Information processing program, information processing device, information processing system, and information processing method

JP7641252B2Active Publication Date: 2025-03-06NINTENDO CO LTD
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Patent Information

Application Number
JP2022050293
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-03-25
Publication Date
2025-03-06
Estimated Expiration
2042-03-25

AI Technical Summary

Benefits of technology

【0032】 本発明によれば、仮想カメラの撮影方向に応じたぼかしの強度でぼかした画像を表示することができるため、当該画像の視認性を向上させることができる。

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Abstract

To provide an information processing program configured to improve visibility of a display image, an information processing apparatus, an information processing system, and an information processing method.SOLUTION: An information processing program executes the processing of: generating a blurred image obtained by blurring an image of field of view from a virtual camera in a virtual space, with a blur strength in accordance with a distance from the virtual camera; generating a blurred image with a blur strength in accordance with a shooting direction of the virtual camera; and outputting the blurred images to a display screen.SELECTED DRAWING: Figure 13
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Description

[Technical field]

[0001] The present invention relates to an information processing program, an information processing device, an information processing system, and an information processing method for performing processing for displaying an image of a virtual space. [Background technology]

[0002] Conventionally, there is an information processing program that causes a computer to execute a process of displaying an image of a virtual space seen from a virtual camera (see, for example, Patent Document 1). For example, the information processing program displays an image of the virtual space with a wider range of distances before and after the reference position that are not blurred as the distance from the virtual camera to the reference position becomes longer. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2014-235657 A Summary of the Invention [Problem to be solved by the invention]

[0004] However, the information processing program disclosed in the above Patent Document 1 changes the distance at which no blurring occurs depending on the distance from the reference position, so when the reference position is close but an image of a virtual space that looks far into the distance is displayed, the distant area may become blurred and difficult to see clearly.

[0005] Therefore, an object of the present invention is to provide an information processing program, an information processing device, an information processing system, and an information processing method that can improve the visibility of a display image. [Means for solving the problem]

[0006] In order to achieve the above object, the present invention may employ, for example, the following configurations.

[0007] One configuration example of the information processing program of the present invention is executed in a computer of an information processing device. The information processing program causes the computer to function as a blurred image generating and image outputting means. The blurred image generating means generates a blurred image by blurring an image of a field of view from a virtual camera in a virtual space with a blurring intensity corresponding to the distance from the virtual camera. The image outputting means performs processing to output the blurred image to a display screen. The blurred image generating means further generates a blurred image with a blurring intensity corresponding to the shooting direction of the virtual camera.

[0008] According to the above, it is possible to display a blurred image with a blurring intensity according to the shooting direction of the virtual camera, thereby improving the visibility of the image.

[0009] The blurred image generating means may change the intensity of blurring so that it is greater at positions at greater distances from the virtual camera in a range where the distance from the virtual camera is greater than a first distance, and may change the intensity of blurring so that it is smaller at positions at a second distance where the distance from the virtual camera is greater than the first distance based on the shooting direction of the virtual camera.

[0010] According to the above, the intensity of the blur of the distant view blur at a position farther away from the virtual camera than a first distance can be reduced according to the shooting direction of the virtual camera, thereby improving the visibility of an image displayed far away in the field of view of the virtual camera.

[0011] The blurred image generating means may change the intensity of blurring so that it is greater at positions closer to the virtual camera in a range where the distance from the virtual camera is shorter than a first distance, and may change the intensity of blurring so that it is smaller at positions at a third distance where the distance from the virtual camera is shorter than the first distance based on the shooting direction of the virtual camera.

[0012] According to the above, the intensity of the blur of the foreground blur at a position closer than the first distance from the virtual camera can be reduced depending on the shooting direction of the virtual camera, thereby improving the visibility of an image displayed nearby in the field of view from the virtual camera.

[0013] The blurred image generation means may change the blurring intensity to be greater at positions at greater distances from the virtual camera in a range where the distance from the virtual camera is greater than a first distance, and may change the blurring intensity to be smaller at positions at a second distance from the virtual camera that is greater than the first distance based on the shooting direction of the virtual camera; and may change the blurring intensity to be greater at positions at shorter distances from the virtual camera in a range where the distance from the virtual camera is smaller than the first distance, and may change the blurring intensity to be smaller at positions at a third distance from the virtual camera that is smaller than the first distance based on the shooting direction of the virtual camera.

[0014] According to the above, the intensity of blurring of near-field blur at positions closer than a first distance from the virtual camera and far-field blur at positions farther than the first distance can be reduced depending on the shooting direction of the virtual camera, thereby improving the visibility of images displayed near and far in the field of view from the virtual camera.

[0015] The blurred image generating means may change the intensity of blur at the second distance so that the intensity decreases as the difference between the direction in which the reference plane in the virtual space extends and the shooting direction decreases.

[0016] Based on the above, when the shooting direction of the virtual camera is a direction along the reference plane from which a far-away view can be seen, it is possible to improve the visibility of an image that is displayed far away in the field of view from the virtual camera.

[0017] The blurred image generating means may change the intensity of blur at the third distance so that the intensity decreases as the difference between the direction in which the reference plane in the virtual space extends and the shooting direction decreases.

[0018] According to the above, when the shooting direction of the virtual camera is along the reference plane, many objects on the reference plane may be located close to the virtual camera, but the visibility of images displayed nearby in the field of view from the virtual camera can also be improved.

[0019] The reference plane may be set so that when the shooting direction of the virtual camera is parallel to the reference plane, game objects located in the virtual space that are farther away are captured compared to when the shooting direction of the virtual camera is perpendicular to the reference plane.

[0020] Based on the above, a shooting direction of the virtual camera that provides a long view along the reference plane can improve the visibility of game objects that are displayed far away in the field of view from the virtual camera, compared to a shooting direction that looks down on the reference plane.

[0021] The reference plane may be set to be a plane perpendicular to the downward direction of the virtual space.

[0022] Based on the above, when the shooting direction is such that even a game object placed far away in the virtual space can be photographed, it is possible to improve the visibility of the virtual object that is displayed far away in the field of view from the virtual camera.

[0023] The information processing program may further cause the computer to function as a shooting distance changing means for changing a distance between the virtual camera and the point of gaze of the virtual camera in accordance with a shooting direction when the shooting direction of the virtual camera is changed based on a first input from a user.

[0024] According to the above, when many game objects are placed on the reference plane of the virtual space, an image can be generated that includes a relatively large number of game objects in the field of view depending on the shooting direction of the virtual camera, and the visibility of game objects near the point of gaze can be improved.

[0025] The shooting distance changing means may reduce the distance between the gaze point and the virtual camera as the difference between the direction in which the reference plane extends and the shooting direction decreases.

[0026] According to the above, when a game object is placed on the reference plane, it is possible to improve the visibility of the game object on the reference plane that is displayed nearby in the field of view from the virtual camera.

[0027] The information processing program may further cause the computer to function as a character moving means. The character moving means moves the player character arranged in the virtual space based on a second input from the user. In this case, the shooting distance changing means may control a virtual camera with the player character as a gaze point.

[0028] Based on the above, it is possible to improve the visibility of a player character moving in response to a user operation.

[0029] The blurred image generating means may generate the blurred image by blurring the image in accordance with a distance between the virtual camera and a position in the virtual space corresponding to each pixel of the image in the field of view from the virtual camera in the virtual space.

[0030] Based on the above, it is possible to generate an image that is blurred according to the distance from the virtual camera.

[0031] The present invention may also be embodied in the form of an information processing device, an information processing system, and an information processing method. Effect of the Invention

[0032] According to the present invention, it is possible to display an image blurred with a blur strength according to the shooting direction of the virtual camera, thereby improving the visibility of the image. [Brief description of the drawings]

[0033] [Figure 1] FIG. 1 shows an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. [Diagram 2] FIG. 1 shows an example of a state in which the left controller 3 and the right controller 4 are removed from the main unit 2. [Diagram 3] Six-sided views showing an example of the main unit 2 [Figure 4] Six-sided diagram showing an example of the left controller 3 [Diagram 5] Six-sided diagram showing an example of the right controller 4 [Figure 6] A block diagram showing an example of the internal configuration of the main unit 2. [Figure 7] A block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. [Figure 8] A top-down view of an example of a virtual space displayed on the display 12. [Figure 9] FIG. 1 is a diagram for explaining an example of the position and orientation of a virtual camera placed in a virtual space; [Figure 10] FIG. 1 is a diagram showing an example of an image of a virtual space seen from a virtual camera looking in the horizontal direction in the virtual space. [Figure 11] FIG. 1 is a diagram showing an example of an image of a virtual space seen from a virtual camera looking diagonally down into the virtual space. [Figure 12] FIG. 1 is a diagram showing an example of an image of a virtual space seen from a virtual camera looking straight down into the virtual space. [Figure 13] FIG. 1 is a diagram showing an example of the relationship between the depth distance from a virtual camera and the blur strength. [Figure 14] FIG. 13 is a diagram showing an example of the relationship between the shooting direction of a virtual camera and the distant view blur start distance. [Figure 15] FIG. 13 is a diagram showing an example of the relationship between the shooting direction of a virtual camera and the distant view blur transition width. [Figure 16]FIG. 13 is a diagram showing an example of the relationship between the shooting direction of a virtual camera and the foreground blur end distance. [Figure 17] FIG. 13 is a diagram showing an example of the relationship between the shooting direction of a virtual camera and the foreground blur transition width. [Figure 18] FIG. 13 is a diagram showing another example of the relationship between the depth distance from the virtual camera and the blur strength. [Figure 19] FIG. 13 shows an example of an image of a virtual space seen from a virtual camera looking in the horizontal direction in the virtual space, displayed without performing foreground blur mask processing. [Figure 20] FIG. 1 shows an example of a virtual space image seen from a virtual camera looking horizontally in the virtual space, after performing foreground blur mask processing. [Figure 21] A diagram showing an example of an image of a virtual space seen from a virtual camera looking straight down into the virtual space, without performing distant view blur mask processing. [Figure 22] A diagram showing an example of a virtual space image taken from a virtual camera looking straight down into the virtual space, with distant view blur mask processing applied. [Figure 23] FIG. 13 is a diagram showing an example of a mask shape used in near-view blur mask processing and distant-view blur mask processing; [Figure 24] FIG. 13 is a diagram showing an example of the relationship between the shooting direction of a virtual camera and the foreground blur mask strength. [Diagram 25] FIG. 13 is a diagram showing an example of the relationship between the shooting direction of a virtual camera and the distant view blur mask strength. [Figure 26] FIG. 1 shows an example of a data area set in the DRAM 85 of the main unit 2. [Figure 27] A flowchart showing an example of a game process executed by the game system 1. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0034] A game system according to an example of this embodiment will be described below. An example of the game system 1 in this embodiment includes a main unit (information processing device; in this embodiment, it functions as a game device main unit) 2, a left controller 3, and a right controller 4. The left controller 3 and the right controller 4 are each detachable from the main unit 2. In other words, the game system 1 can be used as an integrated device by attaching the left controller 3 and the right controller 4 to the main unit 2. The game system 1 can also be used as a separate device from the main unit 2, the left controller 3, and the right controller 4 (see FIG. 2). The hardware configuration of the game system 1 of this embodiment will be described below, and then the control of the game system 1 of this embodiment will be described.

