Game device, image generation method, and information storage medium

By setting the second viewing angle and track correction of the virtual camera, the problem of inconsistency between the actual space and the virtual space is solved, and the visual effect and sense of presence of the game are improved.

CN112237738BActive Publication Date: 2025-08-22BANDAI NAMCO EXPERIENCE INC
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Patent Information

Application Number
CN202010687582.0
Authority / Receiving Office
CN · China
Patent Type
Patents(China)
Current Assignee / Owner
Priority Date
2019-07-17
Filing Date
2020-07-16
Publication Date
2025-08-22
Estimated Expiration
2040-07-16

AI Technical Summary

Technical Problem

In existing game devices, the connection between the moving objects and objects in the actual space and the virtual space is inconsistent, resulting in insufficient visual movement speed and insufficient sense of presence.

Method used

By setting the second viewing angle of the virtual camera to the perspective corresponding to the stable view angle of the player's gaze, and performing movement information operations to correct the track of the moving object in the actual space, a virtual space image that is consistent with the player's feeling is generated.

Benefits of technology

The natural connection of virtual space images is achieved, the sense of openness, speed and presence is enhanced, the sense of inconsistency is reduced, and a more appropriate virtual space image is generated.

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Abstract

The present invention provides a game device, an image generation method, and an information storage medium. The game device includes a virtual camera setting unit, an image generation unit, and a movement information calculation unit. The image generation unit generates a virtual space image that can be viewed from a virtual camera (VC) in virtual space as a game image. The movement information calculation unit calculates first movement information in real space for a mobile object moving toward a screen (SC) displaying the virtual space image based on detection results from a detection device, and calculates second movement information in virtual space for a mobile object corresponding to the mobile object based on the first movement information. The image generation unit generates an image of the mobile object that appears from an appearance position corresponding to the impact position of the mobile object on the screen (SC) and moves based on the second movement information. The virtual camera setting unit sets the perspective of the virtual camera to a second perspective that is different from the first perspective specified based on the player's playing position (PP) and the screen (SC).
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Description

Technical Field

[0001] The present invention relates to a game device, an image generating method, an information storage medium, and the like. Background Art

[0002] Patent Documents 1, 2, and 3 disclose a game device in which, when a player hits or throws a moving object such as a ball in real space with a golf club or racket, a CG image of a corresponding moving object appears on the screen. With this game device, players can enjoy the same excitement as playing a real sport.

[0003] Patent Document 1: Japanese Patent Application Laid-Open No. 6-261963

[0004] Patent Document 2: Japanese Patent Application Laid-Open No. 2002-136629

[0005] Patent Document 3: Japanese Patent Application Laid-Open No. 2004-97702

[0006] However, in conventional gaming devices, the visual perception of moving objects in the image is insufficient in terms of width and depth. Furthermore, when the perspective of the virtual space is altered to enhance the appeal and persuasiveness of the image, there is also a problem of a disconnect between the real space in which the moving object moves and the virtual space in which it moves, leading to a lack of harmony and a lack of the desired sense of presence. Summary of the Invention

[0007] According to the present disclosure, a game device, an image generation method, an information storage medium, etc. can be provided, which can achieve a coordinated image display by making appropriate perspective settings and trajectory corrections so that the moving objects moving in the real space and the moving objects moving in the virtual space are naturally connected.

[0008] One aspect of the present disclosure relates to a gaming device, comprising: a virtual camera setting unit that performs setting processing for a virtual camera; an image generating unit that generates a virtual space image that can be seen from the virtual camera in a virtual space as a game image for a player to play the game; and a movement information calculating unit that obtains first movement information of a moving object moving toward a screen in a real space based on a detection result of a detection device, and obtains second movement information of a moving object corresponding to the moving object in the virtual space based on the first movement information, the virtual space image being displayed on the screen, the image generating unit generating an image of the moving object appearing from an appearance position and moving based on the second movement information, the appearance position corresponding to a hitting position of the moving object hitting the screen, the virtual camera setting unit setting the viewing angle of the virtual camera to a second viewing angle that is different from the first viewing angle, the first viewing angle being specified based on the player's playing position and the screen.

[0009] According to one aspect of the present disclosure, a virtual space image that can be viewed from a virtual camera in a virtual space is generated and displayed on a screen. In this case, in one aspect of the present disclosure, the perspective of the virtual camera is set to a second perspective that is different from the first perspective specified based on the player's gaming position and the screen. Furthermore, first movement information in real space of a moving object moving toward the screen displaying the virtual space image is obtained based on the detection results of a detection device, and second movement information in virtual space of a moving object corresponding to the moving object is obtained based on the first movement information. For example, the information is obtained based on the first movement information and information from the first and second perspectives. Then, when the moving object hits the screen, the moving object appears from an appearance position corresponding to the hit position and moves in the virtual space based on the second movement information. This allows for the generation of more compelling images than when the perspective of the virtual camera is the first perspective, enabling the generation of appropriate virtual space images that were not possible with previous types of VR.

[0010] In addition, in one aspect of the present disclosure, the virtual camera setting unit may set the angle of view of the virtual camera to the second angle of view that is wider than the first angle of view.

[0011] In this way, compared with the case where the perspective of the virtual camera is a first-person perspective, a virtual space image with an enhanced sense of spaciousness, speed, and presence can be generated.

[0012] In addition, in one aspect of the present disclosure, the second viewing angle may be a viewing angle corresponding to a gaze-stabilized viewing angle.

[0013] By setting the second angle of view of the virtual camera to an angle of view corresponding to the gaze stabilization viewing angle in this manner, a virtual space image that suits the player's feelings and does not cause any discomfort can be displayed.

[0014] In addition, in one aspect of the present disclosure, the virtual camera setting unit may set the height of the virtual camera to the height of the average line of sight of the players.

[0015] In this way, compared with the case where the height of the virtual camera is set to a height corresponding to the center position of the screen, a virtual space image that is more natural and less uncomfortable for the player can be generated.

[0016] In addition, in one aspect of the present disclosure, the movement information calculation unit may perform trajectory correction on a first trajectory of the moving object obtained based on the detection result of the detection device to obtain a second trajectory of the moving object.

[0017] By performing such orbit correction, the orbit of the moving object is consistent with the player's perception even when the perspective of the virtual camera is set to the second perspective, which can reduce the sense of incongruity in the connection between the actual space in which the moving object moves and the virtual space in which the moving object moves, and can generate a more appropriate virtual space image as an image of the moving object appearing in the virtual space corresponding to the moving object.

[0018] In addition, in one aspect of the present disclosure, the movement information calculation unit may calculate the hitting position where the moving object hits the screen based on the first trajectory of the moving object calculated according to the detection result, and move the moving object from the appearance position corresponding to the hitting position along the second trajectory.

[0019] In this way, after the moving object moving along the first track hits the screen, a moving object corresponding to the moving object appears, and the moving object moves along the second track obtained by correcting the first track.

[0020] In one aspect of the present disclosure, the movement information calculation unit may perform the trajectory correction so that the first trajectory and the second trajectory have first-order differentiability at the impact position from the player's perspective.

[0021] In this way, from the player's perspective, the first trajectory of the moving object and the second trajectory of the moving object are connected without any sense of incongruity, and a virtual space image can be generated in which the moving object moves on a trajectory consistent with the player's perception.

[0022] In addition, in one aspect of the present disclosure, the movement information calculation unit may perform the trajectory correction so that, from the player's viewpoint, a first tangent of the first trajectory at the hitting position coincides with a second tangent of the second trajectory at the hitting position.

[0023] In this way, the first-order differentiability of the first trajectory and the second trajectory at the hitting position is ensured, and the moving object can move along a trajectory consistent with the player's feeling.

[0024] In one aspect of the present disclosure, the movement information calculation unit may set a position reached by moving from the impact position of the moving object by a predetermined delay time as the appearance position of the moving object.

