Virtual space generation program and virtual space generation device

By dividing virtual spaces into small regions and using nearest neighbor reference points for ray casting, the method addresses the inefficiencies and inaccuracies of existing position identification, achieving efficient and accurate room identification in complex virtual spaces.

JP7698212B2Active Publication Date: 2025-06-25CAPCOM CO LTD
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Patent Information

Application Number
JP2022108963
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2022-07-06
Publication Date
2025-06-25
Estimated Expiration
2042-07-06

AI Technical Summary

Technical Problem

Existing position identification methods in complex virtual spaces, such as ray casting, lead to increased system load, and fail to accurately identify the room a character is in when a voxel contains multiple rooms.

Method used

The virtual space is divided into small regions, with first and second type regions defined, and the determination unit performs ray casting using nearest neighbor second reference points for efficient and accurate identification.

Benefits of technology

Enables efficient and accurate specification of the partial space an object belongs to, reducing system load and improving identification accuracy in complex virtual environments.

✦ Generated by Eureka AI based on patent content.

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Abstract

To enable identifying efficiently and precisely a partial space to which an object belongs in a virtual space.SOLUTION: A virtual space creation program makes a computer function as a determination unit 563 which determines whether or not an object which intersects a line segment connecting a first reference point with a second reference point in a virtual space. The program defines a small region straddling a plurality of partial spaces as a first class region, and defines the small region not including the object as a second class region. When the first reference point exists in the first class region, the determination unit 563 performs determination on each of the plurality of second class regions, referring to a point in the second class region as the second reference point.SELECTED DRAWING: Figure 1
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Description

Technical Field

[0001] The present disclosure relates to a virtual space generation program and a virtual space generation device.

Background Art

[0002] In a game program, ray casting may be performed to detect terrain such as the ground on which a character moves (see, for example, Patent Document 1).

Prior Art Documents

Patent Documents

[0003]

Patent Document 1

Summary of the Invention

Problems to be Solved by the Invention

[0004] When providing some service in a virtual space, determination (position identification) such as which room a character is in may be required. Ray casting is one means of position identification. This position identification tends to increase the system load as the complexity of the virtual space increases. Therefore, it is necessary to be able to perform position identification efficiently even when the complexity of the virtual space increases.

[0005] To improve the efficiency of position identification, for example, it is conceivable to divide the virtual space into voxels and perform ray casting in units of voxels.

[0006] However, when the virtual space is discretized by voxels, a situation may occur in which a single voxel contains multiple rooms. In such a situation, even if a single voxel is identified by ray casting (collision determination), the room in which the character is located cannot be identified.

[0007] An object of the present disclosure is to enable efficient and accurate identification of a partial space (described later) to which an object belongs in a virtual space.

Means for Solving the Problems

[0008] A first aspect causes a computer to function as a determination unit that determines the presence or absence of an object that intersects a line segment connecting a first reference point and a second reference point in a virtual space and, the virtual space is divided into a plurality of small regions, the object divides the virtual space into a plurality of partial spaces, a small region that straddles a plurality of the partial spaces is defined as a first type region, when, in each partial space, a small region that does not include the object is defined as a second type region, when the first reference point exists in the first type region, the determination unit performs the determination for each of the plurality of second type regions, with a point in the second type region as the second reference point This is a virtual space generation program.

[0009] In the first aspect, the determination unit may perform the determination for the second reference point in the second type region that is the nearest neighbor to the first type region in each of the partial spaces.

[0010] In the above aspect, small region data for specifying a plurality of the second reference points is provided corresponding to each of the small regions, information indicating the second reference point is associated with the first type region by the small region data corresponding to the first type region, the determination unit may perform the determination using the information indicating the second reference point associated with the first type region in which the first reference point exists.

[0011] In the above aspect, the second reference point can be the center point of the second type region.

[0012] In the above aspect, the first reference point can be a point corresponding to an object movable within the virtual space.

[0013] In the above aspect, the small region can be represented by a voxel.

[0014] A second aspect is a virtual space generation device including a storage unit storing the virtual space generation program of the above aspect, and a control unit that executes the virtual space generation program.

Effect of the Invention

[0015] According to the present disclosure, it is possible to efficiently and accurately specify a partial space to which an object belongs in a virtual space.

Brief Description of the Drawings

[0016]

Figure 1

Figure 2

Figure 3

Figure 4

Mode for Carrying Out the Invention

[0017] [Embodiment] Hereinafter, embodiments of a virtual space generation program and a virtual space generation device will be described. In the present embodiment, the virtual space generation program is implemented as a game program. The virtual space generation device is realized as a game device.