[0035] Fig. 1 is a diagram showing an example of a state in which a left controller 3 and a right controller 4 are attached to a main unit 2. As shown in Fig. 1, the left controller 3 and the right controller 4 are each attached to and integrated with the main unit 2. The main unit 2 is a device that executes various processes (e.g., game processes) in the game system 1. The main unit 2 includes a display 12. The left controller 3 and the right controller 4 are devices that include an operation unit that allows the user to perform input.

[0036] Fig. 2 is a diagram showing an example of a state in which the left controller 3 and the right controller 4 have been removed from the main unit 2. As shown in Figs. 1 and 2, the left controller 3 and the right controller 4 are detachable from the main unit 2. In the following, the left controller 3 and the right controller 4 may be collectively referred to as "controller."

[0037] Fig. 3 is a six-sided view showing an example of the main unit 2. As shown in Fig. 3, the main unit 2 includes a substantially plate-shaped housing 11. In this embodiment, the main surface of the housing 11 (in other words, the front surface, i.e., the surface on which the display 12 is provided) is generally rectangular in shape.

[0038] The shape and size of the housing 11 are arbitrary. As an example, the housing 11 may be of a size that is portable. Furthermore, the main unit 2 alone or an integrated device in which the left controller 3 and the right controller 4 are attached to the main unit 2 may be a portable device. Furthermore, the main unit 2 or the integrated device may be a handheld device. Furthermore, the main unit 2 or the integrated device may be a portable device.

[0039] 3, the main unit 2 includes a display 12 provided on a main surface of a housing 11. The display 12 displays an image generated by the main unit 2. In this embodiment, the display 12 is a liquid crystal display (LCD). However, the display 12 may be any type of display device.

[0040] The main unit 2 also includes a touch panel 13 on the screen of the display 12. In this embodiment, the touch panel 13 is of a type that allows multi-touch input (e.g., a capacitive type). However, the touch panel 13 may be of any type, and may be of a type that allows single-touch input (e.g., a resistive film type), for example.

[0041] The main unit 2 includes a speaker (i.e., speaker 88 shown in FIG. 6) inside the housing 11. As shown in FIG. 3, speaker holes 11a and 11b are formed in the main surface of the housing 11. The output sound of the speaker 88 is output from these speaker holes 11a and 11b, respectively.

[0042] The main unit 2 also has a left side terminal 17, which is a terminal through which the main unit 2 performs wired communication with the left controller 3, and a right side terminal 21 through which the main unit 2 performs wired communication with the right controller 4.

[0043] As shown in FIG. 3, the main unit 2 includes a slot 23. The slot 23 is provided on the upper side of the housing 11. The slot 23 has a shape that allows a predetermined type of storage medium to be attached thereto. The predetermined type of storage medium is, for example, a storage medium (e.g., a dedicated memory card) dedicated to the game system 1 and the same type of information processing device. The predetermined type of storage medium is used, for example, to store data used in the main unit 2 (e.g., application save data, etc.) and / or programs executed in the main unit 2 (e.g., application programs, etc.). The main unit 2 also includes a power button 28.

[0044] The main unit 2 includes a lower terminal 27. The lower terminal 27 is a terminal through which the main unit 2 communicates with the cradle. In this embodiment, the lower terminal 27 is a USB connector (more specifically, a female connector). When the all-in-one device or the main unit 2 alone is placed on the cradle, the game system 1 can display images generated and output by the main unit 2 on a stationary monitor. In this embodiment, the cradle also has a function of charging the all-in-one device or the main unit 2 alone that is placed on it. The cradle also has a function of a hub device (more specifically, a USB hub).

[0045] FIG. 4 is a six-sided view showing an example of the left controller 3. As shown in FIG. 4, the left controller 3 includes a housing 31. In this embodiment, the housing 31 has a vertically long shape, that is, a shape that is long in the up-down direction (i.e., the y-axis direction shown in FIG. 1 and FIG. 4). The left controller 3 can also be held in a vertically long orientation when removed from the main unit 2. The housing 31 has a shape and size that allows it to be held in one hand, particularly the left hand, when held in a vertically long orientation. The left controller 3 can also be held in a horizontally long orientation. When the left controller 3 is held in a horizontally long orientation, it may be held with both hands.

[0046] The left controller 3 includes an analog stick 32. As shown in FIG. 4, the analog stick 32 is provided on the main surface of the housing 31. The analog stick 32 can be used as a direction input unit capable of inputting a direction. By tilting the analog stick 32, the user can input a direction according to the tilt direction (and input a magnitude according to the tilt angle). Note that the left controller 3 may include a cross key or a slide stick capable of slide input, instead of an analog stick, as the direction input unit. Also, in this embodiment, input is possible by pressing the analog stick 32.

[0047] The left controller 3 includes various operation buttons. The left controller 3 includes four operation buttons 33 to 36 (specifically, a right button 33, a down button 34, an up button 35, and a left button 36) on the main surface of the housing 31. Furthermore, the left controller 3 includes a record button 37 and a - (minus) button 47. The left controller 3 includes a first L button 38 and a ZL button 39 on the upper left of the side of the housing 31. The left controller 3 also includes a second L button 43 and a second R button 44 on the side of the housing 31 that is attached when the left controller 3 is attached to the main unit 2. These operation buttons are used to give instructions according to various programs (for example, OS programs and application programs) executed on the main unit 2.

[0048] In addition, the left controller 3 is equipped with a terminal 42 that enables the left controller 3 to communicate with the main unit 2 via wire.

[0049] FIG. 5 is a six-sided view showing an example of the right controller 4. As shown in FIG. 5, the right controller 4 includes a housing 51. In this embodiment, the housing 51 has a vertically long shape, that is, a shape that is long in the up-down direction. The right controller 4 can also be held in a vertically long orientation when removed from the main unit 2. The housing 51 has a shape and size that allows it to be held in one hand, particularly the right hand, when held in a vertically long orientation. The right controller 4 can also be held in a horizontally long orientation. When the right controller 4 is held in a horizontally long orientation, it may be held with both hands.

[0050] The right controller 4, like the left controller 3, includes an analog stick 52 as a direction input unit. In this embodiment, the analog stick 52 has the same configuration as the analog stick 32 of the left controller 3. The right controller 4 may include a cross key or a slide stick capable of slide input, instead of the analog stick. The right controller 4, like the left controller 3, includes four operation buttons 53 to 56 (specifically, an A button 53, a B button 54, an X button 55, and a Y button 56) on the main surface of the housing 51. The right controller 4 further includes a + (plus) button 57 and a home button 58. The right controller 4 also includes a first R button 60 and a ZR button 61 on the upper right of the side surface of the housing 51. The right controller 4 also includes a second L button 65 and a second R button 66, like the left controller 3.

[0051] In addition, the right controller 4 is equipped with a terminal 64 for enabling the right controller 4 to communicate with the main unit 2 via wire.

[0052] Fig. 6 is a block diagram showing an example of the internal configuration of main unit 2. In addition to the configuration shown in Fig. 3, main unit 2 includes components 81-91, 97, and 98 shown in Fig. 6. Some of these components 81-91, 97, and 98 may be mounted on an electronic circuit board as electronic components and housed in housing 11.

[0053] The main unit 2 includes a processor 81. The processor 81 is an information processing unit that executes various types of information processing executed in the main unit 2, and may be composed of only a CPU (Central Processing Unit), or may be composed of a SoC (System-on-a-chip) including multiple functions such as a CPU function and a GPU (Graphics Processing Unit) function. The processor 81 executes various types of information processing by executing an information processing program (e.g., a game program) stored in a storage unit (specifically, an internal storage medium such as a flash memory 84, or an external storage medium inserted in the slot 23, etc.).

[0054] The main unit 2 includes a flash memory 84 and a dynamic random access memory (DRAM) 85 as examples of internal storage media built into the main unit 2. The flash memory 84 and the DRAM 85 are connected to the processor 81. The flash memory 84 is a memory used mainly for storing various data (which may be programs) saved in the main unit 2. The DRAM 85 is a memory used for temporarily storing various data used in information processing.

[0055] The main device 2 includes a slot interface (hereinafter abbreviated as "I / F") 91. The slot I / F 91 is connected to the processor 81. The slot I / F 91 is connected to the slot 23, and reads and writes data from and to a predetermined type of storage medium (e.g., a dedicated memory card) inserted in the slot 23 in response to an instruction from the processor 81.

[0056] The processor 81 appropriately reads and writes data from and to the flash memory 84, DRAM 85, and each of the above storage media to execute the above information processing.

[0057] The main unit 2 includes a network communication unit 82. The network communication unit 82 is connected to the processor 81. The network communication unit 82 communicates with an external device via a network (specifically, wireless communication). In this embodiment, the network communication unit 82 connects to a wireless LAN and communicates with an external device using a method conforming to the Wi-Fi standard as a first communication mode. The network communication unit 82 also performs wireless communication with other main units 2 of the same type using a predetermined communication method (for example, communication using a unique protocol or infrared communication) as a second communication mode. Note that the wireless communication using the second communication mode enables wireless communication with other main units 2 located within a closed local network area, and realizes a function that enables so-called "local communication" in which data is transmitted and received by directly communicating between multiple main units 2.

[0058] The main unit 2 includes a controller communication unit 83. The controller communication unit 83 is connected to the processor 81. The controller communication unit 83 performs wireless communication with the left controller 3 and / or the right controller 4. Any communication method may be used between the main unit 2 and the left controller 3 and right controller 4, but in this embodiment, the controller communication unit 83 performs communication with the left controller 3 and the right controller 4 in accordance with the Bluetooth (registered trademark) standard.

[0059] The processor 81 is connected to the above-mentioned left terminal 17, right terminal 21, and lower terminal 27. When the processor 81 performs wired communication with the left controller 3, it transmits data to the left controller 3 via the left terminal 17 and receives operation data from the left controller 3 via the left terminal 17. When the processor 81 performs wired communication with the right controller 4, it transmits data to the right controller 4 via the right terminal 21 and receives operation data from the right controller 4 via the right terminal 21. When the processor 81 performs communication with the cradle, it transmits data to the cradle via the lower terminal 27. Thus, in this embodiment, the main unit 2 can perform both wired communication and wireless communication with the left controller 3 and the right controller 4. When the main unit 2 alone or an integrated device with the left controller 3 and the right controller 4 attached to the main unit 2 is attached to the cradle, the main unit 2 can output data (e.g., image data and audio data) to a stationary monitor or the like via the cradle.

