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Image processing unit, game machine, image processing method, and recording medium

Inactive Publication Date: 2005-02-17
SEGA CORP
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0011] In view of the difficulties described in the foregoing, a first object of the present invention is to provide image display that makes natural display transitions possible when a character enters or leaves an object, without losing the sense of realism.
[0013] A third object of the present invention is to provide image display that can display natural shadows that do not impair the sense of realism, without increasing the computation load.
[0015] A fifth object of the present invention is to provide a recording medium capable of providing a program wherewith the image processing of the present invention is possible.
[0027] For example, the configuration may be made such that weighting coefficients are set to the apexes of the display elements, and the density of the texture mapped to those display elements can be linearly interpolated by those weighting coefficients between the apexes, and the configuration be made such that, by modifying the weighting coefficients so that they are made to correspond with the deployment of the object in virtual space, the density of the texture of the display elements configuring that object can be controlled.

Problems solved by technology

Hence it has been very difficult to display natural shadows.

Method used

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  • Image processing unit, game machine, image processing method, and recording medium
  • Image processing unit, game machine, image processing method, and recording medium
  • Image processing unit, game machine, image processing method, and recording medium

Examples

Experimental program
Comparison scheme
Effect test

embodiment aspect 1

[0073] (Embodiment Aspect 1)

[0074] A first embodiment aspect relates to an image display device, a method therefor, a game machine, and a recording medium wherewith three-dimensional image display is possible and wherewith it is possible to represent natural images when an object enters or leaves a building or the like.

[0075] (Description of Configuration)

[0076] In FIG. 1 is given a block diagram for a game machine in the present invention. The game machine 1 of the present invention comprises a CPU block 10, video block 11, and sound block 12, as diagrammed in FIG. 1.

[0077] The CPU block 10 relates to a processing unit in the present invention and comprises a bus arbiter 100, CPU 101, main memory 102, ROM 103, and CD-ROM drive 104.

[0078] The bus arbiter 100 is configured so that it can control data transmission and reception by allocating dedicated bus time to the devices that are mutually connected over the bus.

[0079] The CPU 101 is configured so that it can access the CD-ROM...

second embodiment aspect

[0108] (Second Embodiment Aspect)

[0109] This embodiment aspect relates to one method that makes it possible to represent objects such as trees with striking realism, without displaying unnatural images, in game machines subject to certain processing capability limitations.

[0110] The hardware used in this second embodiment aspect is the same as that indicated in the first embodiment aspect, and so is not further described here. It is assumed, however, that polygon data and texture data, etc., for facilitating the display of trees in the present invention are read into this game machine from CD-ROM. The operation is now described.

[0111] In a virtual world, if a character corresponding to a hero approaches an object (such as a tree), that object is displayed larger just as when a tree is actually approached.

[0112] With the conventional methods for displaying a tree, the texture of the overall tree is represented on one flat polygon, or a composite is made wherein polygons to which t...

third embodiment aspect

[0122] (Third Embodiment Aspect)

[0123] This embodiment aspect relates to another method which makes it possible to represent highly realistic trees as in the second embodiment aspect.

[0124] The hardware used in this third embodiment aspect is the same as that indicated in the first embodiment aspect, and so is not further described here. It is assumed, however, that a program, polygon data, and texture data, etc., for facilitating the display of trees in the present invention are read into this game machine from CD-ROM. The operation is now described.

[0125] Whereas in the second embodiment aspect described above the shapes of display elements for representing clusters of leaves for representing a tree object are drawn as special shapes, in this third embodiment aspect, flat display elements to which texture has been mapped to represent leaf clusters are deployed in a plurality within a specific spatial area about the trunk to configure one object.

[0126] In FIG. 14 is given a diag...

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Abstract

An image processing unit is provided that is configured so that it can display one or more objects deployed in virtual space and a character established so that it can move relative to such object or objects. A processing unit is comprised that is configured so that, when a character has met a certain condition (such as entering or leaving a building) relative to an object (the building), of the display elements configuring an object deployed in an area related to the movement of the character, the display density of at least some specific display elements (such as a wall existing in front of the building) can be gradually altered. It is possible, with such processing, to provide roll-playing games that feature a high sense of realism.

Description

TECHNICAL FIELD [0001] The present invention relates to image processing technology suitable for game machines which present images in three-dimensional virtual space. More particularly, the present invention provides image processing which can pull a player deeply into a roll-playing game by realistically displaying the images displayed therein and imparting natural image changes. BACKGROUND ART [0002] In television game machines, roll-playing games that employ three-dimensional image processing technology are very popular because of the beauty of the imagery and the depth of the story provided. Most roll-playing games employ computer graphics technology in configurations wherein it is possible to display many displayed entities (hereinafter called “objects”) in three-dimensional virtual space. These objects include, in addition to those which simulate such real-world forms as terrain, plants, animals, and buildings, those (hereinafter called “characters”) which model the hero of t...

Claims

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Application Information

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IPC IPC(8): G06T15/04G06T15/10G06T15/20G06T15/50G06T17/00G06T19/00
CPCA63F13/10A63F2300/66A63F2300/6646A63F2300/6653G06T15/04G06T15/10G06T15/205G06T15/503G06T15/506G06T15/60G06T17/00G06T17/10G06T15/50A63F13/45A63F13/52A63F13/822
Inventor MUKOYAMA, TOSHIYUKIOKUDA, MASAKONIMURA, TOMOHIROHIROSE, TETSUICHIROMIYASHITA, MASAKI
Owner SEGA CORP