[0025] In this way, even when there is a computational time lag in detection processing, rendering processing, etc., switching from a moving object in the real space to a moving object in the virtual space can be performed smoothly, and an appropriate virtual space image can be generated.

[0026] In addition, in one aspect of the present disclosure, a projector may be included, and the projector may project the virtual space image onto the screen.

[0027] In this way, by displaying a virtual space image on a screen through projection by a projector, a moving object corresponding to the moving object can appear in the virtual space image projected by the projector when the moving object hits the screen.

[0028] In addition, one aspect of the present disclosure relates to an image generation method, in which the following processing is performed: virtual camera setting processing, which performs setting processing of the virtual camera; image generation processing, which generates a virtual space image that can be seen from the virtual camera in the virtual space as a game image for players to play games; and movement information calculation processing, which calculates first movement information of a moving object moving toward the screen in the real space based on the detection result of a detection device, and calculates second movement information of a moving object corresponding to the moving object in the virtual space based on the first movement information, and the virtual space image is displayed on the screen. In the image generation processing, an image of the moving object that appears from an appearance position and moves based on the second movement information is generated, and the appearance position corresponds to the hitting position of the moving object hitting the screen. In the virtual camera setting processing, the perspective of the virtual camera is set to a second perspective that is different from the first perspective, and the first perspective is specified based on the player's game playing position and the screen. BRIEF DESCRIPTION OF THE DRAWINGS

[0029] Figure 1 This is a block diagram showing a configuration example of a game device according to this embodiment.

[0030] Figure 2 This is a diagram showing a situation in which a player plays a game.

[0031] Figure 3 (A) Figure 3 (B) is an example of an image of a virtual space generated by this embodiment.

[0032] Figure 4 (A) Figure 4 (B) is an example of an image of a virtual space generated by this embodiment.

[0033] Figure 5 This is an explanatory diagram of an example of a detection device.

[0034] Figure 6 It is an explanatory diagram of another example of the detection device.

[0035] Figure 7 This diagram explains how to set up a virtual camera in VR.

[0036] Figure 8 (A) Figure 8 (B) is an example of a virtual space image generated by a virtual camera setting method in VR.

[0037] Figure 9 (A) Figure 9 (B) is an example of a virtual space image generated by a virtual camera setting method in VR.

[0038] Figure 10 This diagram explains why players feel a sense of disharmony.

[0039] Figure 11 This is an explanatory diagram of a method for setting a virtual camera according to this embodiment.

[0040] Figure 12 This diagram explains the stable visual angle.

[0041] Figure 13 This figure explains the trajectory correction of a moving object.

[0042] Figure 14 (A) Figure 14 (B) is an example of a virtual space image illustrating trajectory correction of a moving object.

[0043] Figure 15 (A) Figure 15 (B) is an example of a virtual space image when trajectory correction of a moving object is performed.

[0044] Figure 16 (A) Figure 16 (B) is an example of a virtual space image when trajectory correction of a moving object is performed.

[0045] Figure 17 (A)~ Figure 17(C) is an explanatory diagram of a detailed example of trajectory correction of a moving object.

[0046] Figure 18 This is an explanatory diagram of a process of setting a position reached by moving from a hit position by a given delay time as the appearance position of a moving object.

[0047] Figure 19 This is a flowchart illustrating a detailed processing example of this embodiment.

[0048] Description of Reference Numerals

[0049] BL, ball; BOB, ball object; PL, player; FL, field; GL, goal; SC, screen; VC, virtual camera; PP, playing position; PS1, PS2, passing position; PHT, hitting position; IP1, IP2, image plane; P1, P2, PB, position; θ1, θ2, viewing angle; TR, TRV, TRC, track; TRA, TRB, track; MV, moving object; MOB, moving object; TR1, first track; TR2, second track; TG1, first tangent; TG2, second tangent; PEM, appearance position; td, delay time; VM, speed; 10, projector; 2 0, 30, coordinate detection device; 21, 22, 31, 32, camera; 41, 42, camera; 100, processing unit; 102, game processing unit; 104, virtual space setting unit; 106, virtual camera setting unit; 108, movement information calculation unit; 120, image generation unit; 130, sound generation unit; 160, operation unit; 162, detection device; 170, storage unit; 172, virtual space information storage unit; 178, drawing buffer; 180, information storage medium; 190, display unit; 192, sound output unit; 194, I / F unit; 195, portable information storage medium; 196, communication unit. DETAILED DESCRIPTION

[0050] The following describes this embodiment. It should be noted that the following description of this embodiment does not unduly limit the contents of the claims. In addition, not all of the structures described in this embodiment are necessarily essential structural elements.

[0051] 1. Gaming devices

[0052] Figure 1 This is a block diagram showing a configuration example of a game device (simulation system, image generation device) according to this embodiment. Figure 1 The structure can be modified in various ways, such as omitting some of its structural elements or adding other structural elements.

[0053] The operation unit 160 is used for the player (user) to input various operation information (input information). The operation unit 160 can be implemented by, for example, operation buttons, direction keys, a joystick, a handle, or a touch panel display.

[0054] The detection device 162 is a device that detects movement information of a mobile object in real space. The movement information is position information, speed information, or trajectory information of the mobile object. A detailed example of the detection device 162 will be described later.

[0055] The storage unit 170 stores various information. The storage unit 170 functions as a work area for the processing unit 100, the communication unit 196, and the like. Programs and data required to execute the programs are stored in the storage unit 170. The functions of the storage unit 170 can be implemented by semiconductor memories (DRAM, VRAM), HDDs (hard disk drives), SSDs (Solid State Drives), or optical disk devices. The storage unit 170 includes a virtual space information storage unit 172 and a rendering buffer 178. The virtual space information storage unit 172 stores information about the virtual space, which is a three-dimensional object space. For example, it stores information about objects set in the virtual space. The rendering buffer 178 is a buffer such as a frame buffer or a work buffer that can store image information in units of pixels.

[0056] The information storage medium 180 is a computer-readable medium that stores programs, data, and the like. The information storage medium 180 can be implemented as an optical disc (DVD, BD, CD), an HDD, or a semiconductor memory (ROM). The processing unit 100 performs various processes of this embodiment based on the programs (data) stored in the information storage medium 180. Specifically, the information storage medium 180 stores programs for causing a computer (a device having an input device, a processing unit, a storage unit, and an output unit) to function as the various units of this embodiment (programs for causing the computer to execute the processes of each unit).

[0057] The display unit 190 outputs the image generated by this embodiment, and its function can be realized by an LCD, an organic EL display, a CRT, a touch panel display, or an HMD (Head Mounted Display). The sound output unit 192 outputs the sound generated by this embodiment, and its function can be realized by a speaker or headphones. Figure 2 The image displayed on the display unit 190, which is realized by an LCD or the like, is projected onto a screen by a projection mechanism of the projector 10, thereby displaying the image on the screen.

[0058] The I / F (interface) unit 194 performs interface processing with the portable information storage medium 195. This function can be implemented by an ASIC for I / F processing, etc. The portable information storage medium 195 is used to store various information for the player and is a storage device that maintains this information even when power is off. The portable information storage medium 195 can be implemented by an IC card (memory card), USB memory, magnetic card, etc.

[0059] The communication unit 196 communicates with the outside (other devices) via a wired or wireless network, and its function can be realized by hardware such as a communication ASIC or a communication processor, or by communication firmware.

[0060] It should be noted that the program (data) for causing the computer to function as each unit of this embodiment can also be distributed (sent) from an information storage medium possessed by a server (host device) to the information storage medium 180 (or storage unit 170) via the network and the communication unit 196. Such a method of using the information storage medium via a server is also within the scope of this embodiment.