[0060] Here, the main unit 2 can communicate with a plurality of left controllers 3 simultaneously (in other words, in parallel). The main unit 2 can also communicate with a plurality of right controllers 4 simultaneously (in other words, in parallel). Therefore, a plurality of users can simultaneously input to the main unit 2 using each set of left controllers 3 and right controllers 4. As an example, a first user can input to the main unit 2 using a first set of left controllers 3 and right controllers 4, while a second user can input to the main unit 2 using a second set of left controllers 3 and right controllers 4.

[0061] The display 12 is also connected to the processor 81. The processor 81 displays on the display 12 an image generated (for example, by executing the above-mentioned information processing) and / or an image acquired from the outside.

[0062] The main unit 2 includes a codec circuit 87 and speakers (specifically, a left speaker and a right speaker) 88. The codec circuit 87 is connected to the speaker 88 and the audio input / output terminal 25, and is also connected to the processor 81. The codec circuit 87 is a circuit that controls the input and output of audio data to and from the speaker 88 and the audio input / output terminal 25.

[0063] The main unit 2 includes a power control unit 97 and a battery 98. The power control unit 97 is connected to the battery 98 and the processor 81. Although not shown, the power control unit 97 is also connected to each unit of the main unit 2 (specifically, each unit that receives power from the battery 98, the left terminal 17, and the right terminal 21). The power control unit 97 controls the supply of power from the battery 98 to each of the above-mentioned units based on instructions from the processor 81.

[0064] Furthermore, battery 98 is connected to lower terminal 27. When an external charging device (e.g., a cradle) is connected to lower terminal 27 and power is supplied to main unit 2 via lower terminal 27, battery 98 is charged with the supplied power.

[0065] Fig. 7 is a block diagram showing an example of the internal configuration of the main unit 2, the left controller 3, and the right controller 4. Note that details of the internal configuration of the main unit 2 are omitted in Fig. 7 because they are shown in Fig. 6.

[0066] The left controller 3 includes a communication control unit 101 that communicates with the main unit 2. As shown in FIG. 7, the communication control unit 101 is connected to each component including the terminal 42. In this embodiment, the communication control unit 101 can communicate with the main unit 2 by both wired communication via the terminal 42 and wireless communication not via the terminal 42. The communication control unit 101 controls the communication method by which the left controller 3 communicates with the main unit 2. That is, when the left controller 3 is attached to the main unit 2, the communication control unit 101 communicates with the main unit 2 via the terminal 42. Also, when the left controller 3 is detached from the main unit 2, the communication control unit 101 performs wireless communication with the main unit 2 (specifically, the controller communication unit 83). The wireless communication between the controller communication unit 83 and the communication control unit 101 is performed according to, for example, the Bluetooth (registered trademark) standard.

[0067] The left controller 3 also includes a memory 102, such as a flash memory. The communication control unit 101 is configured with, for example, a microcomputer (also called a microprocessor), and executes firmware stored in the memory 102 to perform various processes.

[0068] The left controller 3 includes buttons 103 (specifically, buttons 33 to 39, 43, 44, and 47). The left controller 3 also includes an analog stick (referred to as "stick" in FIG. 7) 32. Each button 103 and analog stick 32 repeatedly outputs information relating to operations performed on them to the communication control unit 101 at appropriate timing.

[0069] The communication control unit 101 acquires information related to the input (specifically, information related to the operation, or the detection results by the sensor) from each input unit (specifically, each button 103 and analog stick 32). The communication control unit 101 transmits operation data including the acquired information (or information obtained by performing a specified process on the acquired information) to the main unit 2. The operation data is repeatedly transmitted once every specified time. The interval at which the information related to the input is transmitted to the main unit 2 may or may not be the same for each input unit.

[0070] By transmitting the above operation data to the main unit 2, the main unit 2 can obtain the input performed on the left controller 3. In other words, the main unit 2 can determine the operations performed on each button 103 and analog stick 32 based on the operation data.

[0071] The left controller 3 is equipped with a power supply unit 108. In this embodiment, the power supply unit 108 has a battery and a power control circuit. Although not shown, the power control circuit is connected to the battery and to each part of the left controller 3 (specifically, each part that receives power from the battery).

[0072] As shown in FIG. 7, the right controller 4 includes a communication control unit 111 that communicates with the main unit 2. The right controller 4 also includes a memory 112 that is connected to the communication control unit 111. The communication control unit 111 is connected to each component including the terminal 64. The communication control unit 111 and the memory 112 have the same functions as the communication control unit 101 and the memory 102 of the left controller 3. Therefore, the communication control unit 111 can communicate with the main unit 2 by both wired communication via the terminal 64 and wireless communication (specifically, communication in accordance with the Bluetooth (registered trademark) standard) that does not go through the terminal 64, and controls the method of communication that the right controller 4 uses with the main unit 2.

[0073] The right controller 4 has input units similar to those of the left controller 3. Specifically, it has buttons 113 and an analog stick 52. These input units have the same functions as those of the left controller 3, and operate in the same manner.

[0074] The right controller 4 is equipped with a power supply unit 118. The power supply unit 118 has the same functions as the power supply unit 108 of the left controller 3, and operates in the same manner.

[0075] As described above, in the game system 1 of this embodiment, the left controller 3 and the right controller 4 are detachable from the main unit 2. In addition, by mounting an integrated device in which the left controller 3 and the right controller 4 are mounted on the main unit 2 or the main unit 2 alone on a cradle, it is possible to output images (and sounds) to an external display device such as a stationary monitor. In the following explanation, the game system 1 will be described in a usage mode in which images are displayed on the display 12. When using the game system 1 in a usage mode in which images are displayed on the display 12, it is also possible to use a game system 1 in a mode in which the left controller 3 and the right controller 4 are fixed to the main unit 2 (for example, a mode in which the main unit 2, the left controller 3, and the right controller 4 are integrated into one housing).

[0076] Game play is performed using a virtual space displayed on the display 12 in response to operations such as operations of the operation buttons and sticks on the left controller 3 and / or right controller 4 in the game system 1, or touch operations on the touch panel 13 of the main unit 2. In this embodiment, as an example, game play is possible using a player character PC operating on a field in the virtual space in response to user operations using the operation buttons, sticks, and touch panel 13.

[0077] An overview of the image blurring process performed in the game system 1 will be described with reference to Figs. 8 to 18. Fig. 8 is a diagram looking down on an example of a virtual space displayed on the display 12. Fig. 9 is a diagram for explaining an example of the position and attitude of a virtual camera disposed in the virtual space. Fig. 10 is a diagram showing an example of an image of the virtual space seen from a virtual camera looking in the horizontal direction in the virtual space. Fig. 11 is a diagram showing an example of an image of the virtual space seen from a virtual camera looking diagonally down on the virtual space. Fig. 12 is a diagram showing an example of an image of the virtual space seen from a virtual camera looking straight down on the virtual space. Fig. 13 is a diagram showing an example of the relationship between the depth distance from the virtual camera and the blurring intensity. Fig. 14 is a diagram showing an example of the relationship between the shooting direction of the virtual camera and the distance from which distant view blur starts. Fig. 15 is a diagram showing an example of the relationship between the shooting direction of the virtual camera and the distance from which distant view blur transitions. Fig. 16 is a diagram showing an example of the relationship between the shooting direction of the virtual camera and the distance from which near view blur ends. Fig. 17 is a diagram showing an example of the relationship between the shooting direction of the virtual camera and the distance from which near view blur transitions. FIG. 18 is a diagram showing another example of the relationship between the depth distance from the virtual camera and the blurring intensity.

[0078] 8 and 9, a player character PC and a plurality of virtual objects OBJ are placed on a field (reference plane RP) in a virtual space. Here, the reference plane RP is set as a horizontal plane in the virtual space. Note that the field of the virtual space may be formed on the same horizontal plane as the reference plane RP as exemplified in Figs. 8 and 9, or the reference plane RP may have projections and recesses.

[0079] In the example shown in FIG. 8 and FIG. 9, the player character PC and four virtual objects OBJ1 to OBJ4 are arranged on the field. In this embodiment, not only the virtual objects OBJ1, OBJ2, and OBJ4 arranged in contact with the field (reference plane RP), but also virtual objects such as virtual object OBJ3 and player character PC arranged away from the field are arranged on the field. The player character PC operates on the field in the virtual space in response to a user operation (for example, an operation of tilting the left stick 32). Note that other characters operating in the virtual space under automatic control of the processor 81 based on a predetermined algorithm or the like may also be arranged on the field.

[0080] In this embodiment, an image seen from a virtual camera arranged in a virtual space is displayed on the display 12. In this embodiment, the position and / or direction of the virtual camera is changed so that the focus position in the virtual space (for example, the center of gravity position of the player character PC, or a position on the field at the feet or in front or behind the player character PC) becomes the focus point. In addition, the position and direction of the virtual camera can be changed according to a predetermined user operation (for example, an operation of tilting the stick 32 or 52). Note that the focus position and the focus point may be the same position or different positions. In the following description, the focus position is set to the focus point.

[0081] For example, as shown in FIG. 9, the shooting direction of the virtual camera that shoots the virtual space can be changed according to a user operation (for example, an operation of tilting the right stick 52). Specifically, the virtual camera can be changed according to a user operation from a position and direction of the virtual camera (hereinafter referred to as a horizontal attitude) in which the above-mentioned attention position is the focus point and the shooting direction is the horizontal direction in the virtual space (hereinafter referred to as a downward attitude) in which the virtual camera shoots the image in a direction directly below the attention position and looking down on the virtual space (hereinafter referred to as a downward attitude). Note that in this embodiment, it is also possible to change the virtual camera to a position and direction of the virtual camera (hereinafter referred to as an intermediate attitude) that is an intermediate position and direction between the horizontal attitude and the downward attitude, and that is an intermediate position and direction between the above-mentioned attention position and the downward attitude, and that is an intermediate position and direction between the above-mentioned ... attention position and the

[0082] The virtual camera may change the depth distance to the attention position (point of gaze) according to the shooting direction, or the depth distance may be constant. As an example, in the former case, the position of the virtual camera may be controlled so that the greater the angle difference between the direction in which the reference plane RP extends (the direction parallel to the reference plane RP) and the shooting direction, the longer the depth distance. In this case, the virtual camera is set as a near camera in which the depth distance from the virtual camera to the point of gaze is relatively close in the horizontal attitude, a far camera in which the depth distance from the virtual camera to the point of gaze is relatively far in the top-down attitude, and a middle camera in which the depth distance from the virtual camera to the point of gaze is intermediate between them in the intermediate attitude. In this way, by changing the depth distance to the attention position (point of gaze) according to the shooting direction of the virtual camera, when many game objects are arranged on the field (reference plane RP) of the virtual space, an image that is closer to the game objects can be generated by looking around from close to far away from the virtual camera in the horizontal attitude, while keeping many game objects on the field in view. Furthermore, even if the virtual camera is in the above-mentioned top-down position, by changing the depth distance, it is possible to generate an image looking down on the virtual space with many game objects on the field included in the field of view.