[0018] The game by this game program is implemented in a virtual space (three-dimensional). There is no limitation on the type of game or the like. For example, the game can be a battle-type action game in which a player character attacks and defeats enemy characters.

[0019] The battle-type action game can be configured to, in response to a user's operation, make a player character act in a virtual space or form groups among player characters to perform various actions.

[0020] 《Configuration of the Game Device》 〈Hardware Configuration〉 FIG. 1 is a block diagram showing the configuration of the game device 5. The game device 5 executes a predetermined game based on a user's operation. A display 61, a speaker 62, and a controller 63 are externally connected or built in to the game device 5.

[0021] As the game device 5, for example, commercially available devices such as a personal computer, PlayStation (registered trademark), XBox (registered trademark), PlayStation Vita (registered trademark), Nintendo Switch (registered trademark) can be used.

[0022] In the game device 5, the game progresses based on the installed game program and game data. The game devices 5 can also perform data communication with each other using a communication network (not shown) or a short-range wireless communication device (not shown).

[0023] The game device 5 includes a network interface 51, a graphic processing unit 52, an audio processing unit 53, an operation unit 54, a storage unit 55, and a control unit 56. The network interface 51, the graphic processing unit 52, the audio processing unit 53, the operation unit 54, and the storage unit 55 are electrically connected to the control unit 56 via a bus 59.

[0024] The network interface 51 is communicably connected to the communication network to transmit and receive various data to and from, for example, other game devices 5 and an external server device (not shown).

[0025] The graphic processing unit 52 draws a game image including various objects related to the player character and the game space in a video format according to the game image information output from the control unit 56. The graphic processing unit 52 is connected to a display 61 (for example, a liquid crystal display). The game image drawn in the video format is displayed on the display 61 as a game screen.

[0026] The audio processing unit 53 is connected to a speaker 62. The audio processing unit 53 reproduces digital game sounds according to the instructions of the control unit 56. Specifically, the audio processing unit 53 converts the audio data output by the control unit 56 into an analog signal and outputs it to the speaker 62.

[0027] The audio processing unit 53 is configured to output multi-channel audio in order to reproduce three-dimensional sounds. Accordingly, a plurality of speakers 62 are connected to the game device 5. These speakers 62 may be arranged on the left and right, front and back, above, etc. of the listener (for example, the game player) so that three-dimensional sounds can be reproduced.

[0028] The operation unit 54 is connected to a controller 63. The operation unit 54 transmits and receives signals to and from the controller 63. The game player inputs signals (commands, data, etc.) to the game device 5 by operating various operators such as buttons on the controller 63.

[0029] The storage unit 55 is composed of an HDD, an SSD, a RAM, a ROM, etc. Various programs including game data and game programs are stored in the storage unit 55. Examples of the game data include a game medium and user account information.

[0030] The control unit 56 controls the operation of the game device 5. The control unit 56 includes a CPU (microcomputer) and a semiconductor memory. Programs, data, etc. for operating the CPU are stored in the semiconductor memory.

[0031] 〈Functional Configuration of Control Unit 56〉 By executing a game program (virtual space generation program), the control unit 56 functions as a character control unit 561, a voxel arrangement unit 562, a determination unit 563, and a playback unit 564.

[0032] - Character Control Unit 561 - The character control unit 561 operates the player character in the virtual space according to the user's operation. The character control unit 561 also operates non-player characters and predetermined objects (such as vehicles) in the virtual space.

[0033] The character control unit 561 controls the operations of non-player characters and predetermined objects, for example, by AI (artificial intelligence). Hereinafter, the objects that can be moved in the virtual space by the character control unit 561 may be collectively referred to as moving objects.

[0034] - Voxel Arrangement Unit 562 - The voxel arrangement unit 562 divides the virtual space into a plurality of small regions by associating a plurality of voxels in the virtual space. A voxel is an element having a volume (volume element data) in the virtual space. All of these voxels (small regions) have the same shape. Hereinafter, associating voxels with the virtual space may be expressed as "arranging voxels in the virtual space".

[0035] Figure 2 is a diagram showing an example of voxel arrangement. Figure 2 shows a plurality of voxels Vx arranged with respect to the building 900 in the virtual space VS. In Figure 2, all the voxels Vx are depicted as squares.

[0036] The building 900 in FIG. 2 has walls W1 and W2. The walls W1 and W2 are objects in the virtual space VS. Inside the building 900, three rooms A, B, and C are formed by the walls W1 and W2.