[0061] The processing unit 100 (processor) performs game processing, virtual space setting processing, virtual camera setting processing, movement information calculation processing, image generation processing, sound generation processing, etc. based on operation input information from the operation unit 160, programs, etc.

[0062] Each process of this embodiment performed by each part of the processing unit 100 can be implemented by a processor (including a hardware processor). For example, each process of this embodiment can be implemented by a processor that operates based on information such as a program and a memory that stores information such as the program. The processor can implement the functions of each part using separate hardware, or it can implement the functions of each part using integrated hardware. For example, the processor includes hardware, and the hardware may include at least one of a circuit for processing digital signals and a circuit for processing analog signals. For example, the processor may also be composed of one or more circuit devices (such as ICs, etc.) and one or more circuit elements (such as resistors, capacitors, etc.) mounted on a circuit substrate. The processor may also be, for example, a CPU (Central Processing Unit). However, the processor is not limited to a CPU, and various processors such as a GPU (Graphics Processing Unit) or a DSP (Digital Signal Processor) may be used. In addition, the processor may also be a hardware circuit based on an ASIC. In addition, the processor may also include an amplifier circuit, a filter circuit, etc. for processing analog signals. The memory (storage unit 170) may be a semiconductor memory such as SRAM or DRAM, or a register. Alternatively, it may be a magnetic storage device such as a hard disk drive (HDD) or an optical storage device such as an optical disk drive. For example, the memory stores computer-readable instructions, and the processor executes these instructions to implement the processing of each unit of the processing unit 100. The instructions here may be a command set that constitutes a program or a command that instructs the hardware circuit of the processor to operate.

[0063] The processing unit 100 includes a game processing unit 102, a virtual space setting unit 104, a virtual camera setting unit 106, a movement information calculation unit 108, an image generation unit 120, and a sound generation unit 130. As described above, the various processes of this embodiment performed by these units can be implemented by a processor (or a processor and memory). It should be noted that various modifications may be implemented, such as omitting some of these components (units) or adding other components.

[0064] The game processing unit 102 performs various game processes for players to play games. For example, game processes include starting a game when a game start condition is met, continuing a started game, ending a game when a game end condition is met, and calculating game results.

[0065] The virtual space setting unit 104 performs processing to set up a virtual space (object space) in which objects are placed. For example, it sets various objects (objects composed of primitive surfaces such as polygons, free-form surfaces, or subdivision surfaces) representing display objects such as moving bodies (cars, people, robots, trains, airplanes, ships, monsters, or animals), maps (terrain), buildings, audience seats, routes (roads), props, trees, walls, and water surfaces in the virtual space. Specifically, the position and rotation angle (synonymous with orientation or direction) of the object in the world coordinate system are determined, and the object is placed at that position (X, Y, Z) and at that rotation angle (rotation angle around the X, Y, and Z axes). Specifically, information such as the position, rotation angle, movement speed, and movement direction of an object (partial object) in the virtual space, i.e., object information, is stored in the virtual space information storage unit 172 of the storage unit 170 in association with an object number. In other words, the object information is stored in the virtual space information storage unit 172 as virtual space information. For example, the virtual space setting unit 104 updates the object information, which serves as virtual space information, every frame.

[0066] The virtual camera setting unit 106 performs virtual camera settings. For example, the virtual camera setting unit 106 sets the position, orientation, and viewing angle of the virtual camera in the virtual space. For example, by setting the position of the virtual camera relative to the screen, the viewing angle of the virtual camera can be set.

[0067] The movement information calculation unit 108 performs calculations on movement information of moving objects in real space and moving objects in virtual space. Movement information refers to information such as the position, direction, or trajectory of a moving object or moving object. By determining the position or direction of a moving object in real space and the position or direction of a moving object in virtual space, the trajectory of the moving object or moving object can be determined. For example, the movement information calculation unit 108 calculates the movement information of a moving object in each frame to perform movement processing to move the moving object in virtual space.

[0068] The image generation unit 120 performs image generation processing. For example, it performs rendering processing based on the results of various processes performed by the processing unit 100 to generate an image, which is then displayed on the display unit 190. As an example, the image generated by the image generation unit 120 is displayed on the display unit 190 implemented by an LCD, etc., and the image is projected onto a screen by the projection mechanism of the projector 10. Specifically, the image generation unit 120 performs geometric processing such as coordinate transformation (world coordinate transformation, camera coordinate transformation), cropping, perspective transformation, or light source processing, and creates rendering data (the position coordinates of the vertices of the primitive surface, texture coordinates, color data, normal vectors, alpha values, etc.) based on the processing results. Then, based on this rendering data (primitive surface data), the image generation unit 120 renders the object (one or more primitive surfaces) after perspective transformation (after geometric processing) into the rendering buffer 178. This generates a virtual space image that can be viewed from a virtual camera in virtual space. It should be noted that the rendering processing performed by the image generation unit 120 can be implemented through vertex shading processing, pixel shading processing, etc.

[0069] The sound generation unit 130 performs sound generation processing based on the results of various processes performed by the processing unit 100 . Specifically, it generates music (music, background music), sound effects, or speech, and outputs it to the sound output unit 192 .

[0070] In addition, if Figure 1 As shown, the game device of this embodiment includes a virtual camera setting unit 106 , a movement information calculation unit 108 , and an image generation unit 120 .

[0071] The virtual camera setting unit 106 performs a setting process for the virtual camera. For example, the virtual camera setting unit 106 performs a setting process for the position, direction, and viewing angle of the virtual camera in the virtual space.

[0072] Furthermore, the virtual camera setting unit 106 sets the virtual camera's angle of view to a second angle of view, different from the first angle of view, where the first angle of view is defined (determined) based on the player's play position and the screen. For example, in conventional virtual space image generation, the virtual camera's position (the position depicting the viewpoint) is set to the player's play position (the base position where the player is assumed to be playing the game), and the virtual camera's angle of view is set to a first angle of view defined based on the player's play position and the screen. The player's play position is the viewpoint position when the player is in the game location, and is the assumed position from which the virtual space image displayed on the screen is viewed. For example, if the virtual camera is set at the player's play position, the angle of view of the virtual camera is typically set to the first angle of view based on the distance between the virtual camera at the player's play position and the screen, which serves as the projection surface. However, the virtual camera setting unit 106 sets the virtual camera's angle of view to a second angle of view, different from the first angle of view. In other words, the second angle of view is set to a second angle of view different from the first angle of view used in conventional virtual space image generation.

[0073] For example, the virtual camera setting unit 106 sets the virtual camera's angle of view to a second angle of view that is wider than the first angle of view. For example, by setting the virtual camera's position closer to the screen than the player's playing position, the virtual camera's angle of view can be set to the second angle of view that is wider than the first angle of view. Alternatively, the virtual camera setting unit 106 can also perform a modified implementation such as setting the virtual camera's angle of view to a second angle of view that is narrower than the first angle of view. For example, when displaying a super-telephoto virtual space image, setting the second angle of view to be narrower than the first angle of view is effective.

[0074] In addition, the second viewing angle is, for example, the viewing angle corresponding to the stable gaze angle. The stable gaze angle is the range in which information about an object can be focused on within the discernible visual field (the central gaze range where visual functions such as vision are most excellent) through stable eye and head movements. It is the range in which a coordinate guidance effect based on visual information is generated and a sense of presence is induced. The viewing angle corresponding to the stable gaze angle is, for example, the viewing angle that adds the range in which information can be received through head movement to the effective visual field (the range in which information can be received instantly through eye movement alone), for example, a viewing angle in the range of approximately 80 to 110 degrees, more preferably a viewing angle in the range of approximately 90 to 100 degrees.

[0075] Furthermore, the virtual camera setting unit 106 sets the height of the virtual camera to the average eye level of the players. For example, the virtual camera is placed in the virtual space so that the height is the average eye level of the players. The average eye level of the players is, for example, the average eye level of the players in the country or region where the gaming device is installed, and is, for example, approximately 1.4 to 1.6 meters. Furthermore, in games where children are the primary player group, a lower height may be set.