[0083] 10, four virtual objects OBJ1 to 4 and a player character PC are arranged and displayed within the field of view of the horizontally oriented virtual camera. Specifically, virtual objects OBJ1, OBJ2, OBJ3, and OBJ4 are arranged and displayed in order of proximity to the virtual camera, and the player character PC is arranged and displayed on virtual object OBJ2. In addition, the attention position is set to the player character PC (for example, the center of gravity position), and an image focused on the attention position as a gaze point is displayed.

[0084] In this embodiment, image processing is performed in which the captured image is blurred and drawn with a blur strength according to the depth distance from the virtual camera. Here, the blur strength is a parameter indicating the strength of blurring each image in a process in which an image in the vicinity of the depth distance that is the focus of the virtual camera is not blurred or is blurred weakly, and an image in a range farther from the vicinity range (distant view) and an image in a range closer to the vicinity range (near view) are blurred more strongly. As an example, a clear image is generated by photographing the field of view of the virtual camera in a substantially identical focus state (a state in which the entire field of view is in focus), and a blurred image is generated by photographing the field of view in a blurred state (a state in which the entire field of view is blurred with a predetermined blur strength). Then, using a blending ratio of each pixel according to the blur strength determined based on the depth distance (z value (depth value)) from the virtual camera at each pixel position, the pixel value corresponding to the clear image and the pixel value corresponding to the blurred image are mixed for that pixel (composite each pixel with a blending ratio (for example, alpha blending)). Thus, an image to be displayed on the display 12 is generated. That is, the pixel value at each pixel position (x, y) is Pixel value(x,y) = pixel value(x,y) of clear image × α(x,y) + Blurred image pixel value (x,y)×(1-α(x,y)) Here, α(x, y) is a blending ratio based on a blurring strength that is dynamically determined according to the depth distance corresponding to the virtual space of the pixel position (x, y), and the blending ratio α at each depth distance is determined based on a blurring strength profile for the depth distance described later. Specifically, from the depth distance range (depth distance range centered on the gaze point) including the focal position displayed in an unblurred state, a range closer to the virtual camera and a range farther from the virtual camera are rendered in a blurred state with a blurring strength according to the depth distance.

[0085] In the above-mentioned image processing, a process of performing distance blurring to blur an image (distant view) in a range farther from the near range and a process of performing foreground blurring to blur an image (foreground view) in a range closer to the near range may be performed separately. In this case, a distance blurred image is generated by photographing the above-mentioned field of view in a state where the field of view is blurred with distance blur (a state where the entire field of view is blurred with distance blur at a predetermined blur intensity), and a foreground blurred image is generated by photographing the above-mentioned field of view in a state where the field of view is blurred with foreground blur (a state where the entire field of view is blurred with foreground blur at a predetermined blur intensity). Then, for example, the pixel values ​​of the intermediate image subjected to distance blurring are Pixel value of intermediate image (x, y) = pixel value of clear image (x, y) × α1(x, y) + pixel value of the blurred background image (x,y) × (1-α1(x,y)) The pixel values ​​of the final image after foreground blurring are calculated as follows: Pixel value of final image (x,y) = pixel value of intermediate image (x,y) × α2(x,y) + pixel value of foreground blurred image (x,y)×(1-α2(x,y)) Here, α1(x, y) is a blending ratio based on the blur strength of distant view blur dynamically determined in accordance with the depth distance corresponding to the virtual space of the pixel position (x, y), and α2(x, y) is a blending ratio based on the blur strength of foreground view blur dynamically determined in accordance with the depth distance corresponding to the virtual space of the pixel position (x, y), and the blending ratios α1 and α2 at each depth distance are determined based on a blur strength profile for the depth distance described below.

[0086] 10, the player character PC, which is the focus position, virtual object OBJ2, and virtual object OBJ3 are disposed within the depth distance range displayed in the unblurred state, and are displayed without blurring. Meanwhile, virtual object OBJ1 is disposed within a range closer to the virtual camera than the depth distance range displayed in the unblurred state, and the virtual object OBJ1 is rendered in a foreground blurred state (indicated by a dashed line in the drawing as being displayed in a blurred state). Moreover, virtual object OBJ4 is disposed within a range farther from the virtual camera than the depth distance range displayed in the unblurred state, and the virtual object OBJ4 is rendered in a distant blurred state.

[0087] In this embodiment, the range of the depth of field of the virtual camera is changed based on the shooting direction of the virtual camera in the virtual space. For example, the blurring intensity at a depth distance (hereinafter referred to as a second distance) farther than a depth distance (hereinafter referred to as a first distance) within the depth distance range displayed in an unblurred state with respect to the position of the virtual camera is changed to be smaller based on the shooting direction. As an example, the smaller the angle difference between the horizontal direction in the virtual space and the shooting direction of the virtual camera (i.e., the closer the virtual camera is to the horizontal position), the smaller the blurring intensity at the second distance is changed to be.

[0088] Also, for example, the blurring intensity at a depth distance (hereinafter, referred to as a third distance) closer to the virtual camera than the first distance is changed to be smaller based on the shooting direction. As an example, the blurring intensity at the third distance is changed to be smaller as the angle difference is smaller (i.e., as the virtual camera is closer to the horizontal attitude).

[0089] 11, the shooting direction of the virtual camera changes from the horizontal attitude to the intermediate attitude, and the three virtual objects OBJ1-3 and the player character PC are arranged and displayed within the field of view of the virtual camera. As with the image using the virtual camera in the horizontal attitude in FIG. 10, the attention position is set to the player character PC, and an image focused on the attention position as a gaze point is displayed.

[0090] In the example of FIG. 11, the player character PC and the virtual object OBJ2, which are the focus position, are disposed within the depth distance range displayed in an unblurred state, and are displayed in an unblurred state, but the virtual object OBJ3 is rendered in a blurred state. This is because the position of the virtual object OBJ3 is set from within the depth distance range displayed in an unblurred state to within a range farther from the virtual camera than the depth distance range due to a change in the shooting direction of the virtual camera. In other words, the change in the virtual camera from the horizontal attitude to the intermediate attitude increases the angle difference between the horizontal direction in the virtual space and the shooting direction of the virtual camera, and the blur intensity is changed to be greater when displaying the virtual object OBJ3 disposed at a second distance farther than the first distance within the depth distance range displayed in an unblurred state relative to the position of the virtual camera. As described above, the distance from the virtual camera to the gaze point may also increase as the shooting direction of the virtual camera changes from the horizontal attitude to the intermediate attitude, but even if the distance from the virtual camera to the gaze point does not change, the virtual object OBJ3 is rendered in a blurred state. In other words, in this embodiment, even if the distance from the virtual camera to the point of interest does not change as a result of the shooting direction of the virtual camera changing from the horizontal attitude to the intermediate attitude, the virtual object OBJ3 is rendered in a distant blur state due to a change in the depth of field caused by the change in the shooting direction of the virtual camera.

[0091] Moreover, as shown in Fig. 12, by further changing the shooting direction of the virtual camera from the intermediate attitude to the top-down attitude, two virtual objects OBJ1 and OBJ2 and the player character PC are arranged and displayed within the field of view of the virtual camera. Then, similar to the image using the virtual camera in the intermediate attitude in Fig. 11, the attention position is set to the player character PC, and an image focused on the attention position as a gaze point is displayed.

[0092] In the example of Fig. 12, the player character PC, which is the focus position, is disposed within the depth distance range displayed in an unblurred state and is displayed in an unblurred state, and the upper parts of the virtual objects OBJ1 and OBJ2 are displayed in an unblurred state, but the lower part of the virtual object OBJ2 is rendered in a blurred state. This is because, due to a further change in the depth of field caused by a change in the shooting direction of the virtual camera, the lower part of the virtual object OBJ2 disposed at a slightly lower position near the virtual object OBJ2 is further set from within the depth distance range displayed in an unblurred state to a range farther from the virtual camera than the depth distance range. Also, when other objects or characters are disposed in a position similar to the lower part of the virtual object OBJ2, these objects or characters are rendered in a blurred state. That is, by changing the virtual camera from the intermediate posture to the above-looking posture, the angle difference between the horizontal direction in the virtual space and the shooting direction of the virtual camera becomes larger, and the blurring intensity is changed to be larger when displaying the virtual object OBJ2 disposed at a second distance farther from the virtual camera than the first distance within the depth distance range displayed in an unblurred state. As described above, the shooting direction of the virtual camera may also become larger from the intermediate posture to the above-looking posture, but even if the distance from the virtual camera to the point of interest does not change, the lower part of the virtual object OBJ2 is drawn in a blurred distant view state. That is, in this embodiment, even if the distance from the virtual camera to the point of interest does not change when the shooting direction of the virtual camera changes from the intermediate posture to the above-looking posture, the lower part of the virtual object OBJ2 is drawn in a blurred distant view state due to the change in the depth of field caused by the change in the shooting direction of the virtual camera.

[0093] In this manner, in this embodiment, the depth distance range in which clear rendering is performed in an unblurred state and the depth distance range in which rendering is performed in a blurred state are determined depending at least on the shooting direction of the virtual camera.

[0094] As an example, when an image is captured using the virtual camera with the above-mentioned looking-down posture, a depth distance range Ra2-Ra3 in which rendering is performed without blurring is set with the depth distance R0 of the attention position (gazing point) where the focus is set as the blurring intensity profile shown by the dashed line in Fig. 13 as the center, and the blurring intensity is continuously changed in the depth distance range Ra1-Ra2 (Near Transition) and the depth distance range Ra3-Ra4 (Far Transition) that are continuous with the depth distance range Ra2-Ra3. Such a looking-down posture blurring intensity profile is defined by a reference depth distance R0, a distant view blurring transition start distance Ra3, a distant view blurring transition end distance Ra4, a foreground blurring transition start distance Ra1, and a foreground blurring transition end distance Ra2. Here, the reference depth distance R0 corresponds to a depth distance in the virtual space corresponding to the attention position (gazing point).

