in the three-dimensional virtual space. This will be described with reference to FIG. FIG. 3 is an explanatory diagram illustrating group setting processing according to an embodiment of the present invention.
- FIG. 3 shows a state in which a part of the three-dimensional virtual space is viewed from the top, and shows a state in which five player objects 50 (50A to 50E) exist.
- the distance S between the player objects 50A and 50B, the distance T between the player objects 50A and 50C, and the distance U between the player objects 50B and 50C are all equal to or less than the predetermined distance D.
- the player object 50D is at a position farther than the predetermined distance D from any of the other player objects 50A to 50C, 50E.
- the player object 50E is the same as the player object 50D.
- the player objects 50A to 50C located within the predetermined distance D from each other are set as one group (for example, group A). Note that the player object 50 belonging to one group is not a target for another group setting.
- the common camera control unit 13 arranges a common virtual camera for each group set by the group setting unit 12.
- the common virtual camera is used to generate an image (game image) in a three-dimensional virtual space, as in the individual virtual camera described later. Further, the common camera control unit 13 determines the position (including the arrangement position and orientation) of the common virtual camera corresponding to this group so that the player object 50 belonging to the group is included in the imaging range.
- the position of the common virtual camera corresponding to this group is determined based on the position of each player object 50 belonging to the group. Even when a plurality of groups are set, the position of the common virtual camera corresponding to each group is determined. Therefore, the common virtual camera moves following the movement of the player object 50 belonging to the group.
- the individual camera control unit 14 arranges an individual virtual camera for each player object 50 that does not belong to the group. Further, the individual camera control unit 14 determines the position (including the arrangement position and orientation) of the individual virtual camera corresponding to the player object 50 so that the player object 50 is included in the imaging range.
- the position of the individual virtual camera corresponding to the player object 50 is determined. Even when there are a plurality of player objects 50 that do not belong to the group, the position of the individual virtual camera corresponding to each player object 50 is determined. Therefore, the individual virtual camera moves following the movement of the single player object 50.
- a common virtual camera is arranged in the group A, and individual virtual cameras are arranged in the player objects 50D and 50E, respectively.
- the image generation unit 15 generates a three-dimensional virtual space image captured by the common virtual camera and the individual virtual camera as a game image. Specifically, this will be described with reference to FIG.
- FIG. 4 is a diagram schematically showing the common virtual camera 60 and the virtual screen 61 arranged in the three-dimensional virtual space in one embodiment of the present invention.
- FIG. 4 shows a state in which two player objects 50 (50A, 50B) exist in the three-dimensional virtual space.
- the image generation unit 15 performs processing such as known perspective transformation to generate an image (two-dimensional image) in which the three-dimensional virtual space is projected on the virtual screen 61 with the common virtual camera 60 as the viewpoint 62. Then, the image generation unit 15 generates a game image by combining an image such as a cursor with the image. The image generation unit 15 generates a game image for each frame.
- processing such as known perspective transformation to generate an image (two-dimensional image) in which the three-dimensional virtual space is projected on the virtual screen 61 with the common virtual camera 60 as the viewpoint 62. Then, the image generation unit 15 generates a game image by combining an image such as a cursor with the image. The image generation unit 15 generates a game image for each frame.
- generation of the above-mentioned game image is well-known, detailed description is abbreviate
- Such a virtual three-dimensional space is defined by a world coordinate system composed of XYZ axes. Further, a coordinate system used for projecting a three-dimensional virtual space on the virtual screen 61 is defined by a viewpoint coordinate system constituted by X′Y′Z ′ axes with the viewpoint 62 as a reference.
- the position of the common virtual camera 60 is the viewpoint 62, and the direction of the common virtual camera 60 is the visual axis 64.
- the visual axis 64 is the Z ′ axis of the viewpoint coordinate system, and is determined by the position of the common virtual camera 60 and the gazing point (not shown).
- the area formed by the four straight lines 601 to 604 connecting the viewpoint 62 and the vertex of the virtual screen 61 and the virtual screen 61 is the field of view (imaging range) Q.
- the virtual screen 61 of this embodiment is disposed at a predetermined distance from the viewpoint 62 on the visual axis 64. In this embodiment, the size of the virtual screen 61 and the distance from the viewpoint 62 are fixed.
- a game image is also generated for the individual virtual camera in the same manner as the common virtual camera 60 described above.
- the information on the game image generated by the image generation unit 15 using the common virtual camera 60 is the client device 20, 201-of the user who operates the player object 50 belonging to the group corresponding to the common virtual camera 60. 20N each provided. That is, the same game image information is provided to the client devices 20 and 201 to 20N of the users who operate the player objects 50 belonging to the same group.
- information on the game image generated by the image generation unit 15 using the individual virtual camera is provided to the client devices 20, 201 to 20N of the user who operates the player object 50 corresponding to the individual virtual camera. That is, individual game image information is provided to each of the client devices 20 and 201 to 20N of the user who operates the player object 50 that does not belong to the group.
- the server device 10A provides game image information to each of the client devices 20, 201 to 20N, for example, based on the identification information of the client devices 20, 201 to 20N.
- Each of the plurality of client devices 20 and 201 to 20N is managed by a user who plays a video game.
- a network such as a stationary game device, a personal computer, a mobile phone terminal, a PDA (Personal Digital Assistant), or a portable game device It is configured by a communication terminal capable of playing a distribution-type game.
- Each of the plurality of client devices 20 and 201 to 20N is connected to the communication network 30 and communicates with the video game processing server 10 to execute hardware (for example, to operate a player object).
- Operating device such as a game pad, a display device for displaying game images, an audio output device, etc.
- software for example, to operate a player object.
- FIG. 5 is a flowchart showing an example of image processing (game processing) executed by the system 100.
- game processing in this embodiment, processing for updating the action of the player object and generating a game image to be provided to each client device 20, 201 to 20N using the common virtual camera and the individual virtual camera is performed.
- the game process shown in FIG. 5 is executed by the server device 10A.
- the game process is started in response to, for example, the server apparatus 10A receiving a game process start request from the client device 20.
- the server device 10A first receives user operation information from the client device 20 (step S10), and updates the action of the player object 50 based on the received user information (step S11). For example, as described above, an action such as walking of the player object 50 is performed.
