Information processing device, program, and game image generating method

The information processing device addresses the challenge of reducing processing load in games with multiple moving objects by dynamically changing polygon models to reflect separate movements, maintaining a realistic visual experience.

JP7660441B2Active Publication Date: 2025-04-11KOEI TECMO GAMES CO LTD
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Patent Information

Application Number
JP2021096832
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-06-09
Publication Date
2025-04-11
Estimated Expiration
2041-06-09

AI Technical Summary

Technical Problem

Existing game technologies struggle to reduce processing load while maintaining realism, particularly when multiple objects move separately, as seen in sports and Musou games.

Method used

An information processing device that generates game images by using a polygon drawing unit to control a plate polygon's position, map textures of multiple objects onto it, and change the drawing of moved polygons into multiple separate polygon models with individual textures, maintaining realism.

Benefits of technology

This approach reduces the processing load of games with multiple moving objects while preserving a realistic visual experience, by dynamically changing polygon models to reflect separate movements of objects.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To maintain presence while reducing a processing load of a game for generating an image in which a plurality of objects moves separately.SOLUTION: An information processing device for generating an image in which an object space is viewed from a predetermined viewpoint and causing a user to execute a game includes: a polygon drawing unit for drawing a first polygon model in which a texture in which a plurality of objects is operated is mapped on a board polygon in which the position is controlled so as to face the front with respect to the viewpoint; an image generation unit for generating an image of the game in which the first polygon model is arranged; and a polygon changing unit for changing the drawing of the first polygon models in a state of moving separately in the game, to a drawing of a plurality of second polygon models in which respective textures of the plurality of objects are mapped. The image generation unit generates an image of a game displaying how the plurality of second polygon models moves separately.SELECTED DRAWING: Figure 3
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Description

[Technical field]

[0001] The present disclosure relates to an information processing device, a program, and a game image generating method. [Background technology]

[0002] Conventionally, in sports games such as soccer and baseball, one method for expressing the movement of each individual spectator in a crowd while reducing the processing load is to prepare a texture that imitates the spectators and map it onto a large number of polygons arranged in the spectator seats. For example, a technique for realizing a realistic expression in which each individual in a group is individually controlled has been known for some time (see, for example, Patent Document 1). [Prior art documents] [Patent documents]

[0003] [Patent Document 1] JP 2007-222413 A Summary of the Invention [Problem to be solved by the invention]

[0004] For example, the technology of Patent Document 1 arranges multiple spectator polygons in the stands to form spectators, which are a large crowd present in the stands. The spectator polygons are generated by mapping multiple spectator textures onto a single rectangular plate polygon. The spectator texture is a texture obtained by rendering a spectator model, which is an object (model) that imitates a spectator.

[0005] In recent years, Warriors games have become popular, in which the player character mows down a large number of enemy characters that appear. Since a large number of enemy characters appear at once in Warriors games, the number of polygons placed on the game screen can be reduced and the processing load can be reduced by generating an enemy polygon model by mapping multiple enemy textures onto a single polygon plate.

[0006] However, when using an enemy polygon model in which multiple enemy textures are mapped onto one plate polygon, for example, an enemy character model that is blown away or flees due to an attack by a player character will flee or be blown away in units of plate polygons, which may impair the sense of realism. Note that Patent Document 1 does not solve such a problem.

[0007] An object of the present disclosure is to maintain a sense of realism while reducing the processing load of a game that generates an image in which multiple objects move separately. [Means for solving the problem]

[0008] According to the present disclosure, there is provided an information processing device that generates an image viewed from a specific viewpoint within an object space and allows a user to play a game, the information processing device having: a polygon drawing unit that draws a first polygon model having a texture onto which multiple objects move mapped onto a plate polygon whose position is controlled so that it faces forward relative to the viewpoint; an image generation unit that generates an image of the game in which the first polygon model is arranged; and a polygon modification unit that changes the drawing of the first polygon model, which has become a state in which it moves separately in the game, to a drawing of multiple second polygon models onto which the textures of each of the multiple objects are mapped, wherein the image generation unit generates an image of the game showing the multiple second polygon models moving separately. Effect of the Invention