[0095] Also, when an image is captured using the virtual camera in the horizontal position, a depth distance range Rb2-Rb3 in which rendering is performed without blurring is set with the depth distance R0 of the attention position (gazing point) where the focus is set as the center, as in the blurring intensity profile shown by the solid line in Fig. 13, and the blurring intensity is continuously changed in the depth distance range (Near Transition) Rb1-Rb2 and the depth distance range (Far Transition) Rb3-Rb4 that are continuous with this depth distance range Rb2-Rb3. Such a blurring intensity profile in the horizontal position is defined by the reference depth distance R0, the background blur transition start distance Rb3, the background blur transition end distance Rb4, the foreground blur transition start distance Rb1, and the foreground blur transition end distance Rb2. In the example shown in FIG. 13, the size of the depth distance range Ra1-Ra2 is the same as the size of the depth distance range Rb1-Rb2, and the size of the depth distance range Ra3-Ra4 is the same as the size of the depth distance range Rb3-Rb4, but the sizes of these depth distance ranges may be the same or different.

[0096] The blur intensity profile based on the shooting direction of the virtual camera is set by the size of the depth distance range in which rendering is performed in an unblurred state, and the size of the near-view blur side range and / or the far-view blur side range in which a change in blur intensity occurs from the blur transition start distance to the blur transition end distance. By using such a blur intensity profile, the range closer to the virtual camera and the range farther from the virtual camera are rendered in a blurred state with a blur intensity according to the depth distance from the depth distance range including the focal position displayed in an unblurred state. As is clear from FIG. 13, the blur intensity at the depth distance Rx farther from the virtual camera than the depth distance ranges Ra2-Ra3 and Rb2-Rb3 including the reference depth distance R0 (first distance) is smaller when the angle difference is smaller (i.e., when the virtual camera is in the horizontal position rather than the above-mentioned downward position). Also, the blurring intensity at the depth distance Ry, which is closer to the virtual camera than the depth distance ranges Ra2-Ra3 and Rb2-Rb3 including the reference depth distance R0 (first distance), is smaller when the angle difference is smaller (i.e., when the virtual camera is in the horizontal position rather than the above-mentioned downward position). Note that the depth distance Rx is an example of the second distance, but in the example of FIG. 13, the distances between the background blur transition start distance Ra3 and the background blur transition end distance Rb4 are all examples of the second distance. Also, the depth distance Ry is an example of the third distance, but in the example of FIG. 13, the distances between the foreground blur transition start distance Rb1 and the foreground blur transition end distance Ra2 are all examples of the third distance.

[0097] For example, the background blur transition start distance in the blur intensity profile (for example, background blur transition start distances Ra3 and Rb3 in FIG. 13) is calculated using the relational expression shown in FIG. 14. As is clear from this relational expression, the closer the shooting direction of the virtual camera is to the horizontal direction of the virtual space (the smaller the angle difference), the farther the background blur transition start distance is set as the blur intensity profile. As a result, the closer the shooting direction of the virtual camera is to the horizontal direction, the farther the background blur transition start distance becomes, making it possible to display an image of the virtual space that allows a view into the distance.

[0098] Further, the far transition width of the blurring intensity profile (for example, the depth distance ranges Ra3 to Ra4 and Rb3 to Rb4 in FIG. 13) is calculated using the relational expression shown in FIG. 15. As is clear from this relational expression, the closer the shooting direction of the virtual camera is to the horizontal direction of the virtual space (the smaller the angle difference), the larger the blurring intensity profile is set. When the shooting direction of the virtual camera is close to the horizontal direction of the virtual space, the far distance of the background blur is farther, and therefore, at a depth distance close to the background blur start distance, even a small change in the depth position may cause a sudden change in the background blur. However, when the shooting direction is close to the horizontal direction, the background blur transition width is set large, thereby mitigating the sudden change in the background blur.

[0099] Furthermore, the foreground blur transition end distance in the blur intensity profile (for example, foreground blur transition end distances Ra2 and Rb2 in FIG. 13) is calculated using the relational expression shown in FIG. 16. As is clear from this relational expression, the blur intensity profile is set such that the foreground blur transition end distance becomes closer the closer the shooting direction of the virtual camera is to the horizontal direction of the virtual space (the smaller the angle difference). As a result, the foreground blur transition end distance becomes closer the closer the shooting direction of the virtual camera is to the horizontal direction, so that even if many characters, such as the player character PC and other characters, are placed in a position closer to the virtual camera than the focal length, it is possible to prevent most of them from becoming foreground blurred.

[0100] Further, the near-view blur transition width (Near Transition; for example, the depth distance ranges Ra1-Ra2 and Rb1-Rb2 in FIG. 13) in the blur intensity profile is calculated using the relational expression shown in FIG. 17. As is clear from this relational expression, the closer the shooting direction of the virtual camera is to the direction looking down on the virtual space (the larger the angle difference), the larger the near-view blur transition width is set as the blur intensity profile. When the shooting direction of the virtual camera is close to the direction looking down on the virtual space, the near-view blur transition start distance becomes farther, and therefore, at a depth distance close to the near-view blur transition start distance, the depth position changes suddenly between a certain position on the image and a position slightly above that position on the image, and therefore the strength of the blur changes suddenly, and it is considered that the boundary between the blurred portion and the non-blurred portion becomes easily visible. However, when the shooting direction is close to the direction looking down, the near-view blur transition width can be set large to mitigate the sudden change in the near-view blur.

[0101] In the above embodiment, the blur intensity profile based on the shooting direction of the virtual camera is defined by the background blur transition start distance Rb3, background blur transition end distance Rb4, foreground blur transition start distance Rb1, and foreground blur transition end distance Rb2, thereby changing the size of the depth distance range in which rendering is performed in an unblurred state and the size of the foreground blur transition width and / or background blur transition width in which the change in blur intensity occurs from the blur transition start distance to the blur transition end distance, but at least one of these parameters may be changed based on the shooting direction. Also, the blur intensity profile may be changed based on the shooting direction by changing other parameters.

[0102] For example, the blur intensity profile shown in Fig. 18 has the same depth distance ranges Ra2-Ra3 and Rb2-Rb3 in which the virtual camera performs drawing in an unblurred state when in the horizontal attitude and the top-down attitude, and has the same amount of change in blur intensity per unit distance in the range in which the blur intensity is changed (near-view blur transition width / distant view blur transition width). On the other hand, the maximum value of the blur intensity of the blur intensity profile in the top-down attitude is set to be larger than the maximum value of the blur intensity of the blur intensity profile in the horizontal attitude, thereby changing each blur intensity profile. Even when the blur intensity profile is changed in this way, the blur intensity at a depth distance Rx farther from the virtual camera than the depth distance range Ra2-Ra3 (Rb2-Rb3) including the reference depth distance R0 (first distance) becomes smaller when the angle difference is smaller (i.e., when the virtual camera is in the horizontal attitude than when in the top-down attitude). In addition, the blurring intensity at the depth distance Ry closer to the virtual camera than the depth distance range Ra2-Ra3 (Rb2-Rb3) including the reference depth distance R0 (first distance) is smaller when the angle difference is smaller (i.e., when the virtual camera is in the horizontal posture rather than the downward posture). Therefore, even when such a blurring intensity profile is used, it is possible to obtain the same effect as the blurring intensity profile described above. Note that the depth distance Rx is an example of the second distance, but in the example of FIG. 18, any distance greater than the distance at which the blurring intensity at the horizontal posture becomes greater than the blurring intensity at the downward posture in the middle of the distant view blur transition width is an example of the second distance. In addition, the depth distance Ry is an example of the third distance, but in the example of FIG. 18, any distance smaller than the distance at which the blurring intensity at the horizontal posture becomes equal to the blurring intensity at the downward posture in the middle of the distant view blur transition width is an example of the third distance.

[0103] The blurring intensity profile and the relational expressions of the parameters described above are merely examples, and may be other profiles and relational expressions based on the distance from the virtual camera or the shooting direction of the virtual camera. For example, the blurring intensity profile and the relational expressions of the parameters described above may be set to different relational expressions for each range of the distance or shooting direction, or may include a relational expression of a linear function or a higher-order function of a second degree or higher.

[0104] Furthermore, the attention position on which the display image is focused may be a position in the virtual space corresponding to the display position at the center of the display screen, or a position in the virtual space corresponding to a display position offset from the center in any direction. In this case, the attention position may be a position inside or on the surface of the player character PC, a position at the feet of the player character PC or on the field in the front, back, left, or right directions, or a position based on the placement positions of other characters or objects. Furthermore, the attention position may or may not coincide with the gaze point of the virtual camera.

[0105] Furthermore, the above-mentioned reference plane RP may be a surface inclined with respect to the horizontal in the virtual space. As an example, the player character PC and a plurality of virtual objects OBJ may be placed on an inclined field (inclined reference plane RP) in the virtual space. In this case, the attitude of the virtual camera parallel to the direction in which the reference plane RP extends corresponds to the "horizontal attitude" of the virtual camera in the above-mentioned graph, the attitude of the virtual camera perpendicular to the direction in which the reference plane RP extends corresponds to the "top-down attitude" of the virtual camera in the above-mentioned graph, and the intermediate attitude of the virtual camera corresponds to the attitude of viewing the reference plane RP in a shooting direction between the two attitudes.

[0106] Furthermore, the reference plane RP may be a vertical plane in the virtual space. As an example, in the case of a game in which the player moves by falling directly downward in the virtual space, it is considered that the closer the shooting direction is to the moving direction, the more the distant view blur (and the near view blur) is reduced. That is, in this case, the attitude of the virtual camera parallel to the extending direction of the reference plane RP, which is the vertical plane of the virtual space, is applied to the "horizontal attitude" of the virtual camera in the above-mentioned graph, and the attitude of the virtual camera perpendicular to the extending direction of the reference plane RP, which is the vertical plane, is applied to the "downward looking attitude" of the virtual camera in the above-mentioned graph, and the above-mentioned intermediate attitude of the virtual camera is processed as an attitude of looking at the reference plane RP in an imaging direction between the two changed attitudes.

[0107] The horizontal attitude of the virtual camera may be an attitude in which the shooting direction of the virtual camera is not completely the same as the horizontal direction of the virtual space, and may be an attitude in which the shooting direction is a direction having a slight depression angle with respect to the horizontal direction in which the reference plane RP extends. The above-looking attitude of the virtual camera may be an attitude in which the shooting direction of the virtual camera is not completely the same as the vertical direction of the virtual space, and may be an attitude in which the shooting direction is a direction shifted by a slight angle from the direction perpendicular to the horizontal direction in which the reference plane RP extends.