- the server device 10A performs the group setting of the player object 50 described above (step S12).
- 10 A of server apparatuses determine the new position of the common virtual camera 60 arrange
- the server device 10A determines a new position of the individual virtual camera corresponding to each player object 50 based on the position of the player object 50 that does not belong to the group (step S14). Next, the server device 10A generates a game image using each virtual camera as described above (step S15), and ends this process.
- the video game processing server device 10A includes the player object control unit 11, the group setting unit 12, the common camera control unit 13, the individual camera control unit 14, and the like. Since it is configured to include the image generation unit 15, it is not necessary to individually set a virtual camera for each of all the player objects 50 arranged in the three-dimensional virtual space and generate each game image. The load of the image generation process of the apparatus 10A can be reduced.
- the player object 50 means an object that can be operated by the user (that is, the user of the client device) among the objects appearing in the three-dimensional virtual space of the video game as described above.
- the concept of the player object 50 includes various objects that can be operated by the user, such as characters, avatars, and fighters.
- any player object that is an opponent (enemy) or a friend of a certain player object 50 is included in the player object 50 of this embodiment.
- a 3D virtual space such as a virtual world that is different from a video game where an avatar owned by the user is active and interacts with other avatars or purchases virtual items at a virtual store etc. It may be an image processing system to be generated.
- FIG. 6 is a block diagram illustrating a configuration of a video game processing server device 10B (server device 10B) that is an example of the video game processing server device 10.
- the server device 10B includes at least a player object control unit 11, a group setting unit 12, a common camera control unit 13B, an individual camera control unit 14, and an image generation unit 15.
- the common camera control unit 13B calculates a region including all of the player objects 50 based on the positions of the player objects 50 belonging to the group. In addition, the common camera control unit 13B determines the position of the common virtual camera 60 so that the center of this area is a gazing point and this area is included in the imaging range of the common virtual camera 60. This will be described with reference to FIGS.
- FIG. 7 is an explanatory diagram illustrating the position determination process of the common virtual camera 60 according to an embodiment of the present invention.
- FIG. 7 is a state in which a part of the three-dimensional virtual space is viewed from the top, and shows a state in which three player objects 50 (50A to 50C) belonging to the same group exist.
- FIG. 8 shows a state in which the three-dimensional virtual space shown in FIG. 7 is viewed from the point S in the direction of the arrow.
- the common camera control unit 13B calculates an area 70 including the player objects 50A to 50C based on the positions of the player objects 50A to 50C.
- the region 70 is, for example, a circular region. Then, the common virtual camera control unit 13B sets the center point O of this area 70 as a gazing point.
- the common camera control unit 13B calculates a position where the four straight lines 601 to 604 forming the imaging range Q are in contact with the region 70.
- the value of the angle ⁇ between the XZ plane and the visual axis 64 in this embodiment is fixed, and the angles of the straight lines 601 to 604 with respect to the visual axis 64 are also fixed. Therefore, the length L of the visual axis 64 in which the straight lines 601 to 604 are in contact with the region 70 is calculated. That is, the common virtual camera 60 is in a state in which the straight lines 601 to 604 are in contact with the region 70 regardless of where the common virtual camera 60 is arranged on the circumference of the circle 80 having a radius L of the center point O as the center.
- the common camera control unit 13B may set any position on the circumference of the circle 80 as a new position of the common virtual camera 60. For example, any position on the circumference of the circle 80 may be extracted (determined) at random. Alternatively, a position closest to the previous position of the common virtual camera 60 may be set as a new position. This is because the movement amount of the common virtual camera 60 is small and the change amount of the game image is also small.
- a position where the player objects 50 belonging to the group do not overlap in the game image may be set as a new position of the common virtual camera 60. For example, if there is no other player object 50 on a straight line extending from the common virtual camera 60 toward the player object 50, it can be determined that there is no overlap.
- FIG. 9 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- FIG. 10 is a flowchart illustrating an example of common virtual camera position determination processing according to an embodiment of the present invention.
- the server device 10B selects one of the set groups (step S30). Next, as described above, the server device 10B calculates the area 70 based on the position of the player object 50 belonging to this group (step S31). Then, as described above, the server device 10B calculates the circle 80 based on the region 70 (step S32), and determines a new position of the common virtual camera 60 (step S33). Thereafter, the server apparatus 10B repeatedly executes the processes of steps S30 to S33 described above until a new position of the common virtual camera 60 of all the set groups is determined (step S34: YES).
- step S34 When the position determination of all the common virtual cameras 60 is completed (step S34: YES), the server device 10B ends this process (step S2-13), and executes the processes of steps S14 and S15 to execute the game process. finish.
- the video game processing server device 10B includes the player object control unit 11, the group setting unit 12, the common camera control unit 13B, the individual camera control unit 14, and the like. Since the image generation unit 15 is provided, the position of the common virtual camera 60 can be determined with simple processing, and an increase in processing inability of the server device 10B can be suppressed.
- FIG. 11 is a block diagram illustrating a configuration of a video game processing server device 10C (server device 10C) that is an example of the video game processing server device 10.
- the server device 10C includes at least a player object control unit 11, a group setting unit 12C, a common camera control unit 13B, an individual camera control unit 14, and an image generation unit 15.
- the group setting unit 12C cancels the setting of this group when the area 70 calculated by the common camera control unit 13B is larger than a predetermined size.
- the common camera control unit 13B of this embodiment is the same as the common virtual camera control unit 13B of the second embodiment.
- the area 70 is calculated as shown in FIG. 7 as in the second embodiment, and the position of the common virtual camera 60 is determined so that the area 70 is included in the imaging range Q. As described above, the area 70 is calculated based on the position of the player object 50 belonging to the group. Accordingly, the size and position of the area 70 vary depending on the position of the player object 50.
- the group setting unit 12C cancels the setting of this group. For example, as the player objects 50 move away from each other, the area 70 increases. As the area 70 becomes larger, the common virtual camera 60 becomes a position away from the gazing point, that is, a position further subtracted so that the area 70 is included in the imaging range Q.
- the reason for canceling the group setting is that when the area 70 becomes large, the player object 50 included in the game image becomes very small and is difficult for the user to visually recognize.