[0009] According to the present disclosure, it is possible to maintain a sense of realism while reducing the processing load of a game that generates an image in which multiple objects move separately. [Brief description of the drawings]

[0010] [Figure 1] 1 is a configuration diagram of an example of a game system according to an embodiment of the present invention. [Diagram 2]FIG. 2 is a diagram illustrating an example of a hardware configuration of an information processing device according to the present embodiment. [Diagram 3] FIG. 2 is a diagram illustrating an example of a functional configuration of an information processing device according to the present embodiment. [Figure 4] 1A and 1B are diagrams showing the configurations of a multiple enemy polygon model and a single enemy polygon model. [Diagram 5] 11 is a flowchart illustrating an example of a process of the game system according to the present embodiment. [Figure 6] FIG. 13 is an example conceptual diagram of a game image in which multiple enemy polygon models and a single enemy polygon model are arranged as objects. [Figure 7] FIG. 13 is an example conceptual diagram of an image of a game in which multiple enemy polygon models that are about to be blown away are changed to a single enemy polygon model. [Figure 8] FIG. 13 is an example image of a game image showing a single enemy polygon that has been changed from a multiple enemy polygon model being blown away. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

[0011] Hereinafter, embodiments of the present disclosure will be described with reference to the drawings.

[0012] [System Configuration] First, a system configuration for realizing a game image generating method according to an embodiment will be described with reference to Fig. 1. Fig. 1 is a configuration diagram of an example of a game system according to this embodiment. The game system according to an embodiment is configured with an information processing device 10 shown in Fig. 1(A) or an information processing system shown in Fig. 1(B). The information processing device 10 in Fig. 1(A) is a computer operated by a user. The information processing device 10 in Fig. 1(A) accepts an operation from a user via a touch panel, a controller, a mouse, a keyboard, or the like, executes information processing according to the operation, and displays the execution result.

[0013] The information processing system in Fig. 1(B) has an information processing device 10 and a server device 14 connected to each other so as to be able to communicate with each other via a network 18. The information processing device 10 in Fig. 1(B) is a computer similar to that in Fig. 1(A). The server device 14 in Fig. 1(B) can also be realized by a computer similar to that in Fig. 1(A).

[0014] The server device 14 transmits and receives data to and from the information processing device 10, thereby executing information processing in response to a user operation accepted by the information processing device 10, and provides the execution result to the information processing device 10. The information processing device 10 displays the execution result provided by the server device 14.

[0015] The server device 14 may be realized by a cloud computer. The number of server devices 14 shown in FIG. 1(B) is not limited to one, and two or more may be used for distributed processing. The server device 14 may be used for downloading programs (applications) to the information processing device 10, for user login processing, or for managing various databases. The system configuration in FIG. 1 is an example.

[0016] [Hardware configuration] The information processing device 10 according to this embodiment is configured, for example, as shown in Fig. 2. The configuration of the server device 14 is similar to that of the information processing device 10, and therefore a description thereof will be omitted. Fig. 2 is a diagram showing an example of the hardware configuration of the information processing device according to this embodiment.

[0017] 2 includes, for example, a CPU (Central Processing Unit) 100, a storage device 102, a communication device 104, an input device 106, and an output device 108. The CPU 100 controls the information processing device 10 in accordance with a program. The storage device 102 is, for example, a memory such as a ROM (Read Only Memory) or a RAM (Random Access Memory), or a storage such as a HDD (Hard Disk Drive) or an SSD (Solid State Drive). The storage device 102 stores programs and data executed by the CPU 100.

[0018] The communication device 104 is a communication device such as a network circuit that controls communication. The input device 106 is an input device such as a touchpad, a controller, a mouse, a keyboard, a camera, a microphone, etc. The output device 108 is an output device such as a display, a speaker, etc. A touch panel is realized by combining a touchpad, which is an example of the input device 106, with a display, which is an example of the output device 108. The hardware configuration in FIG. 2 is an example.