[0108] In addition, the change in the shooting direction of the virtual camera in this embodiment is not limited to the change in the vertical direction of the virtual camera as described above, but also includes the case where the shooting direction changes according to the rotation of the virtual camera around the vertical axis of the virtual space. That is, in this embodiment, not only an image blurred with a blur intensity according to the change in the shooting direction of the virtual camera in the vertical direction of the virtual space is displayed, but also an image blurred with a blur intensity according to the change in the shooting direction of the virtual camera in the horizontal direction of the virtual space may be displayed. As an example, in a situation where there are many virtual objects located on the land side of the coast of the virtual space and few virtual objects located on the sea side, when the virtual camera is placed on the coast, an image in which the blur intensity is weaker in the shooting direction of the virtual camera on the land side than in the shooting direction on the sea side may be displayed.

[0109] An outline of the mask processing performed in the game system 1 will be described with reference to Figs. 19 to 25. Fig. 19 is a diagram showing an example in which a virtual space image seen from a virtual camera looking in the horizontal direction in the virtual space is displayed without performing foreground blur mask processing. Fig. 20 is a diagram showing an example in which a virtual space image seen from a virtual camera looking in the horizontal direction in the virtual space is displayed after performing foreground blur mask processing. Fig. 21 is a diagram showing an example in which a virtual space image seen from a virtual camera looking directly down in the virtual space is displayed without performing background blur mask processing. Fig. 22 is a diagram showing an example in which a virtual space image seen from a virtual camera looking directly down in the virtual space is displayed after performing background blur mask processing. Fig. 23 is a diagram showing an example of a mask shape used in foreground blur mask processing and background blur mask processing. Fig. 24 is a diagram showing an example of the relationship between the shooting direction of the virtual camera and the foreground blur mask intensity. Fig. 25 is a diagram showing an example of the relationship between the shooting direction of the virtual camera and the background blur mask intensity.

[0110] In this embodiment, a foreground blur mask and / or a background blur mask is used to reduce the blurring intensity for at least a portion of the position in the image to be displayed based on at least one of the distance between the attention position and the virtual camera in the virtual space and the shooting direction of the virtual camera. As an example, by using a foreground blur mask, the blurring intensity is reduced for at least a portion of the position in the image to be displayed when the distance between the attention position and the virtual camera is closer or the shooting direction is closer to the horizontal direction. Also, by using a background blur mask, the blurring intensity is reduced for at least a portion of the position in the image to be displayed when the distance between the attention position and the virtual camera is larger or the shooting direction of the virtual camera is farther from the horizontal direction.

[0111] 19, four virtual objects OBJ1 to OBJ4 and a player character PC are arranged and displayed within the field of view of a virtual camera that is in the horizontal position and is relatively close to the attention position. Specifically, virtual objects OBJ1, OBJ2, OBJ3, and OBJ4 are arranged and displayed in order of proximity to the virtual camera, and the player character PC is arranged and displayed on virtual object OBJ2. In addition, the attention position is set on a field of the virtual space that is farther in depth than the player character PC when viewed from the virtual camera, and an image focused on the attention position as a gaze point is displayed.

[0112] 19, for example, virtual object OBJ3 is disposed within the depth distance range displayed in the unblurred state, and is displayed in the unblurred state. Meanwhile, player character PC and virtual objects OBJ1 and OBJ2 are disposed within a range closer to the virtual camera than the depth distance range displayed in the unblurred state, and are each drawn in a foreground blurred state (indicated by dashed lines in the drawing as being displayed in the blurred state). Moreover, virtual object OBJ4 is disposed within a range farther from the virtual camera than the depth distance range displayed in the unblurred state, and virtual object OBJ4 is drawn in a distant blurred state.

[0113] FIG. 20 shows an example of an image displayed by performing foreground blur mask processing on the image shown in FIG. 19. For example, as shown in FIG. 20, processing is performed on the display image using an elliptical foreground blur mask. Then, images displayed overlapping with the foreground blur mask shown in FIG. 20 (for example, images of the player character PC, part of virtual object OBJ1, and part of virtual object OBJ2 in a foreground blur state) are drawn in a state without foreground blur and unblurred or with weakened foreground blur. Here, the foreground blur mask is used to change the blur range or blur strength of the foreground blur in the display image, and its size, position, mask strength, etc. are changed according to at least one of the distance between the attention position and the virtual camera and the shooting direction of the virtual camera. In this embodiment, it is possible that the foreground blur at the outer edge of the foreground blur mask (the boundary portion of the foreground blur mask) is weakened, i.e., some foreground blur occurs, but the blurred state of the outer edge is not shown in Figure 20.

[0114] In this way, when the virtual camera is in the horizontal state and / or the distance to the focus position is relatively short, masking processing is performed using the foreground blur mask, so that even if a character such as the player character PC is positioned close to the virtual camera, it is possible to display the character without foreground blur or with reduced foreground blur. Note that, since the processing related to the foreground blur mask is described using Fig. 20, even if a part of virtual object OBJ4 is displayed inside the foreground blur mask, virtual object OBJ4 is in a state in which distant view blur occurs, so the foreground blur mask is not applied and distant view blur remains.

[0115] 21, three virtual objects OBJ1, OBJ2, and OBJ5 and a player character PC are arranged and displayed within the field of view of the virtual camera, which is relatively far from the focus position in the above-mentioned looking-down posture. Specifically, virtual objects OBJ5, OBJ1, and OBJ2 are arranged and displayed in order of proximity to the virtual camera, and the player character PC is arranged and displayed on virtual object OBJ2.

[0116] 21, a star-shaped virtual object OBJ5 is placed within a range closer to the virtual camera than the depth distance range displayed in the unblurred state, and is rendered in a foreground blurred state. Also, the player character PC and virtual objects OBJ1 and OBJ2 are placed within a range farther from the virtual camera than the depth distance range displayed in the unblurred state, and are each rendered in a distant blurred state.

[0117] Fig. 22 shows an example of an image displayed by performing a distant view blur mask process on the image shown in Fig. 21. For example, as shown in Fig. 22, a process using an elliptical distant view blur mask is performed on the display image. Then, an image displayed overlapping with the distant view blur mask shown in Fig. 22 (for example, an image of the player character PC, a part of the virtual object OBJ1, and the virtual object OBJ2 in a distant view blur state) is drawn in a state without distant view blur or with the distant view blur weakened. Here, the distant view blur mask is used to change the blur range of the distant view blur in the display image or to change the blur strength, and the size, position, mask strength, etc. are changed according to at least one of the distance between the attention position and the virtual camera and the shooting direction of the virtual camera.

[0118] In this way, when the virtual camera is in the above-mentioned looking-down state and / or the distance from the virtual camera to the above-mentioned position of interest is relatively far, masking processing is performed using the distant view blur mask, so it is possible to prevent the entire screen from being displayed in a distant view blur state or to display the screen in a state in which the distant view blur state is reduced. Note that, since the processing related to the distant view blur mask is described using Fig. 22, even if part of virtual object OBJ5 is displayed inside the distant view blur mask, virtual object OBJ5 is in a state in which foreground blur occurs, so the distant view blur mask is not applied and foreground blur remains.

[0119] 23, the foreground blur mask and the background blur mask are set so that the blurring strength for each pixel position is weaker toward the center of the two-dimensional display image displayed on display 12. For example, the foreground blur mask and the background blur mask are set as elliptical mask texture data (i.e., matrix data) for the entire display image. In the mask texture data, a value of 0 to 1 is set in region B, which is the outer edge of the ellipse, a value of 1 is set in region A, which is the main region within the ellipse excluding region B, and a value of 0 is set in region C, which is outside region B.

[0120] The mask strength for each pixel position in the foreground blur mask and the background blur mask is calculated by multiplying the above value by the opacity, which will be described later. The blur strength for each pixel position in the display image after mask processing is calculated by "blur strength before mask processing x (1 - mask strength)". In other words, the blur strength for each pixel position (x, y) is calculated as follows: Blur intensity(x,y) = Blur intensity before mask processing(x,y) × (1-mask texture value (x,y) × opacity) Here, the opacity is the opacity of the mask texture indicating the mask strength, and changes depending on at least one of the distance between the attention position and the virtual camera and the shooting direction of the virtual camera. Therefore, the blur strength for each pixel position of the display image after the mask processing also changes depending on at least one of the distance between the attention position and the virtual camera and the shooting direction of the virtual camera. In addition, the mask processing using the foreground blur mask is effective when foreground blur occurs at the pixel position before the mask processing, and is ineffective at the pixel position where distant blur occurs before the mask processing (that is, the blur strength of the distant blur set at the pixel position before the mask processing is maintained). In addition, the mask processing using the distant blur mask is effective when distant blur occurs at the pixel position before the mask processing, and is ineffective at the pixel position where foreground blur occurs before the mask processing (that is, the blur strength of the foreground blur set at the pixel position before the mask processing is maintained).

[0121] For example, the opacity of the foreground blur mask is calculated according to at least one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera, using the relational expression shown in Fig. 24. As is clear from this relational expression, when the virtual camera is in the range from the horizontal attitude (near camera) to the intermediate attitude (middle camera), the opacity is fixed at 1.0 and the mask strength is set strong, whereas when the virtual camera approaches the top-down attitude (far camera) from the intermediate attitude (middle camera), the opacity approaches 0.0 and the mask strength is set weakly.

[0122] The size and position of the foreground blur mask may be fixed values. For example, the shape of the foreground blur mask may be circular, but may be set to an elliptical shape that is horizontally long with respect to the display image by setting the horizontal scale of the foreground blur mask to a value larger than the vertical scale as shown in FIG. 23. The foreground blur mask may be disposed so that the center of the display image coincides with the center of the circle or ellipse, but may be disposed at a position offset vertically or horizontally with respect to the display image, and as an example, may be disposed so that a position slightly lower than the display image is the center of the ellipse. The player character PC and characters around the player character PC are often located slightly below the center of the screen when the virtual camera is in the horizontal position (for example, when the periphery of the player character PC on the ground is displayed in the foreground, the periphery of the player character PC is displayed at the bottom of the screen), and thus the foreground blur can be weakened slightly below the center of the screen where things important to the game progress are relatively often displayed.

[0123] Moreover, the opacity of the distant view blur mask is calculated according to at least one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera, using the relational expression shown in Fig. 25. As is clear from this relational expression, the opacity is set to 0.0 when the virtual camera is in the horizontal position (near camera), and the closer the virtual camera is to the top-down position (far camera), the closer it is to opacity 1.0, and the stronger the mask strength is set.

[0124] The horizontal scale and vertical scale of the distant view blur mask may be calculated using a predetermined relational expression according to at least one of the distance between the attention position and the virtual camera and the shooting direction of the virtual camera. As an example, when the virtual camera approaches the intermediate posture (middle camera) from the horizontal posture (near camera), the horizontal scale of the distant view blur mask may become longer and the vertical scale of the distant view blur mask may become shorter. And, when the virtual camera approaches the top-down posture (far camera) from the intermediate posture (middle camera), the horizontal scale of the distant view blur mask may become shorter and the vertical scale of the distant view blur mask may become longer.

