WO2015173967A1 - ゲーム画像生成装置およびプログラム - Google Patents
ゲーム画像生成装置およびプログラム Download PDFInfo
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- WO2015173967A1 WO2015173967A1 PCT/JP2014/063128 JP2014063128W WO2015173967A1 WO 2015173967 A1 WO2015173967 A1 WO 2015173967A1 JP 2014063128 W JP2014063128 W JP 2014063128W WO 2015173967 A1 WO2015173967 A1 WO 2015173967A1
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- moving image
- image
- game
- card
- viewpoint
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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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
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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
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- G—PHYSICS
- G07—CHECKING-DEVICES
- G07F—COIN-FREED OR LIKE APPARATUS
- G07F17/00—Coin-freed apparatus for hiring articles; Coin-freed facilities or services
- G07F17/32—Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
Definitions
- the present invention relates to a game image generation technique for generating an image of a card game or the like.
- a game system has been developed that allows a card game to be executed by a large number of people with the aid of a computer device.
- a table game such as a baccarat on a dealer game table is photographed by a photographing camera, distributed to a plurality of participant terminals via a network, and game result information
- a game system is disclosed in which a management server manages dividend information (Patent Document 1, FIG. 1 and the like).
- the computer device plays the role of a dealer that handles cards.
- the computer device plays the role of a dealer, it is necessary for the dealer to generate an anthropomorphic character and display an image in order to realize the operation of the computer device.
- an image display method there are a method of generating and displaying a stereoscopic image representing a dealer and a method of using a live-action movie in which a person dressed as a live dealer is photographed.
- the dealer's operation can be freely changed according to the progress of the game, but in addition to the high computational burden of image generation, it is an artificial impression because it is a dealer of stereoscopic images created by a computer device There is a possibility that the player's interest will be cut off.
- the visual impression to the player is not bad, and it can be accepted as a full-fledged game system.
- Japanese Patent Laid-Open No. 2001-148035 discloses a first display body composed of a movie image and a stereoscopic image composed of polygon data.
- An image processing apparatus is disclosed that reduces the amount of calculation of image processing when generating a stereoscopic image by performing image processing by determining the priority of hidden display removal with respect to the display body 2 (Patent Document 2). , Paragraph 0013).
- Patent Document 2 has a problem that the dealer's movement cannot be changed according to the progress of the card game because the dealer's movement is limited to a live-action movie taken in advance. Repeating playback of a live-action movie that recorded the same dealer action would give the player the impression that it was monotonous and mechanically generated by the computer, eliminating the advantage of displaying a live dealer as a live-action movie End up. On the other hand, shooting and preparing several patterns of live-action movies that change the dealer's behavior in advance increases production costs without restriction and wastes storage capacity. This is also not a realistic measure.
- an object of the present invention is to provide a game image generation technique capable of expressing the motions of various subjects using a live-action moving image.
- a game image generation apparatus is a game image generation apparatus that generates a game image, and a moving image storage that stores moving image information for generating a moving image of a subject.
- a moving image generation unit that reads out the moving image information and generates the moving image, and a game control unit that controls the progress of the game, wherein the moving image information corresponds to different movements of the subject.
- the moving image generating unit stores the frame image of the basic posture at the end of the first moving image and An interpolated image that connects the frame image of the basic posture at the start of the second moving image is inserted.
- the moving image information includes the specific color after the subject handling a coloring card colored with the specific color in the coloring table colored with the specific color with a specific color in the background is photographed from a predetermined photographing viewpoint.
- An object arrangement unit that arranges a table object, a card object, and a moving image plane that maps the moving image in a world coordinate system, and the coloring card at the time of shooting the moving image.
- a viewpoint setting unit that sets a relative position of the viewpoint with respect to the card object in the world coordinate system, and a texture is mapped to the table object and the card object so as to correspond to the relative position of the shooting viewpoint with respect to A map that maps the moving image to a plane. Further comprising a ring portion, and a projection transformation section for projecting converting the viewpoint as a reference.
- a game image generation program of the present invention that solves the above-described problem is a game image generation program for generating a game image on a computer, which is moving image information for generating a moving image of a subject, and is different from the subject.
- the step of inserting an interpolated image connecting the frame image at the end of the first moving image and the frame image at the start of the second moving image is executed.
- the moving image information includes the specific color after the subject handling a coloring card colored with the specific color in the coloring table colored with the specific color with a specific color in the background is photographed from a predetermined photographing viewpoint.
- a step of arranging a table object set in the world coordinate system, a card object, and a moving image plane for mapping the moving image, and the coloring at the time of shooting the moving image Setting the relative position of the viewpoint with respect to the card object in the world coordinate system so as to correspond to the relative position of the shooting viewpoint with respect to the card; mapping texture to the table object and the card object; Step for mapping the moving image to When, further comprising the steps of: projecting converting the viewpoint as a reference.
- the interpolation when switching from the first moving image to the second moving image, the interpolation that connects the frame image at the end of the first moving image and the frame image at the start of the second moving image.
- the external appearance block diagram of the card game system which concerns on embodiment. 1 is a system diagram of a card game system according to an embodiment.
- positioning in the case of performing the expansion process by the stereo image which concerns on embodiment The example of an image display by the expansion process by the stereo image which concerns on embodiment.
- a card game system configured to be able to realize baccarat which is one of representative card games as a game
- the game image generation technique according to the present invention is applied to a dealer handling baccarat.
- the type of card game is not limited, and the present invention can be applied to other types of card games.
- the target of the moving image that is a live-action movie, and a moving image obtained by shooting an object other than the dealer may be used.
- Bet amount Each user can arbitrarily designate a bet, and when a user's prediction is made, a payout corresponding to the bet amount is obtained.
- Bet area A virtual area where the user bets chips, prepared according to whether the bunker wins (BANKER), the player wins (Player), or the game ends in a draw (Tie (TIE)) Has been.
- Table A virtual table that reproduces a card table used by a dealer in order to handle cards in an actual casino. In this embodiment, five tables are prepared.
- “Moving images” A series of frame images that are displayed continuously for each predetermined synchronization period to make the subject appear to move.
- the recording format is MPEG (Moving Picture Experts Group) or the like. Including those compressed and encoded by the standard video standard. In the present specification, it means both a series of frame images and data itself obtained by compression-encoding the frame images, and a moving image itself displayed by reproducing these data.
- a subject is photographed and recorded by a video camera.
- “Dealer” A moving image subject that is captured in real life, and is a moving image model.
- the card game system 1000 includes a main body 10 having a large main display 301 arranged at the center and a plurality of stations 200.
- the main display 301 is a display means for displaying an image generated by the main controller 300, and is divided into a dealer display area 301-1 and an all table history display area 301-2.
- the image displayed in the dealer display area 301-1 is the same as any of the images on the sub-displays 107-1 to 107-5.
