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Image processing apapratus and method

A processing device and screen technology, applied in image data processing, animation production, sports accessories, etc., can solve the problems of display, difficult to apply masking surface treatment, etc., and achieve the effect of smooth ball-catching action

Inactive Publication Date: 2002-10-23
SEGA CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Problems solved by technology

However, this method creates another problem of still displaying the fielder's number while facing forward instead of showing his back
Therefore, it is difficult to accurately apply masking surface treatment to polygons that are located close to each other

Method used

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  • Image processing apapratus and method
  • Image processing apapratus and method
  • Image processing apapratus and method

Examples

Experimental program
Comparison scheme
Effect test

no. 1 example

[0049] I. Composition

[0050] figure 1 It is an external view of a video game machine using the picture processing device according to the first embodiment of the present invention. In this figure, the main frame 1 of the video game machine is substantially box-shaped, and a substrate and other components for game processing are arranged inside it. Two connectors 2a are provided on the front side of the video game machine main frame 1, and the PAD 2b is connected to these connectors 2a through a cable 2c. These two PAD2b are used when two players play a baseball game or other games.

[0051] On the top of the main frame 1 of the video game machine, an I / F deck connecting the ROM card and the CD-ROM drive 1b for reading the CD-ROM is set. At the rear of the main frame 1 of the video game machine, a video output terminal and an audio output terminal (not shown) are provided. The video output terminal is connected to the video input terminal of the TV picture receiver 5 via ...

no. 2 example

[0087] The video game machine of the second embodiment has a function related to displaying player numbers in addition to the functions of the video game machine of the first embodiment. Refer below Figure 13 and 14 Describe the function.

[0088] Figure 14 A data structure describing a polygon representing the upper body of a player. In this figure, the uniform is made up of four polygon groups 14A, 14B, 14C and 14D. Each polygon group consists of a polygon representing the part of the uniform and a polygon representing the part of the player's number. That is, polygon 14A includes a polygon 1401 representing a quarter jersey portion and a polygon 1411 representing a quarter player number portion. Likewise, polygon group 14B includes polygons 1402 and 1412 , polygon group 14C includes polygons 1403 and 1413 , and polygon group 14D includes polygons 1404 and 1414 .

[0089] The rank order (priority order) of polygons is set for each of the polygon groups 14A, 14B, 14C,...

no. 3 example

[0096] The video game machine of this embodiment has the functions described below in addition to the functions of the video game machine of the first embodiment described above. Refer below Figure 15 A video game machine according to a third embodiment of the present invention will be described.

[0097] Figure 15 It is the outline drawing of the baseball field 1500 on the screen. A virtual midpoint 1502 is set behind second base. An angle "θ" formed by a circular arc with a radius "R" from the midpoint 1502 and two radius lines extending from the midpoint 1502 is shown as the outer field fence 1501 . In this figure, reference numeral 1503 indicates a ball hit by a batter. The main CPU 101 calculates the distance "r" between the midpoint 1502 and the ball 1503, and determines whether the angle Φ shown in the figure is within the angle θ. In addition to these two conditions, if the condition that the height of the ball 1503 is not higher than the outer fence 1501 is sat...

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PUM

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Abstract

Virtual zone generators are provided for smooth display of fielder's catch motion, simple method for determining collision between hit ball and fence, and accurate masking surface treatment for polygons positioned close to each other 31, in order to create a collision area for determining the collision at a predetermined distance from the frame of the ball, and a determining means 32 is provided to determine where the fielder is located in the collision area. When it is determined that the fielder is in the collision zone, the screen changing means 33 gradually changes the posture of the fielder from the waiting state to the ball catching state.

Description

technical field [0001] The present invention relates to a picture processing device and method thereof. In particular, the present invention relates to a picture processing apparatus and method thereof capable of smoothly moving a character along with a ball in a video game simulating a ball game such as baseball or soccer. Background technique [0002] Along with the development of computer technology, the video game machine (picture processing device) that adopts computer graphics technology has come into widespread use. In particular, the popularity of video game machines simulating a ball game such as baseball or soccer has been steadily established, and a large number of such video game machines have been devised. [0003] However, existing video game machines have many problems as described below. [0004] First, it is difficult to smoothly display the fielder's catch motion. [0005] Existing video game machines generally include: a display for displaying batters, ...

Claims

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Application Information

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Patent Type & Authority Patents(China)
IPC IPC(8): A63F13/52A63F13/55A63F13/577A63F13/812G06T13/20G06T19/00
CPCA63F2300/64A63F2300/643A63F2300/66A63F2300/8011A63F13/577A63F13/42A63F2300/6045A63F13/52A63F13/67A63F2300/6653A63F13/44A63F13/56A63F13/812A63F2300/6607A63F2300/638A63F13/95A63F2300/206A63F2300/6027
Inventor 菅原优
Owner SEGA CORP