[0076] The image generation unit 120 generates a virtual space image. Specifically, the image generation unit 120 generates a virtual space image that can be viewed from a virtual camera in a virtual space as a game image for a player to play the game. For example, the image generation unit 120 generates the virtual space image that can be viewed from the virtual camera by performing rendering processing on the rendering buffer 178 and displays it on the display unit 190.

[0077] The movement information calculation unit 108 performs movement information calculation processing. Specifically, based on the detection results of the detection device 162, the movement information calculation unit 108 calculates first movement information in real space for a moving object moving toward the screen, where a virtual space image is displayed on the screen. For example, the first movement information is calculated based on the detection information from the detection device 162. This first movement information includes information such as the position, direction, or speed of the moving object in real space. By calculating the position or direction of the moving object in real space, a first trajectory (track) is calculated. This first trajectory is the trajectory of the moving object in real space. Furthermore, the movement information calculation unit 108 calculates second movement information in virtual space (object space) corresponding to the moving object based on the first movement information. For example, based on the first movement information of the moving object in real space, second movement information is calculated. This second movement information includes information such as the position, direction, or speed of the moving object in virtual space. By calculating the position or direction of the moving object in virtual space, a second trajectory (track) is calculated. This second trajectory is the trajectory of the moving object in virtual space. The moving object is, for example, an object that is kicked or thrown by a player in real space, or hit with a hitting object such as a racket, bat, or club. As the player kicks, throws, or hits the moving object with the hitting object, the moving object moves (flies) in real space. In addition, based on the detection result of the detection device 162 detecting the movement of the moving object, the first movement information of the moving object moving in real space is obtained. The moving object is an object in the virtual space corresponding to the moving object in the real space, for example, a three-dimensional object after modeling the moving object. After the moving object hits the screen, the moving object moves in the virtual space along a trajectory that is continuous with the trajectory of the moving object.

[0078] The image generation unit 120 generates an image of a moving object moving in a virtual space. That is, a virtual space image including an image of a moving object is generated. Specifically, the image generation unit 120 generates an image of a moving object that appears from an appearance position and moves based on the second movement information, wherein the appearance position corresponds to the impact position of the moving object hitting the screen. The screen is a two-dimensional screen for projecting a three-dimensional scene, and can be called a viewing screen or a projection surface. For example, the screen is an area for displaying the image generated by the image generation unit 120, such as the image generated by the image generation unit 120 described later. Figure 2 As shown, the display area is set on a wall or screen component. When a moving object in the real space hits the wall or screen component used to set the screen, the image generation unit 120 generates a three-dimensional image of the CG of the moving object appearing (displaying) from the appearance position corresponding to the hit position. The appearance position of the moving object can be consistent with the hit position (that is, the moving object is displayed starting from the hit position) or it can be another position determined based on the hit position. For example, as described later Figure 18 As shown in FIG. 1 , the hitting position and the appearing position may also be different positions.

[0079] Furthermore, the movement information calculation unit 108 performs trajectory correction on the first trajectory of the mobile object, which is determined based on the detection results of the detection device 162, to determine the second trajectory of the mobile object. For example, based on the detection results of the detection device 162 (the position and direction of the mobile object), the first movement information of the mobile object is determined, and the first trajectory of the mobile object in real space is determined. The movement information calculation unit 108 performs trajectory correction on this first trajectory to determine the second trajectory. Then, the mobile object corresponding to the mobile object is moved along the second trajectory in virtual space. For example, the movement information calculation unit 108 performs trajectory correction so that the mobile object moves along a second trajectory in a direction different from the first trajectory.

[0080] Specifically, the movement information calculation unit 108 calculates the impact position of the moving object on the screen based on the first trajectory of the moving object determined based on the detection results of the detection device 162. For example, the impact position of the moving object on the screen is calculated when the moving object moves along the first trajectory. For example, the intersection of the first trajectory and the screen is calculated as the impact position of the moving object. The movement information calculation unit 108 then performs calculation processing to move the moving object along the second trajectory from the appearance position corresponding to the impact position. For example, the image generation unit 120 generates a virtual space image in which the moving object appears from the appearance position corresponding to the impact position. Thus, the movement information calculation unit 108 performs calculation processing to move the moving object so that it moves along the second trajectory from its appearance position.

[0081] In this case, the movement information calculation unit 108 performs trajectory correction, for example, so that the first and second trajectories are first-order differentiable at the impact location from the player's perspective. For example, by performing trajectory correction so that the first and second trajectories are continuous and first-order differentiable at the impact location, the second trajectory of the moving object is calculated based on the first trajectory of the moving object. For example, trajectory correction is performed so that, from the player's perspective, the first and second trajectories can be approximated by a linear straight line (a linear function) at the impact location. It should be noted that the first and second trajectories only need to be first-order differentiable from the player's perspective and do not need to be first-order differentiable on their actual trajectory in virtual space.

[0082] For example, the movement information calculation unit 108 performs trajectory correction so that, from the player's perspective, the first tangent of the first trajectory at the impact position coincides with the second tangent of the second trajectory at the impact position. By aligning the directions of the first tangent of the first trajectory at the impact position with the second tangent of the second trajectory at the impact position, first-order differentiability of the first and second trajectories at the impact position is ensured.

[0083] Furthermore, the movement information calculation unit 108 sets the position reached by a predetermined delay time from the impact position of the moving object as the appearance position of the moving object. For example, based on the first movement information of the moving object obtained from the detection results of the detection device 162, the movement information calculation unit 108 performs calculations to determine the impact position and timing of the moving object's impact on the screen (wall, screen component). In this case, this calculation and the rendering of the moving object require a certain processing time, and the timing after this processing time may be later than the impact timing of the moving object's impact on the screen. This processing time is, for example, a time corresponding to several frames, such as 3 to 10 frames. In this case, the position reached by a predetermined delay time from the impact position of the moving object is set as the appearance position of the moving object, causing the moving object to appear. This delay time is, for example, a time set based on the aforementioned processing time. Furthermore, the movement information calculation unit 108 performs calculations so that the moving object appears at the appearance position reached by a predetermined delay time from the impact position and moves along the second track.

[0084] In addition, the game device includes a projector 10 for projecting a virtual space image onto a screen. For example, Figure 2As shown, the projector 10 includes a projector 10 that projects a virtual space image generated by an image generation unit 120 onto a screen SC. For example, when a moving object strikes the screen SC, the projector 10 projects a virtual image (CG image) corresponding to the moving object onto the screen SC, where the moving object appears and moves from a position corresponding to the strike position. The projector 10 is implemented, for example, by a display unit 190 such as an LCD, a projection mechanism for projecting an image, and an optical system such as a lens.

[0085] 2. Method of this embodiment

[0086] Next, the method of this embodiment will be described in detail. It should be noted that while the following description focuses on the application of this embodiment to a soccer game in which players kick a soccer ball, the games to which this embodiment is applicable are not limited to such soccer games. For example, this embodiment can also be applied to various sports games, such as baseball games in which players pitch or hit a ball with a bat, golf games in which players hit a ball with a club, and tennis games in which players hit a ball with a racket, as well as games other than sports games (such as shooting games, action games, RPGs, rhythm games, and racing games).

[0087] 2.1 Games and Detection Devices

[0088] First, an example of a game implemented by this embodiment is described. Figure 2 In the game, a player PL kicks a ball BL, a moving object in real space, toward a screen SC. The screen SC is set on a wall of the gaming facility, and a virtual space image is displayed on the screen SC. Specifically, the virtual space image is projected by a projector 10, thereby displaying the virtual space image on the screen SC. This virtual space image includes the field FL, goal GL, and sky, corresponding to the soccer field, as a three-dimensional image (quasi-3D image).