- the predetermined size for canceling the group setting only needs to be larger than the area 70 calculated by the player object 50 whose distance is the predetermined distance D, for example.
- the player object 50 belonging to the group for which the setting has been canceled is imaged by the common virtual camera 60 of that group if it is set to another group. Alternatively, if it is not set to any group, the image is taken by an individual virtual camera.
- FIG. 12 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 9 will be described.
- step S3-13 the server device 10C calculates the area 70 based on the position of the player object 50 belonging to the group as described above, and the position of the common virtual camera 60 arranged for each group.
- a determination process is executed (step S3-13). Further, the process of step S3-13 includes a process of canceling the group setting when the calculated area 70 is larger than a predetermined size. Specifically, this will be described with reference to FIG. FIG. 13 is a flowchart illustrating an example of common virtual camera position determination processing according to an embodiment of the present invention. Only parts different from FIG. 10 will be described.
- the server apparatus 10C determines whether or not the calculated area 70 is larger than the predetermined size after executing the processes of steps S30 and S31 (step S3-31A). When it is determined that the size is equal to or smaller than the predetermined size (step S3-31A: NO), the server device 10C executes steps S32 to S34. On the other hand, if it is determined that the size is larger than the predetermined size (step S3-31A: YES), the server device 10C cancels the setting of this group (step S3-35), and proceeds to the processing of step S34.
- step S3-13 the server device 10C executes the processes of steps S14 and S15 and ends the game process.
- the video game processing server device 10C includes the player object control unit 11, the group setting unit 12C, the common camera control unit 13B, the individual camera control unit 14, and the like. Since the image generation unit 15 is provided, the visibility of the game image can be improved.
- FIG. 14 is a block diagram illustrating a configuration of a video game processing server device 10D (server device 10D) that is an example of the video game processing server device 10.
- the server device 10D includes at least a player object control unit 11, a group setting unit 12, a common camera control unit 13D, an individual camera control unit 14, an image generation unit 15, and an enemy object control unit 16.
- the enemy object control unit 16 generates an enemy object that competes with the player object 50 in the three-dimensional virtual space, and controls the operation of the enemy object.
- the enemy object is an object that performs an action such as attacking the player object 50, and is a so-called non-player object. Note that the control of the movement of the enemy object in this embodiment is general and will not be described in detail.
- the common camera control unit 13D determines the position of the common virtual camera 60 based on the position of the enemy object in addition to the position of the player object 50 belonging to the group. For example, the position of the common virtual camera 60 is determined so that as many enemy objects as possible are included in the imaging range Q in addition to the player objects 50 belonging to the group.
- FIG. 15 is a flowchart illustrating an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- the server device 10D updates the action of the enemy object after executing the processes of steps S10 and S11 (step S4-11A). For example, as described above, an action such as an attack on the player object 50 is performed.
- step S12 is executed to determine a new position of the common virtual camera arranged for each group (step S4-13).
- the position of the common virtual camera 60 is determined based on the position of the enemy object in addition to the position of the player object 50 belonging to the group.
- the server device 10D executes the processes of steps S14 and S15 and ends the game process.
- the video game processing server device 10D includes the player object control unit 11, the group setting unit 12, the common camera control unit 13D, the individual camera control unit 14, and the like. Since the image generation unit 15 and the enemy object control unit 16 are provided, the position of the common virtual camera 60 is determined in consideration of the position of the enemy object, and the visibility of the game image can be improved.
- FIG. 16 is a block diagram illustrating a configuration of a video game processing server device 10E (server device 10E) which is an example of the video game processing server device 10.
- the server device 10E includes at least a player object control unit 11, a group setting unit 12, a common camera control unit 13E, an individual camera control unit 14, an image generation unit 15, and an enemy object control unit 16.
- the enemy object control unit 16 Similar to the enemy object control 16 of the fourth embodiment, the enemy object control unit 16 generates an enemy object that competes with the player object 50 in the three-dimensional virtual space, and controls the operation of the enemy object.
- the common camera control unit 13E calculates an area 70 including all of the player objects 50 based on the positions of the player objects 50 belonging to the group, similarly to the common camera control unit 13B of the second embodiment. Based on this area 70, a circle 80 is calculated. Furthermore, which position on the circumference of the circle 80 is determined as the position of the common virtual camera 60 is determined based on the position of the enemy object.
- FIG. 17 is an explanatory diagram illustrating the position determination process of the common virtual camera 60 according to the embodiment of this invention.
- FIG. 17 is a bird's-eye view of a part of the three-dimensional virtual space, and there are two player objects 50 (50A, 50B) and three enemy objects 55 (55A to 55C) set as a group. Indicates the state to be performed.
- the common camera control unit 13E performs the imaging range Q when the common virtual camera 60 is disposed at an arbitrary position AA on the circumference of the circle 80 and a position BB rotated 90 degrees from the position AA.
- the number of enemy objects 55 included in is determined.
- the common virtual camera 60 is arranged at the position AA, only one enemy object 55A is included in the imaging range Q.
- the common virtual camera 60 is arranged at the position BB, the three enemy objects 55A to 55C are included in the imaging range Q.
- the common camera control unit 13E determines the position BB as a new position of the common virtual camera 60.
- the positions to be determined are not limited to two, and may be determined at each position on the circumference of the circle 80, for example.
- the two positions AA and BB are at positions rotated by 90 degrees, but may not be 90 degrees.
- an arbitrary position AA is set, it is not particularly limited to this.
- a plurality of positions where the player objects 50 belonging to the group do not overlap in the game image may be extracted, and a position where many enemy objects 55 are included among these positions may be set as a new position of the common virtual camera 60.
- FIG. 18 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 15 will be described.
- FIG. 19 is a flowchart illustrating an example of common virtual camera position determination processing according to an embodiment of the present invention. Only parts different from FIG. 10 will be described.
- the server apparatus 10E calculates the area 70 and the circle 80 by executing the processes of steps S30 to S32. Next, the server device 10E extracts an arbitrary position of the circle 80 as described above (step S5-32A). Then, the server device 10E determines a position where the enemy object 55 is most contained in the imaging range Q at an arbitrary position as a new position of the common virtual camera 60 (S5-33). Thereafter, the server device 10E proceeds to the process of step S34.