- the same image as that displayed on the sub display 107-3 is displayed in the dealer display area 301-1 of the main display 301.
- the plurality of stations 200 are terminal devices arranged on the front surface of the main body 10 for a user to sit down and participate in a card game.
- a display with a touch panel is installed in each of the plurality of stations 200.
- FIG. 2 shows a system diagram of the card game system according to the present embodiment.
- the card game system 1000 according to the present embodiment includes a plurality of sub-controllers 100-1 to 100-5, a plurality of stations 200-n (n is a natural number of 2 or more), and a main controller 300. Are connected to each other via a network 400.
- Each of the sub-controllers 100-1 to 100-5 has a configuration as a computer device, and is configured to be able to execute a card game independently of each other.
- sub-controller 100 includes a card image generation device according to the present invention.
- the sub-controller 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, a display controller 104, a hard disk 105, and an interface device 106. It is prepared for.
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- Sub-displays 107-1 to 107-5 are connected to the display controllers 104 of the sub-controllers 100-1 to 100-5, respectively (hereinafter referred to as “sub-display 107” for common explanation). ).
- the ROM 102 stores an initial program loader and the like for starting up the system.
- the RAM 103 is a memory unit that the CPU 101 uses as a temporary storage area.
- the display controller 104 includes a frame memory (not shown), generates image data at predetermined update timings under the control of the CPU 101, stores the image data in the frame memory, and outputs the image data to the sub display 107.
- the hard disk 105 stores a software program including a card image generation program according to the present invention and moving image information.
- the interface device 106 transmits / receives data to / from the main controller 300 and the station 200-n via the network 400.
- each sub-controller 100 the CPU 101 executes an initial program loader stored in the ROM 102, and appropriately transfers the game image generation program, moving image information, and control software program according to the present invention from the hard disk 105 to the RAM 103.
- the sub controller 100 as a whole is made to function as the card image generation device of the present invention.
- game images generated for the card game being executed on each sub-controller 100 are displayed.
- a moving image dealer which is a live-action movie is combined with a stereoscopic image and displayed.
- each of the plurality of stations 200-n has a configuration as a computer device similar to the sub-controller 100 (hereinafter referred to as “station 200” when they are described in common).
- the station 200 is provided with a display 201 with a touch panel and an operation unit 202.
- the display 201 with a touch panel can display the progress status of the card game in any of the sub-controllers 100 selected by the user at each station 200.
- the operation unit 202 is an input unit that reflects a user operation on the card game system 1000, and includes an operation of a touch panel and an operation button (not shown).
- the operation unit 202 When the user selects any one of the sub-controllers 100 by operating the operation unit 202, the game image generated for the card game executed by the selected sub-controller 100 is displayed on the display 201. It has become. Hereinafter, selecting one of the sub-controllers 100 is simply expressed as “selecting a card game”.
- the main controller 300 has a configuration as a computer device similar to that of the sub-controller 100 although not shown.
- the main controller 300 is configured to monitor the progress of the card game executed in each sub-controller 100 one by one, and to instruct each sub-controller 100 about the progress of the game.
- the main controller 300 displays a game image generated for the card game being executed by one of the sub-controllers 100 in the dealer display area 301-1 of the main display 301. Further, the main controller 300 stores the card game win / loss results in each sub-controller 100 in the past, and the past win / loss results can be charted and displayed in the entire table history display area 301-2 of the main display 301. It is configured.
- the network 400 is a communication network that connects the sub controller 100, the station 200, and the main controller 300 to each other.
- the network 400 is a communication network such as a LAN (Local Area Network), a WAN (Wide Area Network), and the Internet that are connected to each other by wire and / or wireless.
- FIG. 3 shows a flowchart of the card game executed in the card game system 1000 according to the present embodiment.
- the card game is roughly divided into a “bet period”, a “deal period”, and a “payout period” to form a one-round card game.
- the start and end timings of these periods are managed by the main controller 300 and instruct the sub controllers 100 to start and end the periods.
- the betting period is set to 25 seconds
- the deal period is set to 15 seconds
- the payout period is set to 5 seconds.
- One of the major features of the card game system 1000 according to the present embodiment is that a plurality of sub-controllers 100 advance a plurality of card games simultaneously, and the main controller 300 determines a payout by integrating the winning / losing results. It is done. By simultaneously playing a plurality of card games in a plurality of virtual tables, it is possible to provide interest that cannot be enjoyed by conventional card games.
- a user seated at any one of the stations 200 selects one of a plurality of virtual tables and makes a bet in anticipation of winning or losing at that table.
- each game is performed independently, and the payout based on the winning / losing result is also performed individually at each table.
- the card game system 1000 not only the winning / losing results in the table selected by the user, but also (1) predicting the winning / losing of each game of the card game executed in a plurality of tables at the same time. (2) It is possible to place a bet in anticipation of winning or losing in the entire card game executed at all tables.
- main bet betting with the expectation of winning or losing of each card game
- side bet betting with the expectation of winning or losing in the entire five card games
- the “bet period” is a period for a user to bet in anticipation of winning or losing before distributing cards.
- a user who participates in the card game sits on a vacant station 200. Then, during the betting period, one or more of the five card games that are simultaneously progressing are predicted, and the operation unit 202 of each station 200 is operated to respond to the bet amount according to the winning / losing prediction. Bet the chips.
- a bet on any one card game is a “main bet”, and a bet on a plurality of card games is a “side bet”.
- the user can select and display an image of a card game executed by any one of the sub-controllers 100-1 to 100-5 by operating the operation unit 202.
- each sub-display 107 of the main body 10 displays a dealer's moving image assigned to each card game. Further, in the dealer display area 301-1 of the main display 301 of the main body 10, a game image generated for the card game being executed in any of the sub-controllers 100 is displayed. The dealer displayed in the game image is configured to be able to change the action in response to the user's betting situation or to express a different action for each round by moving image connection processing described later. ing.
- the “deal period” is a period in which a user's bet is prohibited after the betting period has elapsed, and cards are distributed in each sub-controller 100 to advance the card game.
- two or three cards are dealt to the banker side and the player side (so-called “deal”). Whether to distribute two or three on each side is determined by each sub-controller 100 using a random number or the like in each round. Then, determine the number of cards that will be the determined number of distributions.
- the “payout period” is a period for paying out with a payout according to the betting status of the user after the deal period has elapsed.
- the payout in the main bet is decided. If the user has made a side bet, the payout for the side bet is also determined. Then, according to the determined payout, payout is made at each station 200, and one round of the card game is completed.
- FIG. 4 shows a block diagram of the sub-controller (game image generating device).
- Each functional block shown in FIG. 4 is functionally realized by the CPU 101 of the sub-controller 100 executing the game image generation program according to the present invention.
- Expressions and delimiters of each functional block are for convenience of explanation, and expressions and delimiters other than those exemplified here may be used. For example, a plurality of functional blocks may be combined into one or a single functional block may be decomposed into a plurality.