[0089] Figure 3 (A)~ Figure 4 (B) is an example of a virtual space image displayed on the screen SC. Figure 2 As shown, player PL kicks ball BL, whereby Figure 3 As shown in (A), the ball BL moves toward the screen SC. Figure 3 The shadow in (A) represents the shadow produced on the screen SC due to the light of the projector 10 being blocked by the ball BL (in the case of this figure, the projector 10 is located on the lower left side near the front of the screen SC). The same is true in the following explanatory figures. The figure before the ball BL collides with the screen ( Figure 8 (A) Figure 14 The shadow in (A) represents the shadow produced on the screen SC due to the light of the projector 10 being blocked by the ball BL. Figure 3As shown in (B), the ball BL hits the screen SC (wall) at the hitting position PHT. Figure 4 (A) Figure 4 As shown in (B), a virtual space image in which a ball object BOB as a moving object in the virtual space appears and moves from an appearance position corresponding to the hit position PHT is displayed on the screen SC. Figure 4 (A) Figure 4 The shadow of the ball in (B) is drawn as a CG image. Similarly, the image after the ball BL collides with the screen ( Figure 9 (A) Figure 9 (B) Figure 15 (A)~ Figure 16 The shadow in (B)) indicates a shadow depicted as a CG image.

[0090] Specifically, in this embodiment, based on the detection result from the detection device 162, the first movement information of the ball BL (a moving object in a broad sense) moving toward the screen SC in the actual space is obtained, wherein the virtual space image is displayed on the screen SC. That is, the first movement information of the ball BL that is kicked by the player PL or hit by the hitting object is obtained. Then, based on the first movement information of the ball BL, the second movement information of the ball object BOB (a moving object in a broad sense) in the virtual space corresponding to the ball BL is obtained. For example, based on the detection result of the movement of the ball BL detected by the detection device 162, the first movement information such as the first trajectory and speed of the ball BL is obtained. Then, based on the first movement information, the hitting position PHT where the ball BL hits the screen SC is obtained, or the second movement information such as the second trajectory and speed of the ball object BOB after the hit is obtained. Then, a data file containing the following information is generated: Figure 4 (A) Figure 4 The virtual space image of the ball object BOB shown in (B) of FIG. 1 is a virtual space image of the ball object BOB appearing from an appearance position corresponding to the hit position PHT and moving in the virtual space. Thus, the player PL can see a virtual space image of the ball BL kicked by the player becoming the ball object BOB and flying toward the goal GL in the virtual space, thereby playing a real soccer simulation game.

[0091] Figure 5 An example of the detection device 162 is shown. Figure 5In the example, two coordinate detection devices 20 and 30 are positioned between the player's position and the screen SC (wall surface). The coordinate detection devices 20 and 30 are, for example, devices for detecting touch positions on a touch panel. For example, cameras 21 and 22 are positioned at the lower right and lower left corners of the coordinate detection device 20, while cameras 31 and 32 are positioned at the lower right and lower left corners of the coordinate detection device 30. Cameras 21, 22, 31, and 32 each include an imaging lens, an image sensor that detects light incident through the imaging lens, and an infrared light-emitting diode (IRLED) positioned adjacent to the imaging lens and emitting infrared light. Furthermore, retroreflective tape is provided around the reflective frames of the three sides of the coordinate detection devices 20 and 30. In this manner, the coordinates of the ball BL's passage positions PS1 and PS2 are detected by the image sensors in the coordinate detection devices 20 and 30. The movement information calculation unit 108 then calculates the movement information of the ball BL based on the detection results of the detection device 162, namely, the coordinates of the passage positions PS1 and PS2. Specifically, the movement information calculation unit 108 calculates the trajectory vector (orbital vector) and velocity of the ball BL, and determines the impact position PHT, which is the point where the ball BL lands on the screen SC (wall surface), and the impact timing, which is the landing timing. The image generation unit 120 then generates a CG ball object BOB at the impact position on the screen SC and causes the ball object BOB to fly within the virtual space based on the trajectory vector and velocity.

[0092] Figure 6 Another example of the detection device 162 is shown. Figure 6 In the example, two cameras 41 and 42 are set up in real space. The positional relationship between these two cameras 41 and 42 is then measured. Next, when a player kicks or throws a ball BL, the two cameras 41 and 42 detect the positions P1 and P2 of the ball BL within the respective image planes IP1 and IP2. The movement information calculation unit 108 then triangulates the position PB of the ball BL in real space based on the positional relationship between these positions P1 and P2 and the cameras 41 and 42, calculates the trajectory vector and velocity of the ball BL, and calculates the impact position PHT and timing at which the ball BL hits the screen SC. The image generation unit 120 then generates a CG ball object BOB at the impact position on the screen SC and causes the ball object BOB to fly within the virtual space based on the trajectory vector and velocity.

[0093] 2.2 Setting the perspective of the virtual camera

[0094] In games that make mobile objects corresponding to real-world moving objects appear in virtual space, it is known that if the virtual camera's perspective is set to a first-person perspective determined by the player's game position and the screen, the resulting virtual space imagery lacks appeal and a lack of immersion. On the other hand, if the virtual camera's perspective is set to a different perspective than the first-person perspective determined by the player's game position and the screen, the player experiences a sense of disharmony between the real-world space in which the mobile objects move and the virtual space in which they move. For example, the linkage between the real-world moving objects and the virtual-world moving objects appears distorted across the screen, creating a sense of disharmony for the player.

[0095] For example, in VR (virtual reality), objects in the real space are modeled as objects, and the modeled objects are set in the virtual space at the same scale as the real space. Figure 3 (A) Figure 3 In (B), the three-dimensional objects such as the field FL and the goal GL are set in the virtual space at the same scale as the real space. Figure 7 As shown, a virtual camera VC is set at the player's playing position PP. This virtual camera VC is the player's viewpoint in the virtual space. Consequently, an image of the virtual space as seen from the player's playing position PP, i.e., the position of the virtual camera VC, is displayed on the screen SC. The virtual space is filled with objects identical to those in the real world, allowing the player to experience a realistic virtual reality experience.

[0096] Specifically, if Figure 7 As shown in FIG. 1 , the size of the screen SC is set to 4m in width and 2m in length, and the player's playing position PP is set to be 3m away from the screen SC. That is, in this game, it is assumed that the position 3m away from the screen SC is used as the playing position, and the player plays the game at this position. In this case, Figure 7 In VR, since the virtual camera VC is set at the player's play position PP, the virtual camera's angle of view θ1 is approximately 67 degrees. This angle of view θ1 is a first angle of view determined based on the player's play position PP and the screen SC. Specifically, if the virtual camera VC is set 3 meters away from a screen SC with a horizontal dimension of 4 meters, the horizontal angle of view θ1 of the virtual camera VC is approximately 67 degrees. Furthermore, the height of the virtual camera VC is set to 1 meter, corresponding to the center position of the screen SC with a vertical dimension of 2 meters. In other words, the direction of the virtual camera VC is set toward the center of the screen SC.

[0097] Figure 8 (A) Figure 8 (B) Figure 9 (A) Figure 9 (B) is in Figure 7 An example of a virtual space image generated by the VR virtual camera setting method. Figure 7 The perspective θ1 (first perspective) of the virtual camera VC is the same as that of the real space, but it is narrower than the stable viewing angle. Figure 8 (A)~ Figure 9 In (B), the ball object BOB in the virtual space looks large, and the flying method of the ball object BOB lacks a sense of speed. In other words, the lack of openness and speed makes the player feel that it is not perfect. For example, Figure 3 (A)~ Figure 4 Compared with (B), Figure 8 (A)~ Figure 9 In (B), the player will feel uncomfortable because the viewing angle of the virtual camera VC is narrow.