[0019] [Function block] In the following, a functional configuration example will be described in which the information processing device 10 accepts operations for a game being executed from a user such as a player, generates and displays game images corresponding to the operations, and allows the user to play the game. The functional configuration in Fig. 3 is an example, and for example, at least a part of the functional configuration shown in Fig. 3 may be provided in the server device 14, and the information processing device 10 and the server device 14 may cooperate to perform processing.

[0020] 3 is a diagram showing an example of the functional configuration of the information processing device according to this embodiment. The information processing device 10 in FIG.

[0021] The storage unit 210 stores a game program 212, an object DB 214, a texture DB 216, and a polygon DB 218. The storage unit 210 may be realized by the storage device 102, or may be realized by a storage device connected via the network 18 or the like.

[0022] The game program 212 is an example of a game processing program executed by the CPU 100. The object DB 214 stores information about objects such as player characters and enemy characters that are displayed in game images.

[0023] The texture DB 216 stores information about the textures of objects such as player characters and enemy characters. The textures of objects such as player characters and enemy characters are obtained by rendering models of the objects such as player characters and enemy characters.

[0024] The polygon DB 218 stores information about polygon models generated by mapping the texture of objects such as a player character and an enemy character to at least one polygon. In 3DCG software and the like, polygons, meshes, and surfaces are distinguished from one another, but here, they are simply called polygons. In this embodiment, for example, a polygon model of an enemy character (hereinafter, referred to as an enemy polygon model) is placed in the object space, and an image of the object space viewed from a predetermined viewpoint (virtual camera) is generated to allow the user to play the game.

[0025] The object space is a space in which a polygon model of an object exists on a three-dimensional coordinate system. The polygon model of the object is placed in the object space by three-dimensional computer graphics. The polygon model in this embodiment includes a polygon model in which an object is created using a plate polygon called a billboard, and a polygon model in which the shape of the object is created by modeling. A billboard is a plate polygon whose position is controlled to face the front of the viewpoint when generating an image viewed from a specific viewpoint in the object space.

[0026] The control unit 200 performs overall control of the information processing device 10. The overall control of the information processing device 10 includes control of accepting operations from a user for a game being executed, and generating and displaying images of the game in accordance with the operations.

[0027] The control unit 200 is realized by the CPU 100 executing processes described in a program such as the game program 212. The control unit 200 in Fig. 3 is configured to have a game control unit 230. In addition, the game control unit 230 is configured to have a texture generation unit 240, a polygon drawing unit 242, a polygon modification unit 244, an image generation unit 246, and an attack determination unit 248.

[0028] The game control unit 230 performs control related to the game. For example, the game control unit 230 executes game processing, generates game images according to the game processing being executed, and displays them on the output device 108 as game screens.

[0029] The texture generation unit 240 renders models of objects such as player characters and enemy characters to generate textures for the objects. The polygon drawing unit 242 maps the texture onto a polygon model to be described later, and renders (draws) an enemy polygon model to be described later.

[0030] The polygon models rendered by the polygon rendering unit 242 include a polygon model in which a texture that causes a plurality of enemy characters to move is mapped onto a plate polygon called a billboard (hereinafter, referred to as a multiple enemy polygon model).

[0031] In addition, the polygons drawn by the polygon drawing unit 242 include a polygon model onto which a texture that moves a single enemy character is mapped (hereinafter referred to as a single enemy polygon model) when generating an image viewed from a specified viewpoint within the object space.

[0032] The polygon modification unit 244 performs a process of changing the rendering of the multiple enemy polygon models to rendering of a single enemy polygon model when the multiple enemy polygon models displayed in the game image are blown away or fleeing due to an attack or the like. The blown away state and fleeing state are examples of a state of moving separately. Below, a state in which multiple enemy characters are blown away in different directions will be described as an example of a state of moving separately. The polygon modification unit 244 changes the rendering of the multiple enemy characters displayed by the multiple enemy polygon models in a blown away state to rendering of multiple single enemy polygon models, thereby making it possible to display different actions, such as the appearance of multiple enemy characters being blown away separately.