- the sub-controller 100 executes a moving image generation unit 112, an object arrangement unit 116, a viewpoint setting unit 118, a projection conversion unit 120, a mapping when the CPU 101 executes a game image generation program according to the present invention. It operates as a game image generation device that functionally includes the unit 122, the background image generation unit 124, and the game control unit 130. Further, the ROM 102, the RAM 103, and the hard disk 105 of the sub-controller 100 are functionally divided into a moving image storage unit 110 and an object image storage unit 114.
- the moving image storage unit 110 stores moving image information for generating a moving image having a dealer as a subject.
- the moving image generation unit 112 is a functional block that reads out moving image information and generates a moving image.
- the moving image generation unit 112 connects a plurality of different moving images stored in the moving image storage unit 110 based on the principle described below.
- the moving image according to the present embodiment is obtained by shooting a plurality of different actions taken by a model dressed as an actual live dealer as a subject. Actions recorded in one moving image are prepared from short ones, such as “nodding”, “waving hands”, etc., each of which ends in a simple few seconds to long ones, such as handing out several cards. Yes.
- the types of moving images will be described later.
- each moving image is composed of a “moving image main body” in which the motion of the subject is recorded, and a “basic posture” of the header portion and the ending portion before and after the moving image.
- the “basic posture” is a posture that is the same reference taken by the subject before and after the specific action in any moving image.
- the “basic posture” is preferably a stable posture that is easy for a living person to take, and for example, a posture with less blur such as placing both hands at a fixed position of the table is applicable.
- “Basic posture” has a role of “margin” connecting different moving images.
- the “basic posture” is recorded for a short period of time, for example, 1 second.
- discontinuity is reduced by connecting different “basic postures” by applying a morphing technique.
- the morphing technique is a special effect technique in which the shape of one object is gradually changed while the shape of another object having a completely different shape is changed over a certain period of time.
- the “basic posture” of the moving image that has been reproduced in advance is applied to connect the “basic posture” of the moving image that is reproduced next through a transition period.
- the model pose which is inevitably generated between the “basic poses” of different moving images, is naturally connected by gradually changing the pose deviation of the model over the transition period, and was taken as different moving images. Nevertheless, the morphing process is used to show the viewer as if it were one image taken continuously.
- the interpolated image IP between the “basic posture” of the first moving image and the “basic posture” of the second moving image is reproduced.
- the interpolated image IP is a group of frame images generated by performing linear interpolation on a frame image that reproduces the “basic posture” of the first moving image and a frame image that reproduces the “basic posture” of the second moving image.
- the transition period is 1 second (30 frames)
- each pixel that displays the “basic posture” of the first moving image becomes 30 pixels that displays the “basic posture” of the second moving image.
- the frame image changes.
- the interpolated image IP is created in advance and stored in the moving image storage unit 110, and is inserted between the first moving image and the second moving image and reproduced.
- frame images constituting the interpolation image IP are sequentially generated in real time and inserted between the first moving image and the second moving image. You may comprise.
- pixel data for displaying the “basic posture” of the first moving image is represented by p1
- pixel data for displaying the “basic posture” of the second moving image is represented by p2
- a period of “basic posture” may be used as a transition period of the morphing process. For example, if the frame image at the timing when the “basic posture” of the end portion of the first moving image enters the frame image at the timing when the “basic posture” of the header portion of the second moving image ends is connected by morphing processing.
- the transition period required for connection between the first moving image and the second moving image is only the time length of the “basic posture” at the shortest.
- the morphing process is a technique for changing a first subject to a second subject while gradually changing the posture and form of a subject that is originally completely different in posture and form (referred to as a first subject and a second subject). Therefore, even if the posture of the subject (dealer) at the end of the first moving image is different from the posture of the subject at the end of the second moving image, both the moving images are gradually changed in posture. This is because it is possible to connect images.
- the posture change linearly interpolated in the transition period is displayed, so that the morphing process is conspicuous. Therefore, the viewer does not realize that multiple moving images are connected by morphing, and it looks as if one continuous moving image is displayed. It is preferable to morph.
- the left view of FIG. 6A is an excerpt of a frame image obtained by photographing a model dressed as a dealer taking the “basic posture”, and the right view of FIG. 6A is obtained by performing chroma key processing on the image of the left view of FIG. 6A. It is a stereoscopic image generated by projecting a moving image together with an object.
- the left view of FIG. 6B is an excerpt of a frame image obtained by photographing a model that distributes cards.
- the right view of FIG. 6B is a projection conversion of a moving image obtained by performing chroma key processing on the image of the left view of FIG. 6B together with an object. It is the stereo image produced
- the moving image is taken from a predetermined shooting point of view of a model that handles a color card that is colored to a specific color in a color table that is colored to the same specific color with a specific color as a background.
- the specific color is a single color that can be cut out from the image by chroma key processing after shooting.
- a single color for example, green or blue, whose skin color and color tone are large is selected.
- ⁇ One moving image is produced by continuously shooting from the “basic posture” where the model is the header part to the “basic posture” which is the ending part through the movement which is the “motion body”.
- the “basic posture” is preferably maintained for a predetermined time so as not to move the body.
- a card held by the model from a shooting viewpoint may be applied to a part of the model body.
- the part where the card overlaps the part of the model body is also cut out as shown in the left side of FIG. 6B, and the part of the model body matches the shape of the card.
- a moving image that has been cut out is obtained after chroma key processing.
- the moving image shot with the background of the specific color is subjected to chroma key processing by a special effect device (switcher) or the like, the specific color is removed, and only the image portion of the model that resembles the dealer is left.
- What has been subjected to the chroma key processing becomes moving image information recorded in the moving image storage unit 110.
- the moving image is combined with the stereoscopic image and the background image by a combining process described later, and is displayed as an image as if the dealer is handling the card in the actual hall as shown in the right side of FIGS. 6A and 6B.
- a viewpoint C for generating a stereoscopic image is set in the world coordinate system, that is, a virtual three-dimensional space.
- the view volume VV is a space that is imaged in the world coordinate system.
- the view volume VV is set to a quadrangular pyramid from the viewpoint C to the background plane Pb on which the background image BG is projected.
- the moving image plane Pv is a plane on which the moving image V reproduced from the moving image information is mapped.
- the moving image plane Pv, the card object Oc, the table object Ot, and the background plane Pb are arranged in this order from the side closer to the viewpoint C to the far side.
- the card object Och is an object that defines a card located in the virtual three-dimensional space away from the table surface of the table object Ot by being held by a dealer represented by the moving image V.
- the distance D2 from the viewpoint C to the card object Oc (Och) and the table object Ot is larger than the distance D1 from the viewpoint C to the moving picture plane Pv to which the moving picture V is mapped.