[0125] Furthermore, the position of the distant view blur mask with respect to the display image may be calculated using a predetermined relational expression according to at least one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera. As an example, there is no vertical offset when the virtual camera is in the horizontal position (near camera) or the top-down position (far camera), and when the virtual camera approaches the intermediate position (middle camera), the center of the distant view blur mask may be moved to a position offset vertically upward from the center of the display image and set.

[0126] In this embodiment, the foreground blur mask is generated so that the intensity of the mask processing is increased as the distance between the attention position and the virtual camera is smaller and / or the shooting direction of the virtual camera is closer to the horizontal direction, and the background blur mask is generated so that the intensity of the mask processing is increased as the distance between the attention position and the virtual camera is larger and / or the shooting direction of the virtual camera is farther from the horizontal direction.The blur intensity is changed so that the blur intensity is increased at positions closer to the virtual camera in a range closer than the depth distance range displayed in a state where the depth distance from the virtual camera is not blurred, and the blur intensity is decreased at positions where the mask processing intensity indicated by the foreground blur mask is greater.The blur intensity is also changed so that the blur intensity is increased at positions farther from the virtual camera in a range farther than the depth distance range displayed in a state where the depth distance from the virtual camera is not blurred, and the blur intensity is decreased at positions where the mask processing intensity indicated by the background blur mask is greater. In this way, by preparing mask data for near-view blur and mask data for distant-view blur separately, appropriate mask processing according to the respective blurring intensities becomes possible, thereby improving the visibility of the displayed image.

[0127] In the above embodiment, the mask process is performed using a near view blur mask and a distant view blur mask, but the above mask process may be performed using one mask, or three or more masks. For example, when the mask process is performed using one mask, the same mask process can be performed by using a mask that reduces the blurring intensity of both the near view blur and the distant view blur or does not blur them. When the mask process is performed using three masks, in addition to the above-mentioned near view blur mask and the distant view blur mask used for the distant view in which the quite distant view is strongly blurred, it is possible to use a middle distance blur mask used for the middle distance view in which the somewhat distant view closer to the virtual camera is moderately blurred.

[0128] In the above description, the size and position of the foreground blur mask are set to fixed values, but like the distant view blur mask, they may change depending on at least one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera. The size and position of the distant view blur mask may be fixed values. The distant view blur mask may be arranged so that the center of the display image coincides with the center of the circular or elliptical shape, but may be arranged at a position offset vertically or horizontally from the display image. For example, the distant view blur mask may be arranged so that the center of the elliptical shape is located slightly below the display image.

[0129] In addition, in the above explanation, an example was used in which the size and position of the distant view blur mask changes depending on at least one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera, but the size and position of the distant view blur mask may be set to fixed values, as with the near view blur mask.

[0130] The relational expressions of the parameters for setting the mask described above are merely examples, and may be other relational expressions based on at least one of the distance between the target position and the virtual camera and the shooting direction of the virtual camera. For example, the relational expressions of the parameters may be different for each range of the distance or shooting direction, or may include a relational expression of a linear function or a higher-order function of second or higher order.

[0131] In the above-described embodiment, a mask process is performed using a foreground blur mask and a background blur mask to reduce the blurring intensity of the range on the screen to be blurred or to leave the range unblurred. However, in other embodiments, a mask may be used to perform a mask process to increase the blurring intensity of at least a part of the range on the screen to be blurred.

[0132] In the above embodiment, the parameters for setting the near view blur mask and the far view blur mask are changed based on at least one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera, but it goes without saying that the parameters may be changed based on only one of the distance between the focus position and the virtual camera and the shooting direction of the virtual camera. In this case, even if the shooting direction of the virtual camera is changed according to a user operation, and even if the position / direction of the virtual camera is changed so that the distance between the focus position and the virtual camera does not change, the above mask processing may be performed according to the change in the shooting direction. Also, even if the position of the virtual camera is changed so that the distance between the focus position and the virtual camera is changed according to a user operation and the shooting direction of the virtual camera does not change, the above mask processing may be performed according to the change in the distance.

[0133] Next, an example of a specific process executed by the game system 1 will be described with reference to Fig. 26. Fig. 26 is a diagram showing an example of a data area set in the DRAM 85 of the main unit 2. In addition to the data shown in Fig. 26, the DRAM 85 also stores data used in other processes, but detailed description thereof will be omitted.

[0134] The program storage area of ​​the DRAM 85 stores various programs Pa executed by the game system 1. In this embodiment, the various programs Pa store application programs (e.g., game programs) for performing information processing based on data acquired from the left controller 3 and / or the right controller 4 or the main unit 2. The various programs Pa may be stored in advance in the flash memory 84, or may be acquired from a storage medium removable from the game system 1 (e.g., a predetermined type of storage medium inserted in the slot 23) and stored in the DRAM 85, or may be acquired from another device via a network such as the Internet and stored in the DRAM 85. The processor 81 executes the various programs Pa stored in the DRAM 85.

[0135] Furthermore, the data storage area of ​​the DRAM 85 stores various data used in processes such as information processing executed in the game system 1. In this embodiment, the DRAM 85 stores operation data Da, player character data Db, virtual camera data Dc, photographed image data Dd, blurred image data De, mask data Df, display image data Dg, profile data Dh, virtual space data Di, image data Dj, and the like.

[0136] The operation data Da is operation data acquired appropriately from the left controller 3 and / or the right controller 4 and the main unit 2. As described above, the operation data acquired from the left controller 3 and / or the right controller 4 and the main unit 2 includes information on inputs (specifically, information on operations) from each input unit (specifically, each button, analog stick, touch panel). In this embodiment, the operation data is acquired from the left controller 3 and / or the right controller 4 and the main unit 2, and the operation data Da is appropriately updated using the acquired operation data. The update cycle of the operation data Da may be updated every frame, which is the cycle of processing executed by the game system 1 described later, or may be updated every cycle in which the above operation data is acquired.

[0137] The player character data Db is data that indicates the position, orientation, and posture of the player character PC placed in the virtual space, as well as the movement, state, and the like in the virtual space.

[0138] The virtual camera data Dc is data that indicates the position, shooting direction, angle of view, etc. of a virtual camera placed in a virtual space.

[0139] The captured image data Dd is data of a captured image (clear image) generated by capturing an image in the field of view of the virtual camera in a substantially uniform focus state. The blurred image data De is data of a blurred image generated by capturing an image in the field of view of the virtual camera in a blurred state.

[0140] The mask data Df is data indicating a foreground blur mask and a background blur mask that are set based on the state of the virtual camera.

[0141] The display image data Dg is data of a display image that is generated by mixing a captured image and a blurred image using a blending ratio for each pixel according to the blurring strength.

[0142] The profile data Dh is data indicating a blurring intensity profile that is set based on the shooting direction.

[0143] The virtual space data Di is data indicating the positions, directions, postures, movements, etc. of virtual objects and characters placed in the virtual space, and data indicating a field set in the virtual space.

[0144] The image data Dj is data for displaying an image (e.g., an image of a player character, an image of another character, an image of a virtual object, an image of a field in a virtual space, a background image, etc.) on a display screen (e.g., the display 12 of the main unit 2).

[0145] Next, a detailed example of game processing, which is an example of information processing in this embodiment, will be described with reference to Fig. 27. Fig. 27 is a flow chart showing an example of game processing executed by the game system 1. In this embodiment, a series of processes shown in Fig. 27 are performed by the processor 81 executing a predetermined application program (game program) included in the various programs Pa. In addition, the game processing shown in Fig. 27 can be started at any timing.

[0146] Note that the processing of each step in the flowchart shown in FIG. 27 is merely an example, and as long as the same result is obtained, the processing order of each step may be changed, or another processing may be performed in addition to (or instead of) the processing of each step. In addition, in this embodiment, the processing of each step in the above flowchart is described as being executed by the processor 81, but the processing of some steps in the above flowchart may be executed by a processor other than the processor 81 or a dedicated circuit. In addition, some of the processing executed in the main unit 2 may be executed by another information processing device that can communicate with the main unit 2 (for example, a server that can communicate with the main unit 2 via a network). In other words, each processing shown in FIG. 27 may be executed by a plurality of information processing devices including the main unit 2 working together.

[0147] In FIG. 27, processor 81 performs initial settings in game processing (step S121) and proceeds to the next step. For example, in the initial settings, processor 81 initializes parameters for performing the processing described below and updates each piece of data. As one example, processor 81 generates a virtual space in an initial state by placing a plurality of virtual objects on a field of the virtual space based on virtual space data Di and placing each character on the field. Then, processor 81 places a virtual camera with a predetermined attitude at a default position in the virtual space in the initial state, and performs initial settings of the virtual space.

[0148] Next, the processor 81 acquires operation data from the left controller 3, the right controller 4, and / or the main unit 2, updates the operation data Da (step S122), and proceeds to the next step.

[0149] Next, the processor 81 performs character action processing (step S123) and proceeds to the next step. For example, the processor 81 sets the action of the player character PC based on the operation data Da4. As an example, the processor 81 sets the position, direction, posture, action, state, etc. of the player character PC based on the operation input indicated by the operation data Da and virtual physical calculations in the virtual space, etc., and updates the player character data Db. The processor 81 also sets the actions of other characters in the virtual space. As an example, the processor 81 sets the position, direction, posture, action, state, etc. of each character based on the progress of the set performance, the action algorithm of the automatically controlled character, the virtual physical calculations in the virtual space, the action of the player character PC, etc., and updates the virtual space data Di.

[0150] Next, the processor 81 sets a virtual camera (step S124) and proceeds to the next step. For example, the processor 81 sets the position and angle of view of the virtual camera in the virtual space based on the operation data Da, and sets the position and shooting direction of the virtual camera so that the attention position set based on the position of the player character PC becomes the gaze point, thereby updating the virtual camera data Dc.

[0151] Next, the processor 81 generates a captured image and a blurred image of the field of view from the virtual camera (step S125), and proceeds to the next step. For example, the processor 81 updates the captured image data Dd using a captured image (clear image) generated by a virtual camera corresponding to the virtual camera data Dc capturing an image in a virtual space in substantially the same focus state. The processor 81 also updates the blurred image data De using a blurred image generated by the virtual camera capturing an image in a blurred state.

[0152] Next, the processor 81 performs an image blurring process to blur the captured image according to the shooting direction of the virtual camera (step S126), and proceeds to the next step. For example, the processor 81 sets a blurring intensity profile according to the shooting direction of the virtual camera to update the profile data Dh, and generates a display image by image blurring process to combine the blurred image with the captured image for each pixel position based on the blurring intensity profile, and updates the display image data Dg. Note that the details of the image blurring process are the same as those described using Figs. 8 to 18, and therefore detailed description will be omitted here.