[0098] Figure 10 This is an explanatory diagram about the reasons why players feel uncomfortable, showing a situation where players are watching a TV broadcast of football. The TV screen displays an image of the TV broadcast captured by a wide-angle camera. Players watch the image of the TV broadcast with such a wide angle of view through a TV monitor with a smaller screen size. This is also the case when watching images of ordinary games other than VR games on a TV monitor. Figure 10 The same situation. Figure 10 The display shown is not actually a real display, but since there are many such contents, players have become accustomed to such unrealistic displays.

[0099] So, players are used to watching TV. Figure 10 The image shown is taken with a wide-angle camera. Figure 7 The VR virtual camera setting method that is faithful to reality generates Figure 8 (A)~ Figure 9 When players see the virtual space image of (B), they will feel uncomfortable. That is, they are used to the unreal Figure 10 The displayed player will instead Figure 8 (A)~ Figure 9 (B) feels out of place with realistic VR graphics. For example, the virtual space feels narrow, or the ball object BOB's flight lacks a sense of speed, and the sense of presence is somewhat lacking.

[0100] Therefore, in this embodiment, the virtual camera VC is set to Figure 7 VR has different settings. Specifically, Figure 11 As shown, the viewing angle of the virtual camera VC is set to a viewing angle different from the viewing angle specified by the positional relationship between the virtual camera VC and the screen SC. Figure 11In the setting method of this embodiment, Figure 7 Compared to , the viewing angle of the virtual camera VC is enlarged. Figure 11 In the example, the perspective of the virtual camera VC is set to Figure 7 Specifically, Figure 7 The virtual camera VC is set at the player's playing position PP, but Figure 11 The virtual camera VC is set at a position different from the player's playing position PP. Figure 7 The virtual camera VC is set close to the screen SC. In addition, the viewing cone of the virtual camera VC is set according to the position of the virtual camera VC and the size of the screen SC in the real space. In this way, the θ2 ratio of the second perspective is Figure 7 Specifically, in Figure 11 In FIG, the viewing angle θ2 of the virtual camera VC is approximately 90 degrees, which is set to a viewing angle corresponding to the gaze stable viewing angle.

[0101] In this way, if Figure 3 (A)~ Figure 4 As shown in (B), the player feels that the virtual space is an open space, and the flying method of the ball object BOB also has a sense of speed and a sense of presence. For example, the image of the ball object BOB flying at a horizontal angle is consistent with human perception. So, getting used to it Figure 10 Players who do not have the same visual experience as shown will not be Figure 3 (A)~ Figure 4 The virtual space image shown in (B) feels out of place.

[0102] Figure 12 This is a diagram explaining the stable viewing angle of gaze. The stable viewing angle of gaze is the range in which the information of the object being gazed can be discerned within the visual field through stable eye and head movements, and its horizontal angle α is approximately 90 to 100 degrees. Figure 11 As shown, in this embodiment, by setting the viewing angle θ2 of the virtual camera VC to a viewing angle corresponding to the stable viewing angle, a virtual space image that conforms to the player's feeling and does not feel out of place can be displayed. Figure 11 In the description above, the virtual camera VC is set to a second angle of view wider than the first angle of view defined by the positional relationship between the player's playing position PP and the screen SC. However, depending on the type and content of the game, the second angle of view can also be modified to be narrower than the first angle of view. For example, by narrowing the second angle of view, a super-telephoto virtual space image can be displayed.

[0103] In addition, Figure 11 In , set the height of the virtual camera VC to the average sight height of the player. For example, Figure 7 In VR, the height of the virtual camera VC is set to 1m, which corresponds to the center position of the screen SC. Figure 11 In the example, the height of the virtual camera VC is set to the average sight line height, i.e. 1.5m. Figure 8 (A)~ Figure 9 The VR-based virtual space image (B) is an image depicted by assuming that the virtual space field FL is viewed horizontally from a lower eye level than the actual one. However, the player actually views it from a higher eye level, that is, from above, which makes the player feel uncoordinated. In contrast, according to the method of this embodiment, the height of the virtual camera VC is set to the average eye level, as shown in the following example. Figure 3 (A)~ Figure 4 As shown in (B), for example, the horizon is located near the height of the player's own eyes, and Figure 8 (A)~ Figure 9 Compared to (B), a virtual space image with less discomfort for the player can be generated. In addition, the visual effect of the ball object BOB flying at an angle of attack is consistent with human perception, which can reduce the discomfort of the connection between real space and virtual space.

[0104] 2.3 Orbit Correction

[0105] As described above, in this embodiment, the perspective of the virtual camera is set to a second perspective that is different from the first perspective determined by the player's gaming position and the screen. This increases the sense of spaciousness, speed, and presence, but due to the change in the perspective of the virtual camera, there is a possibility that the trajectory of the moving object in the virtual space will no longer align with the player's perception. For example, if the player throws a moving object such as a ball in a straight line perpendicular to the screen, the moving object in the virtual space corresponding to the moving object will also appear to be moving distortedly toward the vanishing point in the perspective transformation. In other words, it looks like the moving object is flying distortedly toward the foot of the perpendicular line from the viewpoint to the screen surface, and the trajectory of the moving object no longer aligns with the player's perception.

[0106] Therefore, in this embodiment, the trajectory of the moving object is corrected. For example, the first trajectory of the moving object in the real space obtained based on the detection result of the detection device 162 is corrected to obtain the second trajectory of the moving object in the virtual space. Figure 13 In the example, the perspective of the virtual camera VC is set to θ2 = 90 degrees as the second perspective, and the position of the virtual camera VC and the player's playing position PP are at different positions. Figure 13When the moving object in the virtual space is moved on the same orbit as the first orbit of the moving object in the real space as in the orbit TR, from the player's viewpoint it looks like the moving object is moving tilted inward as in the orbit TRV.

[0107] Therefore, a trajectory correction is performed on the trajectory TR corresponding to the first trajectory of the moving object in real space, causing the second trajectory of the moving object to be tilted like the trajectory TRC. This ensures that, when the moving object is depicted, it appears from the player's perspective as if it is moving exactly along the trajectory TR. Consequently, when the perspective of the virtual camera VC is changed, it is possible to prevent the trajectory of the moving object as seen by the player from no longer matching their perception. Thus, by changing the perspective of the virtual camera VC, the sense of spaciousness, speed, and presence is enhanced, and by correcting the trajectory, the trajectory of the moving object also matches the player's perception, resulting in a more appropriate virtual space image.

[0108] More specifically, in this embodiment, based on the first trajectory of the moving object determined from the detection results of the detection device 162, the impact position where the moving object hits the screen SC is determined, and the moving object is caused to move along a second trajectory from the appearance position corresponding to the impact position. For example, based on the first trajectory and velocity of the moving object in real space, the impact position is calculated, which is the landing point of the moving object on the screen SC. The moving object is then caused to move along a second trajectory determined by performing trajectory correction on the first trajectory of the moving object. In this case, the velocity of the moving object is set to a velocity corresponding to the velocity of the moving object, for example. In this way, after the moving object moving along the first trajectory collides with the screen SC, a moving object corresponding to the moving object appears, and moves along the second trajectory obtained by correcting the first trajectory. Therefore, a virtual space image can be generated in which the moving object moves along a trajectory consistent with the player's perception after colliding with the screen SC.