- the object image storage unit 114 shown in FIG. 4 stores information on objects defined in the modeling coordinate system arranged in the world coordinate system.
- the object image storage unit 114 also stores texture information that maps to the perspectively projected object.
- the object image storage unit 114 stores modeling information and texture information of the card object Oc and the table object Ot arranged in the view volume VV.
- the object placement unit 116 is a functional block that performs modeling conversion on the modeling information of the card object Oc (Och) and the table object Ot stored in the object image storage unit 114 and defines them in the world coordinate system. That is, the object placement unit 116 places the card object Oc (Och) and the table object Ot in the world coordinate system.
- the moving image V and the card object Oc (Och) overlap each other.
- the moving image V always hides the card object Oc (Och).
- the card object Och is hidden in the hand part of the moving image V when the hand overlaps when viewed from the viewpoint C, and the dealer holds the card. The situation is naturally expressed.
- the part of the dealer's body is removed by the chroma key process.
- the moving image V has a cutout portion cut into a shape. For this reason, from the viewpoint C, the card object Och arranged on the back side is observed through the cutout portion of the moving image V arranged on the near side. Therefore, as shown in the right side view of FIG. 6B, an image after projection conversion as if the card is in front of the dealer is obtained even though the card object Och is arranged on the back side. I will not give you.
- the viewpoint setting unit 118 is a functional block that sets the relative position of the viewpoint C in the world coordinate system so as to correspond to the relative position of the shooting viewpoint when the moving image V is captured. That is, the viewpoint setting unit 118 captures the viewpoint C in the virtual three-dimensional space at a position in the world coordinate system that corresponds to the relative positional relationship between the coloring card and the shooting viewpoint when the model is captured to produce a moving image. Set. With this setting, the positional relationship among the dealer's moving image V, the table object Ot, and the card object Oc (Och) observed from the viewpoint C is the same as that of the model, coloring table, and coloring card when the moving image is produced. It can be the same as the positional relationship.
- the projection conversion unit 120 performs a viewing conversion on the object defined in the world coordinate system on the basis of the viewpoint C in which the relative position is determined in this way, and redefines the object in the viewpoint coordinate system, and a predetermined view plane This is a functional block that projects onto the screen.
- the card object Oc (Och) and the table object Ot arranged in the view volume VV are perspectively projected on the view plane.
- the mapping unit 122 is a functional block that reads the texture information stored in the object image storage unit 114 and maps the texture onto the perspectively projected table object Ot and card object Oc.
- the mapping unit 122 reads the moving image information stored in the moving image storage unit 110 and maps the moving image V to the moving image plane Pv.
- FIG. 8 shows an image display example generated by the arrangement of objects as shown in FIG. Since the background image BG is arranged behind all the objects, none of the objects overlap. Since the dealer of the moving image V is arranged in front of the table object Ot and the card object Oc, an unnatural image in which a part of the dealer's body is hidden behind the table as viewed from the viewpoint C is generated. Is prevented. Even if the card object Och held by the dealer overlaps with a part of the dealer's body, the moving image V of the overlapped portion has a cutout portion formed by chroma key processing, and is placed on the back side.
- the game control unit 130 is configured to execute an enlarged display of a distributed card when an enlarged display is designated from the operation unit 202 of any station 200.
- a stereoscopic image enlarged display mode for enlarging the card object Oc (Och) as a stereoscopic image and a planar image enlarged display mode for enlarging the card as a two-dimensional image can be selected.
- the game control unit 130 changes the line of sight from the viewpoint C to the card object while fixing the position of the viewpoint C in the world coordinate system set as shown in FIG.
- the viewpoint setting unit 118 is controlled so as to be directed toward Oc (Och) and to change the viewing angle (view angle) to a narrow angle centered on the card object Oc (Och) as shown in FIG.
- the game control unit 130 changes the wide viewing angle (viewing angle) when no enlarged display is performed to a narrow viewing angle centered on the card object Oc (Och). .
- the projection conversion unit 120 performs viewing conversion of each object included in the view volume VV1 defined by a narrow viewing angle, so that a part of the moving image V and an enlarged card object Oc ( Och) and a part of the table object Ot are perspectively projected onto a new view plane for enlargement display.
- the game control unit 130 changes the narrow viewing angle corresponding to the view volume VV1 to the wide viewing angle corresponding to the view volume VV.
- FIG. 10 shows an image display example in the stereoscopic image enlargement display mode.
- the stereoscopic image enlargement display mode only a limited range of the dealer's hand is displayed centering on the card object corresponding to a narrow viewing angle, and the background image BG is not displayed. According to the above processing, even in the stereoscopic image enlargement display mode, it is possible to provide an image that combines a realistic moving image and a stereoscopic image.
- the game control unit 130 reads a planar image (sprite image) of the card instead of the stereoscopic image, and displays a simple planar image.
- a planar image can be generated by referring to the mapping information stored in the object image storage unit 114.
- FIG. 11 shows an image display example in the planar image enlargement display mode.
- a simple image in which only the card texture is arranged on the background colored in the same color as the table is displayed, and the dealer of the moving image V is not displayed. According to the above processing, it is possible to provide a simple image that makes it easy to grasp the status of a distributed card. .
- a card game is played at each of a plurality of tables arranged in a wide space, and an effect is provided such that the line of sight direction is arbitrarily changed and the line of sight is transferred to an arbitrary table. .
- FIG. 12 shows a conceptual diagram of background image arrangement in the world coordinate system according to the present embodiment.
- the background image generation unit 124 has a cubic shape composed of six planes (background planes) each mapped with a background image so as to surround the viewpoint C, the moving image plane Pv, and the object group. Place a background image.
- four background planes Pb1 to Pb4 to which the background images BG1 to BG4 are mapped are arranged (for ease of understanding, the background planes of the bottom surface and the ceiling surface are not shown in FIG. 12).
- the background images BG1 to BG4 mapped on the plurality of background planes Pb1 to Pb4 are assumed to be pictorially continuous.
- the viewpoint C, the moving image plane Pv, the card object Oc, and the table object Ot are arranged inside these background planes Pb1 to Pb4, as described with reference to FIG. 7, the viewpoint C, the moving image plane Pv, the card object Oc, and the table object Ot are arranged. At this time, the viewing direction of the viewpoint C is arbitrarily changed, but the position of the viewpoint C is fixed to the geometric center point O of the cube formed by the background planes Pb1 to Pb4. In other words, the change of the relative position between the viewpoint C and the moving image V, the card object Oc, the table object Ot, etc. in the world coordinate system is prohibited.
- FIG. 13 shows a conceptual diagram when the line-of-sight direction is changed.
- the position of the viewpoint C in the virtual three-dimensional space is fixed to the center point O even when the line-of-sight direction is changed.
- the distance between the viewpoint C and the moving image plane Pv, the card object Oc, and the table object Ot does not change. For this reason, there is no positional deviation between the moving image V and the object. .
