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