- step S5-13 the server apparatus 10E executes the processes of steps S14 and S15 and ends the game process.
- the video game processing server device 10E includes the player object control unit 11, the group setting unit 12, the common camera control unit 13E, the individual camera control unit 14, and the like. Since the image generation unit 15 and the enemy object control unit 16 are provided, the position of the common virtual camera 60 is determined in consideration of the position of the enemy object 55, and the visibility of the game image can be improved.
- FIG. 20 is a block diagram illustrating a configuration of a video game processing server device 10F (server device 10F) that is an example of the video game processing server device 10.
- the server device 10F includes at least a player object control unit 11, a group setting unit 12F, a common camera control unit 13, an individual camera control unit 14, and an image generation unit 15.
- the group setting unit 12F cancels the setting of this group when the positional relationship of the player objects 50 belonging to the group satisfies a predetermined cancellation condition.
- the predetermined release condition may be that the distance between the player objects 50 belonging to the group is equal to or greater than the release distance D ′ longer than the predetermined distance D. That is, the group setting is predetermined so that the player objects 50 set in the group are separated from each other and the player object 50 included in the game image becomes difficult to visually recognize if the group setting is made. It is sufficient to set the release condition.
- the player object 50 belonging to the group for which the setting has been canceled is imaged by the common virtual camera 60 of that group if it is set to another group. Alternatively, if it is not set to any group, the image is taken by an individual virtual camera.
- FIG. 21 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- the server device 10F After executing the processing of steps S10 to S12, the server device 10F cancels the setting of the group that satisfies the predetermined cancellation condition as described above (step S6-12A). It is determined whether or not a predetermined release condition is satisfied for each set group, and if so, the setting of the corresponding group is released. Then, the server device 10F executes steps S13 to S15 and ends the game process.
- the video game processing server device 10F includes the player object control unit 11, the group setting unit 12F, the common camera control unit 13, the individual camera control unit 14, and the like. Since the image generation unit 15 is provided, the visibility of the game image can be improved.
- FIG. 22 is a block diagram illustrating a configuration of a video game processing server device 10G (server device 10G) that is an example of the video game processing server device 10.
- the server device 10G includes at least a player object control unit 11, a group setting unit 12G, a common camera control unit 13, an individual camera control unit 14, and an image generation unit 15.
- the group setting unit 12G belongs to this group of the player object 50. Is released.
- the predetermined release distance D ′′ is longer than the predetermined distance D.
- the distance between the player object 50A and the other player objects 50B and 50C is equal to or greater than a predetermined release distance D ′′.
- the distance between the player object 50B and the player object 50C is less than a predetermined release distance D ′′. In this example, only the player object 50A is released from belonging to this group.
- the player object 50 whose group affiliation is released is imaged by the common virtual camera 60 of that group if it is set to another group thereafter. Alternatively, if it is not set to any group, the image is taken by an individual virtual camera.
- FIG. 23 is a flowchart illustrating an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- the server device 10G performs the process of releasing the affiliation of the group to which the player object 50 belongs as described above after executing the processes of steps S10 to S12 (step S7-12A).
- the server device 10G makes the determination as described above for each player object 50 belonging to each group. For the player object 50 determined to be released, the affiliation of the corresponding group is released. Thereafter, the server device 10G executes the processes of steps S13 to S15 and ends the game process.
- the video game processing server device 10G includes the player object control unit 11, the group setting unit 12G, the common camera control unit 13, the individual camera control unit 14, and the like. Since the image generation unit 15 is provided, only the player object 50 that is far away can be released from the group affiliation, and the visibility of the game image can be improved.
- FIG. 24 is a block diagram illustrating a configuration of a video game processing server device 10H (server device 10H) that is an example of the video game processing server device 10.
- the server device 10H includes at least a player object control unit 11, a group setting unit 12, a common camera control unit 13H, an individual camera control unit 14, and an image generation unit 15.
- the common camera control unit 13H calculates an area 70 including all of the player objects 50 based on the positions of the player objects 50 belonging to the group, similarly to the common camera control unit 13B of the second embodiment. Then, the common camera control unit 13H calculates a circle 80 based on the area 70 and determines the position of the common virtual camera 50. However, the position of the common virtual camera 60 is determined such that the distance L between the gazing point (center point O) and the common virtual camera 60 is equal to or greater than the minimum distance LL.
- the area 70 also becomes smaller. Then, since the common virtual camera 60 is also positioned closer to the player object 50, the player object 50 is drawn too large in the game image, and it is difficult to visually recognize the surrounding situation such as the enemy object 55.
- FIG. 25 is an explanatory diagram illustrating the position determination process of the common virtual camera 60 according to the embodiment of this invention.
- FIG. 25 is a state in which a part of the three-dimensional virtual space is viewed from above, and shows a state in which three player objects 50 (50A to 50C) set as a group exist.
- the common camera control unit 13H calculates the area 70 and the circle 80 based on the positions of the player objects 50A to 50C, and calculates a new position P (candidate position) of the common virtual camera 60.
- the distance L between the position P and the center point O is less than the minimum distance LL. Therefore, the common camera control unit 13H does not set the position P as the position of the common virtual camera 60, but passes through the position P from the center point O and the position where the distance L (the distance of the visual axis 64) becomes the minimum distance LL.
- P ′ is determined as the position of the common virtual camera 60.
- the minimum distance LL may be set to a distance at which the surrounding situation is easily visible.
- FIG. 26 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- FIG. 27 is a flowchart illustrating an example of common virtual camera position determination processing according to an embodiment of the present invention. Only parts different from FIG. 10 will be described.
- the server device 10H determines the new position of the common virtual camera 60 after executing the processing of steps S30 to S32 (step S8-33). As described above, the server device 10H calculates the candidate position of the common virtual camera 60, and determines the new position of the common virtual camera 60 as the candidate position if the distance L is equal to or greater than the minimum distance LL at the candidate position. . If the distance L is less than the minimum distance LL, the server device 10H determines the position where the distance L from the center point O passing through the candidate position is the minimum distance LL as a new position of the common virtual camera 60.