- such arrangement of the viewpoint C is effective.
- a plurality of card game sets including a moving image plane Pv, a card object Oc, and a table object Ot are arranged around the viewpoint C in a cube composed of background planes (in FIG. 12 and FIG. 13, easy to understand). Only one card game set is shown for).
- the position of the viewpoint C is fixed and control is performed so that only the direction of the line of sight is rotated, the image looks as if the camera is panning from one table to another. Will be generated.
- a virtual three-dimensional space and an object to be displayed are shared among the plurality of sub-controllers 100, and a moving image V and a card object Oc are included in one virtual three-dimensional space.
- five card game sets composed of table objects Ot, and each of the sub-controllers 100 generates an image obtained by projecting each line-of-sight direction from a common viewpoint C to a different card game set. Can be configured.
- FIG. 14 shows a conceptual diagram of background image arrangement in the world coordinate system according to the modification.
- the background image generation unit 124 may map and arrange the background image into a spherical shape or a cylindrical shape so as to surround the viewpoint C, the moving image plane Pv, and the object group.
- FIG. 14 shows a state in which a background plane is mapped to a cylindrical inner wall.
- the background plane Pb5 is formed in a cylindrical shape, and a single continuous background image BG5 is mapped.
- the distance from the viewpoint C to the background plane Pb5 as seen from the viewpoint C does not change no matter what direction the line of sight is directed, so that a special background image is enlarged and drawn Without changing the direction of the line of sight.
- the background plane When the background plane is mapped into a cylindrical shape, it is relatively easy to generate a background image, and the background image can be displayed even if the line of sight is moved 360 ° in the horizontal direction.
- the background image When the background plane is mapped to a spherical shape, the background image can be displayed by moving the line of sight up and down, left and right, and in any direction, which is ideal.
- FIG. 15 illustrates a flowchart of the game image generation method according to the present embodiment.
- the flowchart shown in FIG. 15 is executed under the control of the game control unit 130, which is a functional block that controls the progress of the card game.
- the game control unit 130 As described in the schematic game sequence in FIG. S100 to S104), a deal period (steps S200 to S216), and a payout period (steps S300 to S302).
- a plurality of moving images generated in the following steps are connected and displayed by the morphing process described above. Even if no particular mention is made of the morphing process, a morphing process is performed to connect moving images. It is assumed that it has been implemented.
- step S100 A new round of card games starts with a betting period.
- step S100 a moving image for collecting cards distributed in the previous game round is displayed.
- Table 1 shows a table explaining the types of moving images prepared for card collection.
- Table 1 shows a table explaining the types of moving images prepared for card collection. In the table below, together with the video number, the playback time of the video, the number of frames required for video playback (when 30 frames / second), the description of the operation, and the conditions for playing the video If there is such a condition, “N / A” is indicated if there is no such condition.
- the game control unit 130 refers to the progress of the game, selects a corresponding moving image from the four moving images, and selects the moving image selected from the moving image storage unit 110 by the moving image generation unit 112. The image information is read and reproduced.
- step S102 it is determined whether or not the remaining betting period is small.
- the remaining betting period can be arbitrarily set. For example, it can be set to a specific remaining number of seconds or 5 to 10% of the entire betting period.
- step S106 If the remaining betting period is sufficient (S102: NO), the process moves to the motion (lottery taken by the dealer) (step S106), and a moving image corresponding to the lottery is displayed (step S108).
- step S104 the morphing process for shifting to the deal period is executed (step S104), and the process shifts to the moving image reproduction for the deal period in step S200.
- the game control unit 130 executes a lottery with a random number or the like as needed at the timing when the reproduction of one moving image ends, and based on the lottery result, one piece of moving image information is selected from a plurality of types of moving image information. Operate to select.
- the game control unit 130 determines whether or not the condition according to the progress of the game is met in the determination period (1 second in the present embodiment) immediately before the end of reproduction of one moving image. When it does, it operates to select the corresponding moving image.
- Table 2 shows a table for explaining a plurality of types of moving images that can be selected in the motion lottery.
- a large number of moving images having a playback time of 2 to 3 seconds are prepared as moving images that can be selected in the motion lottery.
- “conditions” are described as being selected when the progress of the game matches the conditions in the determination period at the end of the immediately preceding moving image.
- a moving image in which “condition” is not described is randomly selected according to the lottery result of the game control unit 130.
- the moving image 2-1 “Place Your Bets” is a moving image including an operation that prompts the user to place a bet in a situation where a bet input is not made at any station 200 at the beginning of the betting period. is there.
- the moving image 2-2 “call-in” is a moving image including an operation for prompting a bet when a bet input is not made in the station 200 of 80%.
- the moving picture 2-3 “nodding” is selected on the condition that a bet is placed in a specific betting area such as a high payout can be expected.
- the moving images 2-4 to 2-7 “tapping the table” are moving images representing praise selected on the condition that a bet amount of a certain amount or more is bet within the condition effective time.
- the moving image 2-8 “waving hand” is a moving image expressing separation displayed on the condition that the payout has been made within the condition effective time.
- the moving image 2-10 “look away” is a moving image selected with a certain probability when the conditions of the moving images 204 to 2-7 are met within the condition effective time.
- the moving image 2-21 “wink” is a moving image representing the maximum praise selected on the condition that the maximum bet amount is bet within the condition effective time.
- the moving image 2-25 “throwing kiss” and the moving image 2-29 “holding with both hands” are selected for praise when the user is winning consecutively.
- the moving image 2-28 “swirl your body slowly” is selected when the user touches the “dealer” displayed on the display unit 201 with the touch panel at any station 200 within the effective period of time.
- the other moving images are moving images that are appropriately selected based on the lottery result of the game control unit 130 when the conditions do not match.
- FIG. 16 illustrates a specific example of a moving image selection sequence in the betting period.
- the example shown in FIG. 16 is for the case where the duration of the betting period is 25 seconds, and what kind of moving image is selected according to the operation content from the user and is connected in the morphing process. Show.
- the content described in the “Dealer Motion” column indicates the type of the selected moving image, and the content described in the “Customer A” and “Customer B” columns is the customer A and the customer.
- B shows the operation contents inputted by operating the operation unit 202 of the station 200 and the reaction of the sub-controller 100 in response thereto.
- a mutual moving image shall be connected by the morphing process demonstrated based on FIG.
- “Card collection” of any of the moving images 1-1 to 1-6 is selected and displayed according to the card distribution situation of the previous game round.
- a condition effective time is set for the last 1 second (elapsed time 5 to 6 seconds) of the moving image display period.
- the condition effective time is a period for determining whether the conditions shown in Table 2 are met.
- the game control unit 130 performs a lottery when 6 seconds have elapsed, and selects a moving image 2-19 “blink” to be displayed next.