[0033] The image generation unit 246 generates images of the game being executed according to information about objects stored in the object DB 214, information about the textures of objects stored in the texture DB 216, information about polygon models stored in the polygon DB 218, etc. The image generation unit 246 generates images of the game in which a polygon model of a player character, a multiple enemy polygon model, a single enemy polygon model, etc. are arranged in an object space.

[0034] Then, the attack determination unit 248 determines which enemy characters have received an attack from among the enemy characters displayed in the game image, and determines the multiple enemy polygon models that are in a state of being blown away.

[0035] The operation reception unit 202 receives various operations by the user on the input device 106. The output control unit 204 displays various screens on the output device 108 under the control of the control unit 200. The operation reception unit 202 is realized by the CPU 100 controlling the input device 106 in accordance with a program. The output control unit 204 is realized by the CPU 100 controlling the output device 108 in accordance with a program. Various operations by the user on the input device 106 refer to operations in which the user operates the operation reception unit 202 to cause the CPU 100 to execute processing. The output control unit 204 displays various screens and outputs sounds under the control of the control unit 200.

[0036] The communication unit 206 communicates via the network 18 etc. The communication unit 206 is realized by the CPU 100 executing a program and controlling the communication device 104 in accordance with the program.

[0037] [Multiple enemy polygons and single enemy polygons] 4A and 4B are diagrams showing the configurations of a multiple enemy polygon model and a single enemy polygon model. Fig. 4A shows the configuration of a multiple enemy polygon model 1004. Fig. 4B shows the configuration of a single enemy polygon model 1014.

[0038] The multiple enemy polygon model 1004 is generated by mapping texture 1000 of multiple enemy characters (three in FIG. 4) onto a board polygon 1002 called a billboard. Note that although the texture 1000 in FIG. 4 shows an example of a texture obtained by rendering the same enemy character, it may be a texture obtained by rendering different enemy characters. Moreover, the single enemy polygon model 1014 is generated by mapping texture 1010 of a single enemy character onto a normal polygon model 1012.

[0039] 4, the multiple enemy polygon model 1004 can render multiple enemy characters with one plate polygon 1002, thereby reducing the number of polygons to be rendered and the processing load for generating game images. However, because the multiple enemy polygon model 1004 renders multiple enemy characters with one plate polygon 1002, if an enemy character is displayed as it is, the multiple enemy characters will be displayed as being blown away in exactly the same way, which may diminish the sense of realism.

[0040] On the other hand, the single enemy polygon model 1014 renders one enemy character using one polygon model 1012, and therefore cannot render fewer polygons than the multiple enemy polygon model 1004, but it does make it possible to display multiple enemy characters as if they were blown away separately (in pieces), thereby maintaining a sense of realism.

[0041] Therefore, in this embodiment, in order to reduce the processing load of the game that generates an image in which multiple enemy characters are blown away while maintaining a sense of realism, the drawing of multiple enemy polygon models 1004 that are blown away, among the multiple enemy polygon models 1004 placed in the game image, is changed to the drawing of multiple individual enemy polygon models 1014.

[0042] More specifically, in the example of Figure 4, when the three enemy characters displayed by the multiple enemy polygon model 1004 are about to be blown away, by displaying the three enemy characters by three individual enemy polygon models 1014, it becomes possible to display the three enemy characters as being blown away separately.

[0043] [process] The following describes an example of processing in which the game system according to this embodiment accepts an operation for a game from a user, generates an image of the game according to the operation, and displays (outputs) it on the output device 108. Fig. 5 is a flowchart showing an example of processing in the game system according to this embodiment.

[0044] In step S10, the information processing device 10 accepts an operation to start playing a game from the user. The game control unit 230 of the information processing device 10 starts executing game processing in accordance with the operation accepted from the user.