- server device 10H executes the processes of steps S14 and S15 and ends the game process.
- the video game processing server device 10H includes the player object control unit 11, the group setting unit 12, the common camera control unit 13H, the individual camera control unit 14, and the like. Since the image generation unit 15 is provided, the visibility of the game image can be improved.
- FIG. 28 is a block diagram illustrating a configuration of a video game processing server device 10I (server device 10I) that is an example of the video game processing server device 10.
- the server device 10I includes at least a player object control unit 11, a group setting unit 12, a common camera control unit 13, an individual camera control unit 14I, and an image generation unit 15.
- the individual camera control unit 14I uses the position of the arranged player object 50 as a gazing point, and determines the position of the predetermined distance LLL from the gazing point as the position of the individual virtual camera. Further, the position is set so as to be positioned above the back surface of the player object 50. Specifically, this will be described with reference to FIG.
- FIG. 29 is an explanatory diagram illustrating the position determination process of the individual virtual camera 65 according to the embodiment of the present invention.
- FIG. 29 is a state in which a part of the three-dimensional virtual space is viewed from above, and shows a state where there are player objects 50 that do not belong to the group.
- the position of the player object 50 is the gazing point R, and is on a line segment (visual axis 64) extending from the gazing point R in the direction opposite to the direction VV of the player object 50.
- the position of the individual virtual camera 65 is determined at a position where the distance from the viewpoint R becomes the predetermined distance LLL.
- the direction VV of the player object 50 is, for example, a direction in which the front of the player object is facing, and is set in advance as a parameter related to the player object. Further, a fixed value is set for the angle ⁇ between the visual axis 64 and the XZ plane so that the player object 50 is positioned above the back of the player object 50. Thereby, the back side of the player object is drawn on the game image by the individual virtual camera 65.
- FIG. 30 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- the server device 10I After executing the processing of steps S10 to S13, the server device 10I determines the position above the back of the player object 50 as the new position of the individual virtual camera 65 as described above (step S9-14). And the server apparatus 10I performs the process of step S15, and complete
- the video game processing server device 10I includes the player object control unit 11, the group setting unit 12, the common camera control unit 13, the individual camera control unit 14I, Since the image generation unit 15 is provided, the position of the individual virtual camera 65 can be determined by simple processing.
- FIG. 31 is a block diagram illustrating a configuration of a video game processing server device 10J (server device 10J) that is an example of the video game processing server device 10.
- the server device 10J includes at least a player object control unit 11, a group setting unit 12, a common camera control unit 13J, an individual camera control unit 14, and an image generation unit 15.
- the common camera control unit 13J selects one player object 50 among the player objects 50 belonging to the group. Based on the positions of the remaining player objects 50 excluding the one player object 50, a first area including at least all of the remaining player objects 50 is calculated. Then, the common camera control unit 13J calculates the second area including the selected player object 50 and the first area based on the positional relationship between the selected player object 50 and the first area.
- the second area corresponds to the area 70 of the second embodiment. Accordingly, the common camera control unit 13J calculates a circle 80 based on the second region and determines a new position of the common virtual camera 60, as in the second embodiment. This will be described with reference to FIGS. 32 and 33, for example.
- 32 and 33 are explanatory diagrams illustrating the position determination process of the common virtual camera 60 according to the embodiment of the present invention.
- 32 and 33 show a state in which a part of the three-dimensional virtual space is viewed from the top, and shows a state in which five player objects 50 (50A to 50E) set as a group exist.
- the common camera control unit 13J selects, for example, one player object 50A at random from the player objects 50 belonging to the group. Then, based on the positions of the player objects 50B to 50E excluding the player object 50A, the common camera control unit 13J calculates the first area 75 so that at least the player objects 50B to 50E are included.
- the common camera control unit 13J calculates the second area 70 ′ so that the player object 50A and the first area 75 are included. For example, a region having a diameter of a line segment 71 from the position of the player object 50A through the center point 76 to a point where it intersects the first region 75 is the second region 70 ′. Then, a circle 80 is calculated and the position of the common virtual camera 60 is determined in the same manner as in the second embodiment so that the second region 70 ′ is included in the imaging range Q.
- the common camera control unit 13J sets the first area 75 as the second area 70 ′ when the selected player object 50A is included in the first area 75. .
- one player object 50 selected by the common camera control unit 13J may be selected as long as it is a player object 50 belonging to a group.
- FIG. 34 is a flowchart showing an example of game processing executed by the system 100. Only parts different from FIG. 5 will be described.
- FIG. 35 is a flowchart illustrating an example of common virtual camera position determination processing according to an embodiment of the present invention. Only parts different from FIG. 10 will be described.
- the server device 10J selects one group in the process of step S30, then selects one player object 50 as described above, and calculates the first area 75 (step S10-31A). Next, the server device 10J calculates the second area 70 ′ as described above (step S10-31B). When the selected player object 50 is outside the first area 75, the server device 10J calculates a second area 70 ′ from the selected player object 50 and the first area 75. On the other hand, when the selected player object 50 is in the first area 75, the first area 75 is set as the second area 70 '.
- the server device 10J executes the processes of steps S32 to S34. And the server apparatus 10J performs the process of step S14, S15, and complete
- the video game processing server device 10J includes the player object control unit 11, the group setting unit 12, the common camera control unit 13J, the individual camera control unit 14, and the like. Since the configuration includes the image generation unit 15, the position of the common virtual camera 60 can be determined by simple processing, and an increase in the processing inability of the server device 10 ⁇ / b> J can be suppressed.
- a computer device that is a server device that is communicably connected to one or more client devices, generates a player object operated by a user of each client device in a common three-dimensional virtual space, and generates an image of the three-dimensional virtual space
- the Player object control means for controlling the operation of the player object corresponding to each client device based on user operation information received from each client device;
- Group setting means for setting, as a group, player objects within a predetermined distance from each other in the player object;
- a common virtual camera is arranged for each group, and the position of the common virtual camera is determined based on the position of the player object belonging to the corresponding group so that the player object belonging to the corresponding group is included in the imaging range.