- the moving image 2-4 or 2-5 “table is displayed. It meets the conditions of “tapping”.
- the game control unit 130 executes lottery to select either one of the moving images 2-4 or 2-5, and the moving image of “hit the table” is displayed. According to such a process, the dealer performs a reaction that responds in response to the user's input, and the realism can be enhanced as if the dealer is dealing with a real dealer.
- the game control unit 130 executes the lottery again at the end of the “hit the table” moving image (elapsed time: 11 seconds), and selects the next moving image 2-16 “overlook” to be displayed.
- the user “customer A” bets more than a certain amount on the banker side at the timing of the elapsed time of 11.5 seconds.
- the game control unit 130 ignores the bet and ends the moving image “look-out” (elapsed time 14 seconds).
- the lottery is executed, and the moving image 2-13 “clear hand” to be displayed next is selected.
- the processing is repeated, and the moving image 2-19 “blink” is selected again after the moving image “Clear Hand” expressing the action of the dealer turning the palm upward. It is assumed that a bet of a certain amount or more is placed on the banker side from the user “customer A” in the condition valid period (elapsed time 18 to 19 seconds) set for the moving image “blink”.
- condition valid period elapsed time 18 to 19 seconds
- any one of the moving images 2-4 to 2-7 “hitting the table” should be selected.
- the moving image 2-10 “look away” is selected with a certain probability even if the condition is met. The effect is that the dealer was “looking away” and was not aware of the dealer's bet. By making the actions (overlooks) that are likely to be real dealers appear with a relatively small probability, it is more authentic.
- the morphing process for shifting to the deal period is executed at the end of the betting period (FIG. 15: Step S104).
- the moving image 3-1 “No More Bets + 4 copies” is selected, and the morphing process for the moving image is performed.
- Table 3 shows a table for explaining a plurality of types of moving images that can be selected in the deal period.
- step S ⁇ b> 200 the game control unit 130 selects the moving image 3-1 “No More Bets + 4 pieces”.
- the moving image is the one that “No More Bets” and “Distribute 4” operations are played back continuously, for example, in the first half (eg, 0 to 7.5 seconds) of the deal period (eg, 15 seconds). Played. Regardless of what cards are dealt on the banker side and the player side, at least two cards are dealt, so these images are grouped together.
- step S202 the game control unit 130 determines a moving image to be selected in the second half of the deal period (for example, 7.5 to 15 seconds) according to the contents of the cards distributed to each side.
- the contents of the cards (numbers A, 2-9, and picture cards) are determined by the game control unit 130 by performing a lottery at the beginning of the deal period.
- the game control unit 130 sets two points on the banker side and the player side, assuming that the card is “A”, 1 point if the card is “2” to “9”, and 0 point for the picture card. Calculate the total score for each card. Then, according to the total score, whether to end the card game or distribute the third card is determined according to the rules of the card game.
- step S204 the game control unit 130 selects and displays a standby motion to be displayed when no more cards are distributed.
- step S206 the game control unit 130 displays the moving image 3-2 “3rd player side dealt” that delivers the third card to the player side. select.
- step S208 the game control unit 130 selects a standby motion.
- step S210 When the third card is dealt only to the banker side, the process proceeds to step S210, and the game control unit 130 distributes the third card to the banker side 3-3 “Distribute the third banker side card”. Select. Next, the process proceeds to step S212, and the game control unit 130 selects a standby motion.
- step S214 the game control unit 130 selects the moving image 3-2 “3rd player side dealt”, and then step S216. Then, the game control unit 130 selects the moving image 3-3 “Distribute third bunker side”. When the player side and the banker side distribute the third piece, the game control unit 130 shifts to the payout period without selecting the standby motion as shown in steps S208 and S212.
- Table 4 shows a table for explaining a plurality of types of moving images that can be selected in the payout period.
- step S300 When entering the dividend period, an effect corresponding to the win or loss determined in the deal period is displayed. For example, if the user bets only on the winning side of the bunker side and the player side, the process proceeds to step S300, and the game control unit 130 executes a lottery. Then, the process proceeds to step S302, and any one of the moving images 4-1 “applause”, moving image 4-2 “good sign”, and moving image 4-3 “smile” is selected and displayed. This is because there is no user who lost the game round, and it is appropriate to please everyone without losing the user's mood.
- the game control unit 130 selects the moving image 4-4 “Apologize” without executing the lottery. To display. This is because there is no user who won in the game round, so it is appropriate to comfort everyone without sacrificing the user's mood.
- the game control unit 130 selects a neutrally connected moving image “Wait”. This is because there are both a winning user and a losing user in the game round, and therefore the dealer's movement to shoulder on either side is not appropriate.
- the dividend period is set to an appropriate period for paying out the dividend, for example, 5 seconds.
- the process proceeds to card collection (step S100) for the next game round.
- the moving image selected by the card collection is selected from the moving images 1-1 to 1-4 according to how many cards are dealt to the banker side and the player side in the game round. *
- the dealer is created such that the attitude of the dealer at the end of the first moving image and the start of the second moving image is the same basic attitude.
- an interpolated image that connects the frame image at the end of the first moving image and the frame image at the start of the second moving image during a predetermined transition period Since it is generated by the morphing process, a plurality of moving images displaying the actions of different dealers can be freely connected. For this reason, it is possible to display an image of a natural operation like a live dealer who does not repeat the same operation while using a live-action moving image.
- the game control unit 130 selects one piece of moving image information from a plurality of types of moving image information based on the lottery result, and thus performs a random operation that cannot be predicted.
- a dealer's moving image is provided, and it is possible to create a sense of reality as if a real dealer is dealing with him.
- the game control unit 130 selects moving image information that responds to the operation information input from the user who operates the station 200, so the live dealer responds to the user. It is possible to create a sense of presence as if it were operating.
- the game control unit 130 permits selection of moving image information corresponding to a moving image that responds when operation information is input during the condition validity period.
- a moving image that responds only when the operation information is provided is provided, and it is possible to maintain a response like a real dealer.
- the moving image V when a portion of the moving image V and the card object Och overlap, the moving image V is generated such that the overlapping portion is cut out by the chroma key process, and behind the moving image V Since the arranged card object Och is observed through the cut-out portion of the moving image V, it is possible to prevent the appearance of an unnatural image such as the card being hidden by the dealer's body.
- the viewpoint setting unit 118 sets the viewing angle (view angle) relatively narrow, so that enlargement as a stereoscopic image is performed. Display is feasible.
- the background image generation unit 124 that generates the background image is designated to change the background images BG1 to BG4, the card object Oc and the viewpoint C in the world coordinate system Since only the line-of-sight direction is changed while prohibiting the change of the relative position, it is possible to provide an image that is taken while panning the camera without changing the positional relationship between the dealer, the card, and the table.
