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A method of horizontal transformation of vertex position from plane game to three-dimensional

A vertex and game technology, applied in graphics and image conversion, image data processing, instruments, etc., can solve problems such as large parallax, no contrast between screen and screen effects, poor stereo effect, etc. The effect of reducing parallax

Active Publication Date: 2018-09-04
MIRUM DIGITAL MEDIA LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

This method cannot linearly modify the moving distance of the object, resulting in poor three-dimensional effect, and there is no contrast between the effect of going out of the screen and entering the screen. Generally, there is no way out of the screen.
[0003] Another method is the 3D method of wearing glasses, using a curve formula to describe the offset of the object moving to the left or right. The limitation of this method is that it is not applicable on the naked-eye 3D screen, and the parallax in the distance is too large. Part of it will produce ghosting on the naked-eye 3D screen (generally, the naked-eye 3D screen has a tolerance for parallax)
In addition, the screen close to the observer will have a large parallax, making the menu or options unclear

Method used

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  • A method of horizontal transformation of vertex position from plane game to three-dimensional
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  • A method of horizontal transformation of vertex position from plane game to three-dimensional

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Embodiment Construction

[0026] Specific embodiments of the present invention are described in detail below, but it should be understood that the protection scope of the present invention is not limited by the specific embodiments.

[0027] Unless expressly stated otherwise, throughout the specification and claims, the term "comprise" or variations thereof such as "includes" or "includes" and the like will be understood to include the stated elements or constituents, and not Other elements or other components are not excluded.

[0028] Such as Figure 2-4 Shown, a kind of horizontal transformation method of the vertex position of plane game to three-dimensional, its steps are:

[0029] (1) Designate a depth plane as the zero plane, and all objects under the depth of the zero plane have no parallax; the straight line extending from the zero plane into the screen is the positive parallax extension line Li and Ri, and the straight line extending from the zero plane out of the screen are the reverse par...

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Abstract

The invention discloses a method for lateral transformation of vertex positions from a plane game to a three-dimensional game. After each vertex undergoes normal projection transformation, a new lateral offset shift value is calculated based on the depth value of the transformed vertex. This shift value is multiplied by a coefficient based on the number of viewing angles and the lateral component x of the previous projection transformation. Values ​​are added to obtain a new transverse component x'. The invention increases the lateral offset and reduces the parallax, which is consistent with the characteristics of naked-eye 3D screens. The number of objects exiting the screen is smaller than the number of objects entering the screen, which conforms to the viewing habits of entering and exiting the screen. It simulates the feeling of human eyes freely viewing the world to the maximum extent, ensuring a sufficient sense of depth of field. The calculation is simple and the amount of calculation is reduced.

Description

Technical field: [0001] The invention belongs to the technical field of converting a plane game to a three-dimensional, and in particular relates to a method for transversally transforming a vertex position of a plane game into a three-dimensional. Background technique: [0002] The existing method of converting a plane game to a three-dimensional effect is generally: first, the vertex data is transformed from the viewpoint, and by modifying the camera position, the original camera position is moved to the left or right by a position or angle; then the model is transformed, and the objects in the scene The vertices of the model move to the desired position after model conversion, and then perform operations such as viewpoint positioning on the scene. The model conversion and viewpoint conversion together constitute the model view matrix; then perform projection transformation to reduce the dimensionality (projection transformation is similar to selecting a camera lens) to ge...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): G06T3/00
CPCG06T3/08
Inventor 张熙菡李应樵
Owner MIRUM DIGITAL MEDIA LTD
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