[0037] Here, the term "subspace" is defined. A "subspace" is a region within the virtual space that needs to be distinguishable from each other when providing a service (a game in this embodiment) on the virtual space.

[0038] Acoustic parameters (hereinafter referred to as acoustic parameters) such as the degree of reverberation are set for the rooms A, B, and C respectively. That is, the rooms A, B, and C need to be distinguishable from each other when implementing a game (a service on the virtual space). The rooms A, B, and C are an example of subspaces in the virtual space. The walls W1 and W2 are objects that partition the virtual space into a plurality of subspaces.

[0039] Furthermore, the terms "first type of region", "second type of region", "first reference point", and "second reference point" are also defined.

[0040] The "first type of region" is a small region (voxel) that spans multiple subspaces. In other words, the "first type of region" overlaps with the objects that partition the space. In the example of FIG. 2, the voxel Vx1 spans across the three rooms A, B, and C. The voxel Vx1 overlaps with the walls W1 and W2 which are objects that partition the space. The voxel Vx1 is an example of the "first type of region".

[0041] The "second type of region" is a small region (voxel) that does not include the objects that partition the virtual space in each subspace. In other words, the second type of region includes only one subspace. In FIG. 2, the voxel Vx2 in room B is an example of the second type of region. The "first type of region" and the "second type of region" are not displayed on the game screen (display 61) in a form visible to the game user.

[0042] The voxel arrangement unit 562 manages information (hereinafter referred to as voxel-subspace conversion information) that associates a voxel with information identifying the partial space included in the voxel. By this association, when a voxel is specified, one or more partial spaces (such as rooms) included in the voxel can be specified.

[0043] The "first reference point" is a point indicating the position of the moving object. The first reference point may be set at any position of the moving object. As an example, when the moving object is an object representing a person, it is conceivable to set the first reference point at the head of the person. The position of the first reference point moves within the virtual space VS as the moving object moves.

[0044] The "second reference point" is set for each second type area. For example, the second reference point is the center point of the second type area. The "first reference point" and the "second reference point" are not displayed on the game screen (display 61) in a form visible to the user of the game.

[0045] FIG. 3 shows an example of the first type area T1, the second type area T2, the first reference point R1, and the second reference point R2 at a certain game stage. Hereinafter, for convenience of explanation, when there are a plurality of elements such as the second type area T2 and the second reference point R2, a branch number may be attached after the reference numeral to identify them (for example, T2-1, T2-2, T2-3, R2-1, R2-2, R2-3).

[0046] FIG. 3 also shows the building 900 shown in FIG. 2. As shown in FIG. 3, a first type area T1 exists within the building 900. This first type area T1 straddles rooms A, B, and C. This first type area T1 includes walls W1 and W2. In FIG. 3, a moving object MC (for example, a player character) exists in the room B portion of the first type area T1. In other words, the first reference point R1 exists in room B.

[0047] In this game program, data for specifying a plurality of second reference points (hereinafter referred to as small area data) is provided corresponding to each small area (voxel Vx). The voxel arrangement unit 562 manages, for example, the small area data as data in a list structure.

[0048] Specifically, for each first type area T1, the voxel arrangement unit 562 associates, by means of the small area data, the second reference point R2 that is the nearest neighbor to the first type area T1 in each partial space included in the first type area T1. Hereinafter, the second reference point R2 that is the nearest neighbor to the first type area T1 in each partial space included in the first type area T1 is referred to as the nearest neighbor reference point R2.

[0049] In the example of FIG. 3, among the second reference points in room A (partial space), the one that is the nearest neighbor to the first type area T1 is the second reference point R2-1 in the second type area T2-1. Similarly, among the second reference points in room B (partial space), the one that is the nearest neighbor to the first type area T1 is the second reference point R2-2 in the second type area T2-2. Among the second reference points in room C (partial space), the one that is the nearest neighbor to the first type area T1 is the second reference point R2-3 in the second type area T2-3.

[0050] As described above, in the example of FIG. 3, the three second reference points R2-1, R2-2, and R2-3 are the nearest neighbor reference points R2 to be associated with the first type area T1 where the moving object MC exists. The voxel arrangement unit 562 associates these nearest neighbor reference points R2 with the first type area T1 where the moving object MC exists by means of the small area data.

[0051] - Determination unit 563 - The determination unit 563 generates information (hereinafter referred to as belonging information) for specifying the partial space to which the moving object belongs. The determination unit 563 outputs the generated belonging information to the reproduction unit 564.