- the game image generating apparatus and program according to the present invention since a plurality of moving images produced by photographing a live subject can be freely connected to provide a continuous moving image, regularity is improved. It is applicable to the field where there is a demand for making the subject a natural movement or having an interactive reaction on the subject.
- the present invention can be applied not only to card games but also to other game systems that use live-action movies, and business simulation devices that are not limited to games.
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Abstract
Description
以下の実施形態では、ゲームとして代表的なカードゲームの1つであるバカラを実現可能に構成したカードゲームシステムを例示する。特に本実施形態では、バカラを取り扱うディーラーに本発明に係るゲーム画像生成技術を適用する。ただし、カードゲームの種類に限定はなく、他の種類のカードゲームにも本発明を適用可能である。また実写ムービーである動画像の対象にも限定はなく、ディーラー以外の対象を撮影した動画像を用いてもよい。
本明細書では、以下のように用語を定義する。
「ユーザ」:カードゲームシステムにおいてカードゲームの勝敗を予想して賭ける参加者をいう。ユーザは、ステーションからカードゲームに参加する。
「バカラ」:伝統的なカードゲームであり、バンカー(胴元役)とプレイヤ(客役)によるカードゲームの勝敗を、ユーザが予想して賭けるゲームをいう。ユーザは単にゲームの勝敗を予想するのみであり、その手軽さなどから世界各地のカジノで人気を博している。ディーラーは、あるルールに則してバンカー及びプレイヤのそれぞれに2枚ないし3枚のトランプカードを配り、配られた合計数の1桁目が「9」に近い方が勝ちとなる。
「ベット」:ユーザの予測を表明することをいう。具体的には、バンカーが勝つのか(BANKER)、プレイヤが勝つのか(Player)、または勝負が引き分けに終わるのか(タイ(TIE))になるのかを予想して、この勝敗予想に対応して賭けることをいう。
「ベット額」:各ユーザが任意に指定することができ、ユーザの予想が当たった場合には、ベット額に応じた配当が得られる。
「ベット領域」:ユーザがチップを賭ける仮想的な領域であり、バンカーが勝つのか(BANKER)、プレイヤが勝つのか(Player)、または勝負が引き分けに終わるのか(タイ(TIE))に応じて用意されている。
「テーブル」:実際のカジノでディーラーがカードを取り扱うために使用されるカードテーブルを再現した仮想的なテーブルをいう。本実施形態では5つのテーブルが用意される。
「動画像」:所定の同期期間毎に連続的に表示することにより被写体が動いているように見せる一連のフレーム画像群のことをいい、その記録形式は、MPEG(Moving Picture Experts Group)等の標準動画規格で圧縮符号化されたものも含む。本明細書では、一連のフレーム画像群やそれを圧縮符号化したデータ自体と、これらデータを再生して表示される動く画像自体との双方を意味する。本発明では、ビデオカメラで被写体を撮影して記録されたものである。
「ディーラー」:実写された動画像の被写体をいい、動画像のモデルである。
図1に、本実施形態に係るカードゲームシステムの外観概略構成図を示す。図1に示すように、本実施形態に係るカードゲームシステム1000は、大型のメインディスプレイ301が中央に配置された本体10と、複数のステーション200とを備えて構成される。
図3に、本実施形態に係るカードゲームシステム1000において実施されるカードゲームの流れ図を示す。図3に示すように、本カードゲームは、大きく「ベット期間」、「ディール期間」、および「配当期間」の3つに分かれて、1ラウンドのカードゲームが構成されている。これらの期間の開始および終了タイミングは、メインコントローラ300が管理して各サブコントローラ100に期間の開始および終了を指示するものである。例えばベット期間は25秒、ディール期間は15秒、および配当期間は5秒というように設定される。
「ベット期間」は、カードの配布前にユーザが勝敗を予想してベットするための期間である。当該カードゲームに参加するユーザは、空いているステーション200に着座する。そしてベット期間中に、同時進行される5つのカードゲームのうちいずれか一つまたは複数の勝敗を予想して、各ステーション200の操作部202を操作して、勝敗予想に応じてベット額に応じたチップをベットする。いずれか一つのカードゲームにベットする場合は「メインベット」であり、複数のカードゲームにベットする場合は「サイドベット」である。ユーザは操作部202を操作することにより、サブコントローラ100-1~100-5のいずれかで実行されるカードゲームの画像を選択して表示することが可能である。
「ディール期間」は、ベット期間の経過後、ユーザのベットを禁止し、各サブコントローラ100においてカードを配布してカードゲームを進行させる期間である。カードゲームでは、バンカーサイドおよびプレイヤサイドのそれぞれに2枚または3枚のカードが配られる(いわゆる「ディール」)。各サイドに2枚配るか3枚配るかは、各サブコントローラ100が、毎回のラウンドにおいて乱数等により決定する。そして決定した配布枚数となるようなカードの数字を決定する。
「配当期間」は、ディール期間の経過後、ユーザのベット状況に応じた配当で払い出しをする期間である。ディール期間において、各カードゲームの勝敗が決せられると、メインベットにおける配当が決定される。またユーザがサイドベットを行っていた場合にはサイドベットにおける配当も決定される。そして決定した配当に応じて、各ステーション200における払い出しが行われてカードゲームの1ラウンドが終了する。
図4に、サブコントローラ(ゲーム画像生成装置)のブロック図を示す。図4に示す各機能ブロックは、サブコントローラ100のCPU101が本発明に係るゲーム画像生成プログラムを実行することにより機能的に実現されるものである。各機能ブロックの表現および区切りは説明の便宜上のものであり、ここに例示されたもの以外の表現や区切りであってもよい。例えば、複数の機能ブロックを一つにまとめても一つの機能ブロックを複数に分解してもよい。
動画像記憶部110には、ディーラーを被写体とする動画像を生成するための動画像情報が格納されている。動画像生成部112は、動画像情報を読み出して動画像を生成する機能ブロックである。動画像生成部112は、以下に説明する原理に基づき、動画像記憶部110に記憶される複数の異なる動画像を接続する。
pn=[(F-n)×p1+n×p2]/F
という一般式で演算される。