[0109] Figure 14 (A)~ Figure 16 (B) is an example of a virtual space image showing the movement of a moving object when the trajectory of the moving object is corrected. Figure 14 In (A), the ball BL as the moving object moves toward the screen SC. Figure 14 In (B), the ball BL hits the screen SC at the hitting position PHT. Figure 15 As shown in (A) of FIG. 1 , the ball object BOB appears from the appearance position corresponding to the hit position PHT, and Figure 15 (B) Figure 16 (A) Figure 16 As shown in (B), it moves in the virtual space along the track TRB which is the second track. Figure 15(A)~ Figure 16 In (B), for ease of understanding, the trajectory of the shadow of the ball object BOB is represented as trajectory TRB. For example, when trajectory correction is not performed, the trajectory of the ball object BOB is tilted inward as shown by the trajectory TRA. That is, the trajectory is tilted in the direction of the vanishing point in the perspective transformation. In contrast, since trajectory correction is performed in this embodiment, the ball object BOB moves as shown by the trajectory TRB, and it is possible to prevent the ball object BOB from moving tilted inward as shown by the trajectory TRA. For example, when a player kicks the ball BL straight in the real space, the ball object BOB corresponding to the ball BL also moves in a straight trajectory in the virtual space. Therefore, it is possible to generate a virtual space image in which the moving object moves on a trajectory consistent with the player's feeling.

[0110] For example, in this embodiment, trajectory correction is performed so that the first trajectory of the moving object and the second trajectory of the moving object have first-order differentiability at the impact position from the player's point of view. Figure 17 In (A), the mobile object MV moves along the first track TR1 and hits the screen SC at the hit position PHT. In addition, in this embodiment, the first track TR1 of the mobile object MV is corrected to obtain the second track TR2, and the mobile object MOB corresponding to the mobile object MV is moved along the second track TR2. In this case, in this embodiment, as Figure 17 As shown in (A), trajectory correction is performed so that, from the player's perspective, the first trajectory TR1 of the mobile object MV and the second trajectory TR2 of the mobile object MOB are first-order differentiable at the hit position PHT. More specifically, trajectory correction is performed so that the first trajectory TR1 and the second trajectory TR2 are continuous at the hit position PHT and, from the player's perspective, are first-order differentiable at the hit position PHT. This ensures that, from the player's perspective, the first trajectory TR1 of the mobile object MV and the second trajectory TR2 of the mobile object MOB are seamlessly connected, creating a virtual space image in which the mobile object MOB moves along a trajectory consistent with the player's perception.

[0111] In other words, in this embodiment, if Figure 17 (B) Figure 17 As shown in (C), the trajectory correction is performed so that, from the player's point of view, the first tangent TG1 of the first trajectory TR1 of the mobile object MV at the hitting position PHT and the second tangent TG2 of the second trajectory TR2 of the mobile object MOB at the hitting position PHT are consistent (including the case of being approximately consistent). Figure 17As shown in (A), by ensuring the first-order differentiability of the first trajectory TR1 and the second trajectory TR2 at the hit position PHT, the moving object MOB can be moved on a trajectory consistent with the player's feeling.

[0112] Next, the details of the track correction are described. Figure 13 As shown, the player's playing position PP is set as the origin (0, 0, 0), the right direction from the player's perspective is set as the positive direction of the X axis, the top is set as the positive direction of the Y axis, and the front is set as the positive direction of the Z axis. In addition, the position of the virtual camera VC, which is the drawing viewpoint, is set as (0, 0, Z g ), the position of the screen SC on the Z axis is set to Z0. In addition, the impact position PHT of the moving object hitting the screen SC is set to (X0, Y0, Z0), and the direction vector of the speed of the moving object calculated based on the detection result of the detection device 162 is set to (Xv, Yv, Zv). In addition, the distance from the virtual camera VC to the screen SC is set to Z0'=Z0-Z g . In addition, it is assumed that the near surface being drawn coincides with the surface of the screen SC.

[0113] Therefore, if the direction vector (the direction vector used for drawing) of the trajectory of the moving object after trajectory correction is set to (Xv', Yv', Zv'), then Xv' and Yv' can be calculated, for example, as shown in the following equations (1) and (2). That is, by performing trajectory correction as described above to achieve first-order differentiability from the player's viewpoint, Xv' and Yv' are expressed as shown in the following equations (1) and (2). It should be noted that this is conditioned on the fact that Zv remains unchanged.

[0114]

[0115]

[0116] Equations (1) and (2) above include t, which represents the elapsed time. It should be noted that if t is in seconds, then (Xv, Yv, Zv) corresponds to the speed per second. If t is in frames, then (Xv, Yv, Zv) corresponds to the speed per frame.

[0117] On the other hand, if we want to use an equation that does not include t, Xv' and Yv' can be expressed as shown in the following equations (3) and (4). That is, if we only find the initial velocity of the moving object at the time it hits the screen SC (t = 0), and then move at this initial velocity, we can get the following equations (3) and (4).

[0118]

[0119]

[0120] In addition, in this embodiment, the position reached by a given delay time from the impact position of the moving object is set as the appearance position of the moving object. Figure 18 In the example, the mobile object MV, moving along the first trajectory TR1, strikes the screen SC at the strike position PHT. In this case, the position reached by a predetermined delay time td from the strike position PHT is set as the appearance position PEM of the mobile object MOB. The delay time td is, for example, a few frames (approximately 5 to 7 frames). For example, if the velocity of the mobile object MOB is calculated as VM based on the first movement information of the mobile object MV, the position reached by VM×td from the strike position PHT is set as the appearance position PEM, causing the mobile object MOB to appear.

[0121] That is, in this embodiment, the position of the moving object MV such as the ball BL is detected by the detection device 162, and the moving object MOB corresponding to the moving object MV is made to appear after the moving object MV hits the screen SC. In this case, there is a time lag in calculation from the detection of the detection device 162 to the drawing of the moving object MOB. Figure 5 For example, to calculate the trajectory of a mobile object MV, such as a ball BL, after the first coordinate detection device 20 detects the passing position PS1, the second coordinate detection device 30 must detect the passing position PS2. Therefore, after detecting the passing position PS2, the trajectory of the mobile object MV is calculated, the impact position PHT is determined, and the rendering process of the mobile object MOB is performed. Consequently, the rendering process of the mobile object MOB may be completed later than the impact timing at the impact position PHT.

[0122] Therefore, in this embodiment, the time lag between the calculation of the detection process and the rendering process is taken into consideration. Figure 18 As shown, the mobile object MOB is positioned at a position reached after advancing by a distance corresponding to the delay time td from the impact position PHT. This allows for smooth switching from the mobile object MV in the real space to the mobile object MOB in the virtual space, even when there is a time lag in calculations such as detection and rendering, and thus allows for the generation of an appropriate virtual space image.

[0123] Next, use Figure 19 The flowchart of FIG. 1 illustrates a detailed processing example of this embodiment. First, the perspective of the virtual camera is set to a second perspective different from the first perspective specified based on the player's play position PP and the screen SC (step S1). Figure 7 The angle of view θ1 (first angle of view) determined by the player's playing position PP and the screen SC is changed to Figure 11The angle of view θ2 (second angle of view) shown in FIG. In addition, the height of the virtual camera VC is set to the height of the average sight line of the players (step S2). Figure 7 The height of the virtual camera VC is set to the height corresponding to the center position of the screen SC in VR. Figure 11 As shown, the height is set to the average sight line height of the players, that is, 1.5 m, for example.

[0124] Next, it is determined whether the game has started. If the game has started, it is determined whether it is the time for frame update (step S3). For example, in this embodiment, the trajectory detection and virtual space image generation are performed at each frame update time. Then, if it is the time for frame update, the detection result of the moving object is obtained from the detection device 162 (step S5). For example, Figure 5 、 Figure 6 The detection device 162 described in the above acquires the detection results such as the position of the moving object. Then, based on the detection results, the first movement information of the moving object is obtained (step S6). That is, the first trajectory, speed and other information are obtained, where the first trajectory is the trajectory of the moving object.