[0045] In step S12, the game control unit 230 selects models of objects such as player characters and enemy characters required for the game images to be generated, and requests the generation of textures for each model to the texture generation unit 240. The texture generation unit 240 generates textures for the objects for which the request has been accepted.

[0046] The polygon rendering unit 242 maps the texture of an enemy character object onto, for example, the plate polygon 1002 or normal polygon model 1012 shown in Fig. 4, and renders a multiple enemy polygon model 1004 or a single enemy polygon model 1014. The image generation unit 246 generates a game image in which the multiple enemy polygon model 1004 and the single enemy polygon model 1014 are arranged as objects within the object space. The output control unit 204 displays the game image generated by the image generation unit 246 on the output device 108.

[0047] Fig. 6 is an image diagram of an example of a game image in which multiple enemy polygon models and a single enemy polygon model are arranged as objects. Fig. 6 shows an example of a game image in which multiple enemy polygon models 2000-2014 and a single enemy polygon model 1014 are arranged as objects. Note that in Fig. 6, the multiple enemy polygon models 2000-2014 are surrounded by dotted lines to make them easier to recognize. The dotted lines surrounding the multiple enemy polygon models 2000-2014 are not displayed in the actual game image. Fig. 6 also shows an example of a game image in which the polygon model of the player character is not arranged as an object.

[0048] In step S14, the game control unit 230 determines whether or not an attack has been made against an enemy character. If an attack has not been made against an enemy character, the game control unit 230 skips the processes of steps S16 to S20 and performs the process of step S22.

[0049] If an attack is being made against an enemy character, the attack determination unit 248 of the game control unit 230 performs the process of step S16. In step S16, the attack determination unit 248 determines whether the multiple enemy polygon models 1004 displayed in the game image have become targets of attack and are in a state where they are going to be blown away.

[0050] If the multiple enemy polygon model 1004 is not in a state where it will be blown away, the game control unit 230 determines that it is the single enemy polygon model 1014 that is in a state where it will be blown away, skips the process of step S18, and performs the process of step S20.

[0051] If the multiple enemy polygon model 1004 is in a state where it is about to be blown away, the polygon modification unit 244 performs the process of step S18. In step S18, the polygon modification unit 244 performs the process of changing the drawing of the multiple enemy polygon model 1004 in a state where it is about to be blown away to the drawing of a single enemy polygon model, and then performs the process of step S20.

[0052] Fig. 7 is an image diagram of an example of a game image in which multiple enemy polygon models that have been blown away have been changed to renderings of single enemy polygon models. Fig. 7 shows an example of a game image in which multiple enemy polygon models 2002 arranged in the game image of Fig. 6 have been blown away, and the rendering of the multiple enemy polygon model 2002 has been changed to renderings of three single enemy polygon models 2018 to 2022.

[0053] In the process of step S18, in the case of the screen image of FIG. 7, one multiple enemy polygon model 2002 that is about to be blown away is separated into three single enemy polygon models 2018 to 2022.

[0054] In step S20, the image generation unit 246 generates a game image in which the single enemy polygon models 1014 in a blown-off state are blown away separately, including the single enemy polygon model 1014 changed from the multiple enemy polygon model 1004. The output control unit 204 displays the game image generated by the image generation unit 246 on the output device 108.

[0055] Fig. 8 is an image diagram of an example of a game image showing a state in which a single enemy polygon changed from a multiple enemy polygon model is blown away. Fig. 8 shows different actions in which three single enemy polygon models 2018 to 2022, which were changed from the multiple enemy polygon model 2002 that is in a blown away state, are blown away in different directions.

[0056] In step S22, the game control unit 230 determines whether the game is over. If the game is not over, the game control unit 230 returns to step S12 and continues the game processing shown after step S12. If the game is over, the game control unit 230 ends the processing of the flowchart in FIG.

[0057] In this way, in this embodiment, the enemy character before it is blown away is rendered using the multiple enemy polygon model 1004, thereby reducing the processing load, while an enemy character that has been blown away by an attack or the like is re-rendered using the single enemy polygon model 1014, thereby making it possible to maintain the sense of realism of the scene in which the enemy character is blown away.