図6Aおよび図6Bに基づき、本実施形態に係る動画像の作製方法を説明する。図6Aの左側図は「基本姿勢」をとっているディーラーに扮したモデルを撮影したフレーム画像の抜粋であり、図6Aの右側図は図6Aの左側図の画像をクロマキー処理して得られた動画像をオブジェクトとともに投影変換して生成した立体画像である。図6Bの左側図はカードを配っているモデルを撮影したフレーム画像の抜粋であり、図6Bの右側図は図6Bの左側図の画像をクロマキー処理して得られた動画像をオブジェクトとともに投影変換して生成した立体画像である。
次に、図7に示すワールド座標系におけるオブジェクト配置の概念図を参照しながら、上記のようにして作製された動画像と立体画像との合成処理について説明する。
ゲーム制御部130は、いずれかのステーション200の操作部202から拡大表示が指定された場合には、配られているカードの拡大表示を実行するように構成されている。拡大表示には、立体画像としてカードオブジェクトOc(Och)を拡大する立体画像拡大表示モードと、二次元画像としてカードを拡大する平面画像拡大表示モードとが選択可能になっている。
本実施形態では、広い空間に配置された複数のテーブルのそれぞれでカードゲームがプレイされ、視線方向を任意に変更して任意のテーブルに視線を移していくような演出が可能に構成されている。
図15に本実施形態に係るゲーム画像生成方法のフローチャートを例示する。図15に示すフローチャートは、当該カードゲームの進行を制御する機能ブロックであるゲーム制御部130の制御により実行されるものであり、図3において概略のゲームシーケンスを説明したように、ベット期間(ステップS100~S104)、ディール期間(ステップS200~S216)、および配当期間(ステップS300~S302)の三段階で構成されている。
カードゲームの新たな1ラウンドはベット期間から始まる。まずステップS100において、前回ゲームのラウンドで配ったカードを回収する動画像が表示される。
(5-1)本実施形態によれば、第1の動画像の終了時と第2の動画像の開始時における前記ディーラーの姿勢が同一の基本姿勢となるように作成されており、第1の動画像から第2の動画像へ切り替える際に、第1の動画像の終了時におけるフレーム画像と前記第2の動画像の開始時におけるフレーム画像とを繋ぐ補間画像を所定の遷移期間中にモーフィング処理で生成するので、異なるディーラーの動作を表示する複数の動画像を自在に繋ぎ合わせることができる。このため、実写の動画像を用いながらも同じ動作の繰り返しのない生身のディーラーのような自然な動作を画像表示することができる。
100、100-1~100-5…サブコントローラ
101…CPU
102…ROM
103…RAM
104…ディスプレイコントローラ
105…ハードディスク
106…インターフェース装置
107、107-1~107-5…サブディスプレイ
110…動画像記憶部
112…動画像生成部
114…オブジェクト画像記憶部
116…オブジェクト配置部
118…視点設定部
120…投影変換部
122…マッピング部
124…背景画像生成部
130…ゲーム制御部
200、200-1~200-n…ステーション
201…タッチパネル付きディスプレイ
202…操作部
300…メインコントローラ
301…メインディスプレイ
BG、BG1~BG5…背景画像
C…視点
Oc、Och…カードオブジェクト
Ot…テーブルオブジェクト
Pv…動画像平面
Pb、Pb1~Pb5…背景画像平面
VV、VV1…ビューボリューム
Claims (10)
- ゲームの画像を生成するゲーム画像生成装置であって、
被写体の動画像を生成するための動画像情報を記憶する動画像記憶部と、
前記動画像情報を読み出して前記動画像を生成する動画像生成部と、
前記ゲームの進行を制御するゲーム制御部と、
を備え、
前記動画像情報は、被写体の異なる動きに対応させて複数種類が記憶されており、
前記動画像生成部は、前記第1の動画像から前記第2の動画像へ切り替える際に、前記第1の動画像の終了時におけるフレーム画像と前記第2の動画像の開始時におけるフレーム画像とを繋ぐ補間画像を挿入する、
ゲーム画像生成装置。 - 前記ゲーム制御部は、抽選結果に基づいて前記複数種類の動画像情報のなかから前記第2の動画像に対応する一つの動画像情報を選択させる、
請求項1に記載のゲーム画像生成装置。 - 前記ゲーム制御部は、入力された操作情報に基づいて前記第2の動画像として特定の応答動画像に対応する動画像情報を選択させる、
請求項1に記載のゲーム画像生成装置。 - 前記ゲーム制御部は、所定の条件有効期間中に前記操作情報が入力された場合に前記応答動画像に対応する動画像情報の選択を許可する、
請求項3に記載のゲーム画像生成装置。 - 前記動画像情報は、特定色を背景に当該特定色に彩色された彩色テーブルにおいて当該特定色に彩色された彩色カードを取り扱う前記被写体を所定の撮影視点から撮影したあとに前記特定色が抜けるようにクロマキー処理されたものであり、
ワールド座標系にテーブルオブジェクトとカードオブジェクトと前記動画像をマッピングする動画像平面とを配置するオブジェクト配置部と、
前記動画像の撮影時における前記彩色カードに対する前記撮影視点の相対位置に対応するように、前記ワールド座標系における前記カードオブジェクトに対する視点の相対位置を設定する視点設定部と、
前記テーブルオブジェクトおよび前記カードオブジェクトにテクスチャをマッピングし、前記動画像平面に前記動画像をマッピングするマッピング部と、
前記視点を基準として投影変換する投影変換部と、
をさらに備える、
請求項1乃至4のいずれか一項に記載のゲーム画像生成装置。 - 拡大表示が指定された場合に、
前記視点設定部は、前記ワールド座標系における前記視点の位置を固定しながら視野角を狭くする、
請求項5に記載のゲーム画像生成装置。 - 拡大表示が指定された場合に、
生成されている前記カードオブジェクトと同一種類のカードを含む平面画像を表示する、
請求項5に記載のゲーム画像生成装置。 - 視線方向の変更が指定された場合には、前記ワールド座標系における前記視点の位置を固定しながら前記視線方向を変更する、
請求項5乃至7のいずれか一項に記載のゲーム画像生成装置。 - コンピュータにゲームの画像を生成するゲーム画像生成プログラムであって、
被写体の動画像を生成するための動画像情報であって、前記被写体の異なる動きに対応させた複数種類の動画像情報を記憶するステップと、
前記動画像情報を読み出して前記動画像を生成するステップであって、前記第1の動画像から前記第2の動画像へ切り替える際に、前記第1の動画像の終了時におけるフレーム画像と前記第2の動画像の開始時におけるフレーム画像とを繋ぐ補間画像を挿入するステップと、
を実行させるゲーム画像生成プログラム。 - 前記動画像情報は、特定色を背景に当該特定色に彩色された彩色テーブルにおいて当該特定色に彩色された彩色カードを取り扱う前記被写体を所定の撮影視点から撮影したあとに前記特定色が抜けるようにクロマキー処理されたものであり、
ワールド座標系に設定されたテーブルオブジェクトとカードオブジェクトと前記動画像をマッピングする動画像平面とを配置するステップと、
前記動画像の撮影時における前記彩色カードに対する前記撮影視点の相対位置に対応するように、当該ワールド座標系における前記カードオブジェクトに対する視点の相対位置を設定するステップと、
前記テーブルオブジェクトおよび前記カードオブジェクトにテクスチャをマッピングし、前記動画像平面に前記動画像をマッピングするステップと、
前記視点を基準として投影変換するステップと、
をさらに備える、
請求項9に記載のゲーム画像生成プログラム。
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US20170080343A1 (en) | 2017-03-23 |
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