[0153] Next, the processor 81 performs mask processing according to the shooting direction of the virtual camera and / or the distance between the virtual camera and the point of interest (step S127), and proceeds to the next step. For example, the processor 81 updates the mask data Df by setting a foreground blur mask and a background blur mask according to the shooting direction of the virtual camera and / or the distance between the virtual camera and the point of interest, and updates the display image data Dg by performing mask processing using the foreground blur mask and background blur mask on the display image indicated by the display image data Dg, thereby changing the blur intensity for at least a part of the display image. Note that the details of the mask processing are the same as those described with reference to Figs. 19 to 25, and therefore detailed description thereof will be omitted here.

[0154] Next, the processor 81 performs a display control process (step S128), and proceeds to the next step. For example, the processor 81 performs control to display on the display 12 a display image indicated by the display image data Dg.

[0155] Next, processor 81 determines whether or not to end the game processing (step S129). Conditions for ending the game processing in step S129 above include, for example, a condition for ending the game processing being satisfied, or the user performing an operation to end the game processing. If processor 81 does not end the game processing, it returns to step S122 above to repeat the process, and if it ends the game processing, it ends the process according to this flowchart. Thereafter, the series of processes from step S122 to step S129 is repeatedly executed until it is determined in step S129 that the process is to end.

[0156] In this way, in this embodiment, the image is blurred with a blur strength according to the shooting direction of the virtual camera, so that the visibility of the image can be improved. As an example, when the virtual camera shoots the virtual space with a shooting direction that allows a relatively long view, the visibility of the distant image can be improved by weakening the blur strength far from the virtual camera. Also, in this embodiment, the above mask process can change the range on the screen to be blurred according to the state of the virtual camera, so that the visibility of the image can be improved.

[0157] In this embodiment, the above-mentioned masking process does not have to be performed. In this case, the display image generated in the above-mentioned step S126 and stored in the display image data Dg may be displayed on the display 12 without performing the process of the above-mentioned step S127 in Fig. 27. Even in this case, it is possible to display an image blurred with a blurring intensity according to the shooting direction of the virtual camera, thereby obtaining the effect of improving the visibility of the image.

[0158] In the above-described embodiment, an example is used in which an image of a virtual space in which a player character that moves in response to a user operation is placed is displayed, but an image of a virtual space in which the player character is not placed may be displayed. Even in a virtual space in which a player character is not placed, by setting a predetermined position in the virtual space as the attention position and focusing on the vicinity of the position, it is possible to generate a blurred image by performing the image blurring process and / or mask process on an image in the field of view from the virtual camera.

[0159] Furthermore, the game system 1 may be any device, such as a portable game device, any portable electronic device (such as a PDA (Personal Digital Assistant), a mobile phone, a personal computer, a camera, or a tablet).

[0160] In the above description, an example was used in which the information processing (game processing) is performed by the game system 1, but at least a part of the above processing steps may be performed by another device. For example, if the game system 1 is configured to be capable of communicating with another device (e.g., a server, another information processing device, another image display device, another game device, another mobile terminal), the above processing steps may be executed by the cooperation of the other device. In this way, by performing at least a part of the above processing steps by another device, processing similar to the above processing is possible. In addition, the above information processing can be executed by one processor or by cooperation between multiple processors included in an information processing system composed of at least one information processing device. In the above embodiment, the processor 81 of the game system 1 can execute a predetermined program to perform information processing, but a part or all of the above processing may be executed by a dedicated circuit provided in the game system 1.

[0161] According to the above-mentioned modified example, the present invention can be realized in a so-called cloud computing system form or a distributed wide area network and local network system form. For example, in a distributed local network system form, the above-mentioned processing can be executed by cooperation between a stationary information processing device (stationary game device) and a portable information processing device (portable game device). In these system forms, there is no particular limitation on which device performs the above-mentioned processing, and it goes without saying that the present invention can be realized regardless of the division of processing load.

[0162] Furthermore, the processing sequence, setting values, conditions used for judgment, and the like used in the above-described information processing are merely examples, and it goes without saying that this embodiment can be realized even with other sequences, values, and conditions.

[0163] The program may be supplied to the game system 1 through an external storage medium such as an external memory, or may be supplied to the device through a wired or wireless communication line. The program may be pre-recorded in a non-volatile storage device inside the device. The information storage medium for storing the program may be a non-volatile memory, a CD-ROM, a DVD, or an optical disk-shaped storage medium similar to these, a flexible disk, a hard disk, a magneto-optical disk, a magnetic tape, or the like. The information storage medium for storing the program may be a volatile memory for storing the program. Such a storage medium may be a recording medium that can be read by a computer or the like. For example, the various functions described above can be provided by having a computer or the like read and execute the programs from these recording media.

[0164] Although the present invention has been described in detail above, the above description is merely illustrative of the present invention in all respects and is not intended to limit its scope. Needless to say, various improvements and modifications can be made without departing from the scope of the present invention. In addition, it is understood that a person skilled in the art can implement an equivalent range based on the description of the present invention and technical common sense from the description of specific examples of the present invention. In addition, it should be understood that the terms used in this specification are used in the sense commonly used in the field unless otherwise specified. Therefore, unless otherwise defined, all technical terms and technical terms used in this specification have the same meaning as commonly understood by a person skilled in the art to which this invention belongs. In the event of a conflict, this specification (including definitions) shall prevail. [Industrial Applicability]

[0165] INDUSTRIAL APPLICABILITY As described above, the present invention can be used as an information processing program, an information processing device, an information processing system, an information processing method, and the like that make it possible to improve the visibility of a display image. [Explanation of symbols]

[0166] 1. Information processing system 2. Main unit 3. Left controller 4…Right controller 11. Housing 12…Display 13...Touch panel 32, 52…Analog stick 42, 64…Terminals 81…Processor 82…Network communication section 83...Controller communication section 85…DRAM 101, 111...Communication control unit

Claims

1. An information processing program executed on a computer of an information processing device, The computer, a blurred image generating means for generating a blurred image by blurring an image of a field of view from a virtual camera in a virtual space with a blurring strength corresponding to a distance from the virtual camera; functioning as an image output means for performing processing for outputting the blurred image onto a display screen; The blurred image generating means further generates the blurred image with a blurring intensity according to an angle between a reference plane in the virtual space and a shooting direction of the virtual camera.

2. 2. The information processing program according to claim 1, wherein the blurred image generating means changes the intensity of the blur so that it is greater at positions at greater distances from the virtual camera in a range where the distance from the virtual camera is greater than a first distance, and changes the intensity of the blur so that, based on the shooting direction of the virtual camera, the intensity of the blur at a position at a second distance from the virtual camera that is greater than the first distance is smaller in a second shooting direction different from the first shooting direction compared to in the first shooting direction.

3. 2. The information processing program according to claim 1, wherein the blurred image generating means changes the intensity of the blur so that it is greater at positions at shorter distances from the virtual camera in a range where the distance from the virtual camera is shorter than a first distance, and changes the intensity of the blur so that, based on the shooting direction of the virtual camera, the intensity of the blur at a position at a third distance from the virtual camera that is shorter than the first distance is smaller in a second shooting direction different from the first shooting direction compared to in the first shooting direction.

4. The blurred image generating means changing the blurring intensity so that it is greater at positions at greater distances from the virtual camera within a range in which the distance from the virtual camera is greater than a first distance, and changing, based on the shooting direction of the virtual camera, the blurring intensity at positions at a second distance from the virtual camera that is greater than the first distance so that it is smaller in a second shooting direction different from the first shooting direction compared to in the first shooting direction; 2. The information processing program according to claim 1, wherein the intensity of the blur is changed to be greater at positions at shorter distances from the virtual camera in a range where the distance from the virtual camera is shorter than the first distance, and the intensity of the blur at a position at a third distance from the virtual camera that is shorter than the first distance is changed to be smaller in the second shooting direction than in the first shooting direction based on the shooting direction of the virtual camera.

5. 5. The information processing program according to claim 2, wherein the blurred image generating means changes the intensity of the blur at the second distance so that the intensity decreases as an angle between a reference plane in the virtual space and the shooting direction decreases.

6. 5. The information processing program according to claim 3, wherein the blurred image generating means changes the intensity of the blur at the third distance so that the intensity decreases as an angle between a reference plane in the virtual space and the shooting direction decreases.

7. 7. The information processing program according to claim 5 or 6, wherein the reference plane is set so that when the shooting direction of the virtual camera is parallel to the reference plane, a game object that is farther away and located in the virtual space is photographed compared to when the shooting direction of the virtual camera is perpendicular to the reference plane.

8. The information processing program according to claim 5 , wherein the reference plane is set to be a plane perpendicular to a downward direction of the virtual space.

9. An information processing program described in any one of claims 5 to 8, further causing the computer to function as a shooting distance changing means for changing the distance between the virtual camera's point of view and the virtual camera in accordance with the shooting direction when the shooting direction of the virtual camera is changed based on a first input from a user.

10. The information processing program according to claim 9 , wherein the shooting distance changing means reduces the distance between the gaze point and the virtual camera as the angle between the reference plane and the shooting direction decreases.

11. further causing the computer to function as a character moving means for moving a player character disposed in the virtual space based on a second input from a user; The information processing program according to claim 9 , wherein the shooting distance changing means controls the virtual camera by setting the player character as the gaze point.

12. 12. The information processing program according to claim 1, wherein the blurred image generating means generates the blurred image by blurring the image according to a distance between the virtual camera and a position in the virtual space corresponding to each pixel of an image in a field of view from the virtual camera in the virtual space.

13. a blurred image generating means for generating a blurred image by blurring an image of a field of view from a virtual camera in a virtual space with a blurring strength corresponding to a distance from the virtual camera; an image output unit for performing processing to output the blurred image on a display screen; The blurred image generating means further generates the blurred image with an intensity of the blurring according to an angle between a reference plane in the virtual space and a shooting direction of the virtual camera.

14. a blurred image generating means for generating a blurred image by blurring an image of a field of view from a virtual camera in a virtual space with a blurring strength corresponding to a distance from the virtual camera; an image output unit for performing processing to output the blurred image on a display screen; The blurred image generating means further generates the blurred image with a blurring intensity according to an angle between a reference plane in the virtual space and a shooting direction of the virtual camera.

15. a blurred image generating step of generating a blurred image by blurring an image of a field of view from a virtual camera in a virtual space with a blurring strength according to a distance from the virtual camera; and an image output step of performing processing for outputting the blurred image on a display screen, In the blurred image generating step, the blurred image is generated with a blurring intensity according to an angle between a reference plane in the virtual space and a shooting direction of the virtual camera.

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