- Control means An individual camera that arranges an individual virtual camera for each player object that does not belong to the group, and determines the position of the individual virtual camera based on the position of the corresponding player object so that the corresponding player object is included in the imaging range Control means, An image of a three-dimensional virtual space captured by the common virtual camera is generated to be transmitted to a client device corresponding to each player object belonging to the group, and transmitted to a client device corresponding to each player object not belonging to the group Image generating means for generating an image of a three-dimensional virtual space captured by the individual virtual camera An image processing program that functions as [2]
- the common camera control means calculates an area including all of the player objects based on the positions of the player objects belonging to the group, and the area is set as an imaging range of the common virtual camera with the center of the area as a gazing point.
- the computer device further comprising: Generating an enemy object that competes with the player object in the three-dimensional virtual space, and functioning as an enemy object control means for controlling the movement of the enemy object;
- the common camera control means determines the position of the common virtual camera based on the position of the enemy object in addition to the position of the player object belonging to the group, according to any one of [1] to [3].
- a server device in which the image processing program according to any one of [1] to [7] is installed.
- An image processing system including a client device and a server device connected by a communication network, generating a player object operated by a user of each client device in a common three-dimensional virtual space, and generating an image of the three-dimensional virtual space Because
- the server device Player object control means for controlling the operation of the player object corresponding to each client device based on user operation information received from each client device;
- Group setting means for setting, as a group, player objects within a predetermined distance from each other in the player object;
- a common virtual camera is arranged for each group, and the position of the common virtual camera is determined based on the position of the player object belonging to the corresponding group so that the player object belonging to the corresponding group is included in the imaging range.
- Control means An individual camera that arranges an individual virtual camera for each player object that does not belong to the group, and determines the position of the individual virtual camera based on the position of the corresponding player object so that the corresponding player object is included in the imaging range Control means; An image of a three-dimensional virtual space captured by the common virtual camera is generated to be transmitted to a client device corresponding to each player object belonging to the group, and transmitted to a client device corresponding to each player object not belonging to the group Image generating means for generating an image of a three-dimensional virtual space captured by the individual virtual camera, An image processing system.
- the client device includes display control means for receiving information on the two-dimensional image generated by the image generation means from the server device and displaying the information on a display unit.
- a processing method Player object control processing for controlling the operation of the player object corresponding to each client device based on user operation information received from each client device;
- a group setting process for setting player objects within a predetermined distance from each other as a group in the player objects;
- a common virtual camera is arranged for each group, and the position of the common virtual camera is determined based on the position of the player object belonging to the corresponding group so that the player object belonging to the corresponding group is included in the imaging range.
- Control processing An individual camera that arranges an individual virtual camera for each player object that does not belong to the group, and determines the position of the individual virtual camera based on the position of the corresponding player object so that the corresponding player object is included in the imaging range
- An image of a three-dimensional virtual space captured by the common virtual camera is generated to be transmitted to a client device corresponding to each player object belonging to the group, and transmitted to a client device corresponding to each player object not belonging to the group
- Image generation processing for generating an image of a three-dimensional virtual space imaged by the individual virtual camera