[0125] Next, it is determined whether the moving object hits the screen SC (step S7). For example, it is determined whether the moving object hits the screen SC based on the first trajectory and speed of the moving object, and the hitting timing and hitting position PHT are calculated. Then, the moving object MOB corresponding to the moving object is made to appear at the appearance position PEM corresponding to the hitting position PHT (step S8). Figure 18 For example, the position reached by the delay time td from the hit position PHT is set as the appearance position PEM, and the mobile object MOB is made to appear. Then, based on the second movement information obtained based on the first movement information, the mobile object MOB is moved in the virtual space (step S9). Specifically, the first trajectory of the mobile object MV is performed, for example, Figures 13 to 17 The second track of the mobile object MOB is obtained by performing the track correction described in (C) and the mobile object MOB is moved along the second track. Then, it is determined whether the game is over (step S10). If the game is not over, the process returns to step S4. If the game is over, the process ends.

[0126] Next, various modified examples of this embodiment are described. For example, the structure of the detection device 162 is not limited to Figure 5 、 Figure 6 The structure described in the above can adopt various devices that can detect the position of a moving object in real space. For example, as the detection device 162, a device using a sensor such as a light curtain, a laser distance scanner, or a combination of these sensors can also be adopted. Specifically, the position of the kicked ball can be set to a fixed position, and the light curtain and the Figure 5 The detection device 162 is realized by combining a coordinate detection device (touch panel) described in the embodiment. In addition, the touch panel sensor can also be used to detect the impact position (landing position) of the moving object. Figure 5 Detection is performed using a touch panel sensor implemented by the coordinate detection device described in the above.

[0127] Furthermore, while the above description uses the example of a moving object being a ball and a moving object being a spherical object, this embodiment is not limited to this. For example, the moving object and moving object are not limited to spherical balls and spherical objects; they may also be objects or objects of shapes other than spherical. For example, the moving object and moving object may also be a bow and arrow in a bow and arrow game, or a bow and arrow object.

[0128] Furthermore, in this embodiment, the example of a fixed player's play position during trajectory correction is described. However, if the player's position or play position can be detected by some method, the player's play position can also be set to a variable position. For example, the player's position or play position can be detected by using a camera's object detection method or head tracking. Furthermore, a virtual camera can be set at a position closer to the screen SC than the detected player's position or play position, for example, to control the virtual camera's viewing angle.

[0129] It should be noted that the present embodiment has been described in detail as described above, but those skilled in the art can easily understand that various modifications can be made to the contents and effects disclosed in the present invention without departing from the spirit and scope of the present invention. Therefore, all such modifications are included in the scope of the present disclosure. In addition, for example, all terms recorded anywhere in the specification or drawings (for example, ball, ball object) can be replaced with broader or synonymous terms (for example, moving object, moving object). In addition, the generation process of virtual space images, the setting process of virtual cameras, the calculation process of movement information, the orbit correction process, etc. are not limited to the contents described in this embodiment, and methods, processes, and structures equivalent to them are also included in the scope of the present disclosure.

Claims

1. A game device, characterized in that: include: A virtual camera setting unit performs setting processing of the virtual camera; an image generating unit for generating a virtual space image from a first-person perspective that can be seen from the virtual camera in the virtual space as a game image for a player to play the game; as well as A movement information calculation unit calculates first movement information of a moving object moving toward the screen in the real space based on the detection result of the detection device, and calculates second movement information of a moving object corresponding to the moving object in the virtual space based on the first movement information, wherein the virtual space image is displayed on the screen. The image generating unit generates an image of the moving object appearing from an appearance position corresponding to a hitting position where the moving object hits the screen and moving based on the second movement information, The virtual camera setting unit sets the perspective of the virtual camera of the first-person perspective to a second perspective that is wider than a first perspective, wherein the first perspective is the perspective when the virtual camera is arranged at the player's playing position, and the second perspective is the perspective when the virtual camera is arranged at a position closer to the screen than the playing position. The image generating unit generates the virtual space image based on the second perspective in which the perspective of the virtual camera of the first-person perspective is set to be the same as that of the first-person perspective, as the virtual space image before and after the mobile object appears from the appearance position. The movement information calculation unit performs trajectory correction so that a first tangent line of the first trajectory at the impact position and a second tangent line of the second trajectory at the impact position coincide with each other from the player's viewpoint.

2. The game device according to claim 1, wherein The second viewing angle is a viewing angle corresponding to a gaze stabilization viewing angle.

3. The game device according to claim 1 or 2, characterized in that The virtual camera setting unit sets the height of the virtual camera to the average sight line height of the players.

4. The game device according to claim 1 or 2, characterized in that: The movement information calculation unit performs trajectory correction on a first trajectory of the mobile object obtained based on the detection result of the detection device to obtain a second trajectory of the mobile object.

5. The game device according to claim 4, wherein: The movement information calculation unit calculates the impact position of the moving object on the screen based on the first trajectory of the moving object calculated according to the detection result, and moves the moving object along the second trajectory from the appearance position corresponding to the impact position.

6. The game device according to claim 4, wherein: The movement information calculation unit performs the trajectory correction so that the first trajectory and the second trajectory have first-order differentiability at the impact position from the player's viewpoint.

7. The game device according to claim 1, wherein: The movement information calculation unit sets a position reached by moving from the impact position of the moving object by a predetermined delay time as the appearance position of the moving object.

8. The game device according to claim 1, wherein: The gaming device includes a projector that projects the virtual space image onto the screen.

9. An image generation method, characterized in that: The following processing is performed in the image generation method: Virtual camera setting processing, performing virtual camera setting processing; An image generation process of generating a virtual space image from a first-person perspective that can be seen from the virtual camera in the virtual space as a game image for a player to play the game; as well as Movement information calculation processing is performed to obtain first movement information of a moving object moving toward the screen in the real space based on the detection result of the detection device, and second movement information of a moving object corresponding to the moving object in the virtual space is obtained based on the first movement information, and the virtual space image is displayed on the screen. In the image generation process, an image of the moving object that appears from an appearance position corresponding to a hit position where the moving object hits the screen and moves based on the second movement information is generated, In the virtual camera setting process, the perspective of the virtual camera of the first-person perspective is set to a perspective wider than the first perspective, that is, a second perspective, the first perspective being the perspective when the virtual camera is arranged at the player's playing position, and the second perspective being the perspective when the virtual camera is arranged at a position closer to the screen than the playing position, In the image generation process, the virtual space image based on the second perspective in which the perspective of the virtual camera of the first-person perspective is set to be the same is generated as the virtual space image before and after the mobile object appears from the appearance position, In the movement information calculation process, trajectory correction is performed so that a first tangent line of the first trajectory at the impact position and a second tangent line of the second trajectory at the impact position coincide with each other as viewed from the player's viewpoint.

10. An information storage medium capable of being read by a computer, characterized in that: A program is stored that causes the computer to function as the following units: A virtual camera setting unit performs setting processing of the virtual camera; an image generating unit for generating a virtual space image from a first-person perspective that can be seen from the virtual camera in the virtual space as a game image for a player to play the game; as well as A movement information calculation unit calculates first movement information of a moving object moving toward the screen in the real space based on the detection result of the detection device, and calculates second movement information of a moving object corresponding to the moving object in the virtual space based on the first movement information, wherein the virtual space image is displayed on the screen. The image generating unit generates an image of the moving object appearing from an appearance position corresponding to a hitting position where the moving object hits the screen and moving based on the second movement information, The virtual camera setting unit sets the perspective of the virtual camera of the first-person perspective to a second perspective that is wider than a first perspective, wherein the first perspective is the perspective when the virtual camera is arranged at the player's playing position, and the second perspective is the perspective when the virtual camera is arranged at a position closer to the screen than the playing position. The image generating unit generates the virtual space image based on the second perspective in which the perspective of the virtual camera of the first-person perspective is set to be the same as that of the first-person perspective, as the virtual space image before and after the mobile object appears from the appearance position. The movement information calculation unit performs trajectory correction so that a first tangent line of the first trajectory at the impact position and a second tangent line of the second trajectory at the impact position coincide with each other from the player's viewpoint.

Citation Information

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