[0058] In this embodiment, an example of a game image has been described, but it is also possible to apply this to a screen in which an image viewed from a specific viewpoint in a virtual space in which the avatars of users of a social network service and non-player characters (NPCs) interact, changes so that the user's avatar or NPCs move separately, such as flying around.

[0059] According to this embodiment, in an information processing device 10 that generates an image of an object space viewed from a specific viewpoint and allows a user to play a game, it is possible to reduce the processing load of a game that generates images in which multiple objects are blown in different directions or multiple objects escape in different directions, while maintaining a sense of realism.

[0060] The information processing device of the disclosed embodiment should be considered as an example and not a limitation. The above embodiment can be modified and improved in various forms without departing from the scope and spirit of the appended claims. In addition, the matters described in the above-mentioned embodiments can be configured in other ways as long as they are not inconsistent, and can be combined as long as they are not inconsistent. [Explanation of symbols]

[0061] 10. Information processing device 14 Server equipment 18 Network 200 Control section 202 Operation reception section 204 Output control section 206 Communications Department 210 Storage section 212 Game Program 214 Object DB 216 Texture DB 218 Polygon DB 230 Game Control Unit 240 Texture Generation Unit 242 Polygon drawing section 244 Polygon Change Section 246 Image Generation Unit 248 Attack Judgment Section

Claims

1. An information processing device that generates an image of an object space viewed from a predetermined viewpoint and allows a user to play a game, a polygon rendering unit that renders a first polygon model in which a texture on which a plurality of objects move is mapped onto a plate polygon whose position is controlled so as to face the front with respect to the viewpoint; an image generation unit that generates an image of the game in which the first polygon model is arranged; a polygon modification unit that modifies a rendering of the first polygon model in which the plurality of objects move separately in the game into a rendering of a plurality of second polygon models onto which textures of the respective plurality of objects are mapped; having the image generation unit generates an image of the game that displays the plurality of second polygon models moving separately; the game image includes a plurality of the first polygon models arranged therein; An information processing device, wherein, among the plurality of first polygon models, a first polygon model that is in a fleeing state or that has been attacked in the game causes the plurality of objects to move separately.

2. The plate polygon is used to reduce the number of polygons to be drawn.

2. The information processing apparatus according to claim 1,

3. An information processing device that generates an image viewed from a predetermined viewpoint within an object space and allows a user to play a game, a polygon rendering unit that renders a first polygon model in which a texture on which a plurality of objects move is mapped onto a plate polygon whose position is controlled so as to face the front with respect to the viewpoint; an image generation unit that generates an image of the game in which the first polygon model is arranged; a polygon modification unit that modifies the rendering of the first polygon model in which the plurality of objects move separately in the game into rendering of a plurality of second polygon models onto which textures of the respective plurality of objects are mapped; Function as a the image generation unit generates an image of the game that displays the plurality of second polygon models moving separately; the game image includes a plurality of the first polygon models arranged therein; a first polygon model among the plurality of first polygon models that is in a fleeing state or that has been attacked in the game causes the plurality of objects to move separately.

4. 1. A game image generating method for an information processing device that generates an image of an object space viewed from a predetermined viewpoint and allows a user to play a game, comprising: A step of drawing a first polygon model in which a texture on which a plurality of objects move is mapped onto a plate polygon whose position is controlled so as to face the front with respect to the viewpoint; generating an image of the game in which the first polygon model is arranged; changing the rendering of the first polygon model in which the plurality of objects move separately in the game to rendering of a plurality of second polygon models onto which textures of the respective plurality of objects are mapped; generating an image of the game that displays the plurality of second polygon models moving separately; The information processing device executes the game image includes a plurality of the first polygon models arranged therein; A game image generating method, wherein, among the plurality of first polygon models, a first polygon model that is in a fleeing state or that has been attacked in the game causes the plurality of objects to move separately.

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