- An image processing method including: [12] An image processing system including a client device and a server device connected by a communication network, generating a player object operated by a user of each client device in a common three-dimensional virtual space, and generating an image of the three-dimensional virtual space Is an image processing method to be executed, In the server device, Player object control processing for controlling the operation of the player object corresponding to each client device based on user operation information received from each client device;
- Control processing An individual camera that arranges an individual virtual camera for each player object that does not belong to the group, and determines the position of the individual virtual camera based on the position of the corresponding player object so that the corresponding player object is included in the imaging range
- An image of a three-dimensional virtual space captured by the common virtual camera is generated to be transmitted to a client device corresponding to each player object belonging to the group, and transmitted to a client device corresponding to each player object not belonging to the group
- Image generation processing for generating an image of a three-dimensional virtual space imaged by the individual virtual camera
- Video game processing server 11 Player object control part 12 Group selection part 13 Common camera control part 14 Individual camera control part 15 Image generation part 16 Enemy object control part 20,201-20N Client equipment 30 Communication network 50 Player object 55 Enemy object 60 Common virtual camera 65 Individual virtual camera 70 Area 100 Video game processing system 400 Communication network
Abstract
Description
本発明の少なくとも1つの実施形態の目的は、上記課題を解決することにある。
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御手段と、前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御手段と、前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成手段と、を備える。
図1は、本発明の一の実施形態におけるビデオゲーム処理システム(画像処理システム)100の構成の例を示すブロック図である。図1に示すように、ビデオゲーム処理システム100は、ビデオゲーム処理サーバ装置10と、ビデオゲームをプレイする複数のユーザ(プレイヤ)がそれぞれ使用するクライアント機器20,201~20N(Nは任意の整数)とを含む。なお、ビデオゲームシステム100の構成はこれに限定されず、単一のクライアント機器を複数のプレイヤが使用する構成としてもよいし、複数のサーバ装置を備える構成としてもよい。
図6は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10B(サーバ装置10B)の構成を示すブロック図である。この実施形態において、サーバ装置10Bは、プレイヤオブジェクト制御部11、グループ設定部12、共通カメラ制御部13B、個別カメラ制御部14および画像生成部15を少なくとも備える。
図11は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10C(サーバ装置10C)の構成を示すブロック図である。この実施形態において、サーバ装置10Cは、プレイヤオブジェクト制御部11、グループ設定部12C、共通カメラ制御部13B、個別カメラ制御部14および画像生成部15を少なくとも備える。
図14は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10D(サーバ装置10D)の構成を示すブロック図である。この実施形態において、サーバ装置10Dは、プレイヤオブジェクト制御部11、グループ設定部12、共通カメラ制御部13D、個別カメラ制御部14、画像生成部15および敵オブジェクト制御部16を少なくとも備える。
図16は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10E(サーバ装置10E)の構成を示すブロック図である。この実施形態において、サーバ装置10Eは、プレイヤオブジェクト制御部11、グループ設定部12、共通カメラ制御部13E、個別カメラ制御部14、画像生成部15および敵オブジェクト制御部16を少なくとも備える。
図20は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10F(サーバ装置10F)の構成を示すブロック図である。この実施形態において、サーバ装置10Fは、プレイヤオブジェクト制御部11、グループ設定部12F、共通カメラ制御部13、個別カメラ制御部14および画像生成部15を少なくとも備える。
図22は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10G(サーバ装置10G)の構成を示すブロック図である。この実施形態において、サーバ装置10Gは、プレイヤオブジェクト制御部11、グループ設定部12G、共通カメラ制御部13、個別カメラ制御部14および画像生成部15を少なくとも備える。
図24は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10H(サーバ装置10H)の構成を示すブロック図である。この実施形態において、サーバ装置10Hは、プレイヤオブジェクト制御部11、グループ設定部12、共通カメラ制御部13H、個別カメラ制御部14および画像生成部15を少なくとも備える。
図28は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10I(サーバ装置10I)の構成を示すブロック図である。この実施形態において、サーバ装置10Iは、プレイヤオブジェクト制御部11、グループ設定部12、共通カメラ制御部13、個別カメラ制御部14Iおよび画像生成部15を少なくとも備える。
図31は、ビデオゲーム処理サーバ装置10の例であるビデオゲーム処理サーバ装置10J(サーバ装置10J)の構成を示すブロック図である。この実施形態において、サーバ装置10Jは、プレイヤオブジェクト制御部11、グループ設定部12、共通カメラ制御部13J、個別カメラ制御部14および画像生成部15を少なくとも備える。
上述した実施形態の説明は、少なくとも下記発明を、当該発明の属する分野における通常の知識を有する者がその実施をすることができるように記載した。
[1]
1以上のクライアント機器に通信可能に接続され、各クライアント機器のユーザによって操作されるプレイヤオブジェクトを共通の三次元仮想空間に生成し、この三次元仮想空間の画像を生成するサーバ装置であるコンピュータ装置を、
各クラインアント機器から受信したユーザの操作情報に基づいて、各クライアント機器に対応するプレイヤオブジェクトの動作を制御するプレイヤオブジェクト制御手段、
前記プレイヤオブジェクトにおいて、互いに所定距離内にあるプレイヤオブジェクトを1つのグループとして設定するグループ設定手段、
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御手段、
前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御手段、
前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成手段、
として機能させる画像処理プログラム。
[2]
前記共通カメラ制御手段は、前記グループに属するプレイヤオブジェクトの位置に基づいて、これらプレイヤオブジェクトの全てを含む領域を算出し、この領域の中心を注視点としてこの領域が前記共通仮想カメラの撮像範囲に含まれるように前記共通仮想カメラの位置を決定する[1]に記載の画像処理プログラム。
[3]
前記グループ設定手段は、前記共通カメラ制御手段によって算出された前記領域が所定サイズよりも大きい場合、このグループの設定を解除する[2]に記載の画像処理プログラム。
[4]
前記コンピュータ装置を、さらに、
前記三次元仮想空間に前記プレイヤオブジェクトと対戦する敵オブジェクトを生成し、この敵オブジェクトの動作を制御する敵オブジェクト制御手段として機能させ、
前記共通カメラ制御手段は、前記グループに属するプレイヤオブジェクトの位置に加えて、前記敵オブジェクトの位置にも基づいて前記共通仮想カメラの位置を決定する[1]~[3]の何れかに記載の画像処理プログラム。
[5]
前記グループ設定手段は、前記グループに属するプレイヤオブジェクトの位置関係が所定の解除条件を満たす場合、このグループの設定を解除する[1]~[4]の何れかに記載の画像処理プログラム。
[6]
前記グループ設定手段は、前記グループに属するプレイヤオブジェクトにおいて、このグループに属する全ての他のプレイヤオブジェクトとの距離が、前記所定距離より長い所定解除距離以上である場合、このプレイヤオブジェクトのこのグループの所属を解除する[1]~[5]の何れかに記載の画像処理プログラム。
[7]
前記共通カメラ制御手段は、前記注視点である領域の中心と前記共通仮想カメラのとの距離が所定の最低距離以上となるように共通仮想カメラの位置を決定する[2]に記載の画像処理プログラム。
[8]
[1]~[7]のうち何れかに記載の画像処理プログラムがインストールされたサーバ装置。
[9]
通信ネットワークによって接続されたクライアント機器とサーバ装置とを備え、各クライアント機器のユーザによって操作されるプレイヤオブジェクトを共通の三次元仮想空間に生成し、この三次元仮想空間の画像を生成する画像処理システムであって、
前記サーバ装置は、
各クラインアント機器から受信したユーザの操作情報に基づいて、各クライアント機器に対応するプレイヤオブジェクトの動作を制御するプレイヤオブジェクト制御手段と、
前記プレイヤオブジェクトにおいて、互いに所定距離内にあるプレイヤオブジェクトを1つのグループとして設定するグループ設定手段と、
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御手段と、
前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御手段と、
前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成手段と、
を備えた画像処理システム。
[10]
前記クライアント機器は、前記画像生成手段によって生成された前記二次元画像の情報を前記サーバ装置から受信して表示部に表示する表示制御手段を備えた[9]に記載の画像処理システム。
[11]
1以上のクライアント機器に通信可能に接続され、各クライアント機器のユーザによって操作されるプレイヤオブジェクトを共通の三次元仮想空間に生成し、この三次元仮想空間の画像を生成するサーバ装置が実行する画像処理方法であって、
各クラインアント機器から受信したユーザの操作情報に基づいて、各クライアント機器に対応するプレイヤオブジェクトの動作を制御するプレイヤオブジェクト制御処理と、
前記プレイヤオブジェクトにおいて、互いに所定距離内にあるプレイヤオブジェクトを1つのグループとして設定するグループ設定処理と、
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御処理と、
前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御処理と、
前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成処理と、
を含む画像処理方法。
[12]
通信ネットワークによって接続されたクライアント機器とサーバ装置とを備え、各クライアント機器のユーザによって操作されるプレイヤオブジェクトを共通の三次元仮想空間に生成し、この三次元仮想空間の画像を生成する画像処理システムが実行する画像処理方法であって、
前記サーバ装置に、
各クラインアント機器から受信したユーザの操作情報に基づいて、各クライアント機器に対応するプレイヤオブジェクトの動作を制御するプレイヤオブジェクト制御処理と、
前記プレイヤオブジェクトにおいて、互いに所定距離内にあるプレイヤオブジェクトを1つのグループとして設定するグループ設定処理と、
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御処理と、
前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御処理と、
前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成処理と、
を実行させる画像処理方法。
11 プレイヤオブジェクト制御部
12 グループ選択部
13 共通カメラ制御部
14 個別カメラ制御部
15 画像生成部
16 敵オブジェクト制御部
20,201~20N クラインアント機器
30 通信ネットワーク
50 プレイヤオブジェクト
55 敵オブジェクト
60 共通仮想カメラ
65 個別仮想カメラ
70 領域
100 ビデオゲーム処理システム
400 通信ネットワーク
Claims (6)
- 1以上のクライアント機器に通信可能に接続され、各クライアント機器のユーザによって操作されるプレイヤオブジェクトを共通の三次元仮想空間に生成し、この三次元仮想空間の画像を生成するサーバ装置であるコンピュータ装置を、
各クラインアント機器から受信したユーザの操作情報に基づいて、各クライアント機器に対応するプレイヤオブジェクトの動作を制御するプレイヤオブジェクト制御手段、
前記プレイヤオブジェクトにおいて、互いに所定距離内にあるプレイヤオブジェクトを1つのグループとして設定するグループ設定手段、
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御手段、
前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御手段、
前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成手段、
として機能させる画像処理プログラム。 - 前記共通カメラ制御手段は、前記グループに属するプレイヤオブジェクトの位置に基づいて、これらプレイヤオブジェクトの全てを含む領域を算出し、この領域の中心を注視点としてこの領域が前記共通仮想カメラの撮像範囲に含まれるように前記共通仮想カメラの位置を決定する請求項1に記載の画像処理プログラム。
- 前記グループ設定手段は、前記共通カメラ制御手段によって算出された前記領域が所定サイズよりも大きい場合、このグループの設定を解除する請求項2に記載の画像処理プログラム。
- 前記コンピュータ装置を、さらに、
前記三次元仮想空間に前記プレイヤオブジェクトと対戦する敵オブジェクトを生成し、この敵オブジェクトの動作を制御する敵オブジェクト制御手段として機能させ、
前記共通カメラ制御手段は、前記グループに属するプレイヤオブジェクトの位置に加えて、前記敵オブジェクトの位置にも基づいて前記共通仮想カメラの位置を決定する請求項1~3の何れかに記載の画像処理プログラム。 - 前記グループ設定手段は、前記グループに属するプレイヤオブジェクトの位置関係が所定の解除条件を満たす場合、このグループの設定を解除する請求項1~4の何れかに記載の画像処理プログラム。
- 通信ネットワークによって接続されたクライアント機器とサーバ装置とを備え、各クライアント機器のユーザによって操作されるプレイヤオブジェクトを共通の三次元仮想空間に生成し、この三次元仮想空間の画像を生成する画像処理システムであって、
前記サーバ装置は、
各クラインアント機器から受信したユーザの操作情報に基づいて、各クライアント機器に対応するプレイヤオブジェクトの動作を制御するプレイヤオブジェクト制御手段と、
前記プレイヤオブジェクトにおいて、互いに所定距離内にあるプレイヤオブジェクトを1つのグループとして設定するグループ設定手段と、
前記グループ毎に共通仮想カメラを配置し、共通仮想カメラの位置を、対応するグループに属するプレイヤオブジェクトが撮像範囲に含まれるように、対応するグループに属するプレイヤオブジェクトの位置に基づいて決定する共通カメラ制御手段と、
前記グループに属さない前記プレイヤオブジェクト毎に個別仮想カメラを配置し、個別仮想カメラの位置を、対応するプレイヤオブジェクトが撮像範囲に含まれるように、対応するプレイヤオブジェクトの位置に基づいて決定する個別カメラ制御手段と、
前記グループに属するプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記共通仮想カメラが撮像した三次元仮想空間の画像を生成し、前記グループに属さないプレイヤオブジェクトのそれぞれに対応するクライアント機器に送信するべく前記個別仮想カメラが撮像した三次元仮想空間の画像を生成する画像生成手段と、
を備えた画像処理システム。
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- 2013-07-25 JP JP2015528013A patent/JPWO2015011741A1/ja active Pending
- 2013-07-25 CN CN201380078448.9A patent/CN105407992A/zh active Pending
- 2013-07-25 WO PCT/JP2013/004533 patent/WO2015011741A1/ja active Application Filing
- 2013-07-25 EP EP13889979.4A patent/EP3025769A4/en not_active Withdrawn
- 2013-07-25 CA CA2917962A patent/CA2917962A1/en not_active Abandoned
-
2016
- 2016-01-04 US US14/986,992 patent/US20160114243A1/en not_active Abandoned
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JP3871224B2 (ja) | 1995-12-07 | 2007-01-24 | 株式会社セガ | 画像生成装置、画像生成方法及びこれを用いたゲーム機並びに媒体 |
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WO2009138878A2 (en) | 2008-05-12 | 2009-11-19 | Playcast Media Systems, Ltd. | Centralized streaming game server |
JP2010068882A (ja) | 2008-09-16 | 2010-04-02 | Namco Bandai Games Inc | プログラム、情報記憶媒体及びゲーム装置 |
JP2012100991A (ja) | 2010-11-12 | 2012-05-31 | Konami Digital Entertainment Co Ltd | 画像処理装置、画像処理プログラム、及び画像処理方法 |
JP2012143500A (ja) * | 2011-01-14 | 2012-08-02 | Square Enix Co Ltd | ネットワークゲームシステム、ゲーム装置及びプログラム |
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WO2024029497A1 (ja) * | 2022-08-04 | 2024-02-08 | 株式会社Nttドコモ | 仮想空間提供システム |
Also Published As
Publication number | Publication date |
---|---|
EP3025769A1 (en) | 2016-06-01 |
EP3025769A4 (en) | 2017-03-22 |
CA2917962A1 (en) | 2015-01-29 |
US20160114243A1 (en) | 2016-04-28 |
JPWO2015011741A1 (ja) | 2017-03-02 |
CN105407992A (zh) | 2016-03-16 |
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