[0052] In the determination unit 563, the process of specifying a partial space (hereinafter referred to as the specifying process) differs depending on whether the moving object belongs to the first type of region or the second type of region. To examine whether the moving object belongs to either the first type of region or the second type of region, for example, it is conceivable to perform a ray cast from the moving object toward directly below the virtual space.

[0053] By performing a ray cast toward directly below the moving object, the voxel corresponding to the position of the moving object can be specified. Once the voxel has been specified, it is possible to specify whether the voxel is in either the first type of region or the second type of region, for example, by using voxel-partial space conversion information.

[0054] (When the moving object belongs to the first type of region) When the moving object belongs to the first type of region, the determination unit 563 determines (hereinafter referred to as intersection determination) the presence or absence of an object that intersects the line segment connecting the first reference point R1 and the second reference point R2 in the specifying process.

[0055] In the determination unit 563, the second reference point R2 that is the target of the intersection determination is the nearest reference point R2. The determination unit 563 performs the intersection determination using the nearest reference point R2 associated with the first type of region T1 in which the first reference point R1 exists. In FIG. 3, the second reference point R2 within the second type of region T2 with hatching is the target of the intersection determination.

[0056] The intersection determination performed by the determination unit 563 is an intersection determination by so-called ray casting. The basic principle of the intersection determination by ray casting is to emit a virtual ray from one reference point toward the other reference point and examine whether there is an object that intersects the ray.

[0057] The determination unit 563 marks the nearest reference point R2 when there is no intersecting object in the intersection determination. The determination unit 563 specifies the second type of region T2 (voxel) corresponding to the marked nearest reference point R2.

[0058] The determination unit 563 identifies the subspace corresponding to the identified second type region T2 by using the voxel-partial space conversion information. The determination unit 563 outputs the information for identifying the identified subspace (for example, a room) to the reproduction unit 564 as the belonging information.

[0059] When all intersecting objects are found in all intersection determinations, the determination unit 563 determines that the first reference point R1 is included (entered) in the object.

[0060] (When the moving object belongs to the second type region) When the voxel to which the moving object belongs is of the second type region, in the identification process, the determination unit 563 outputs the information for identifying the subspace corresponding to the second type region to the reproduction unit 564 as the belonging information.

[0061] -Reproduction unit 564- The reproduction unit 564 generates audio data. The reproduction unit 564 outputs the generated audio data to the audio processing unit 53.

[0062] When generating the audio data, the reproduction unit 564 performs sound image localization. In order to perform sound image localization, the reproduction unit 564 sets a virtual sound reception point (hereinafter, virtual microphone L) at which the sound is heard in the virtual space. In this example, the virtual microphone L is set near the player character. The virtual microphone L moves as the player character moves.

[0063] In this game, acoustic effects are performed as if sound is emitted from a sound source (virtual sound source) arranged in the virtual space. The reproduction unit 564 outputs the sound emitted from the virtual sound source (such as an object) to the speaker 62 with an acoustic expression as if it were collected by the virtual microphone L. The virtual microphone L is a virtual listener and is a reference point for sound image localization by the audio processing unit 53.

[0064] The playback unit 564 reflects acoustic effects such as volume adjustment and reverb (echo) in the voice data. To reflect the acoustic effects in the voice data, the playback unit 564 identifies the partial space (hereinafter referred to as the belonging space) to which the player character belongs. The playback unit 564 uses the belonging information output by the determination unit 563 to identify the belonging space.

[0065] Once the playback unit 564 can identify the partial space to which a moving object (such as a player character) belongs, it determines the acoustic effect based on the acoustic parameters set in that partial space. For example, when creating voice data for the footsteps of a player character, the playback unit 564 changes the type of footsteps according to the material (such as wood, soil, gravel, etc.) of the ground surface (floor, ground, etc.) set in the partial space where the player character exists. The playback unit 564 may also determine the degree of reverberation according to the material of the room walls.

[0066] 《Operation Example》 When the game starts, the character control unit 561 operates the player character (moving object MC) within the virtual space VS according to the operation of the user's (here, the game player's) controller 63. The character control unit 561 also operates objects such as non-player characters within the virtual space as necessary.

[0067] The determination unit 563 performs a specific process. Specifically, first, the determination unit 563 identifies the voxel (small area) to which the player character belongs. Here, the player character is described as existing in the first type of area.

[0068] The determination unit 563 identifies the second reference point R2 (nearest neighbor reference point) based on the small area data corresponding to the voxel to which the player character belongs. In the example of FIG. 3, the second reference point R2-1, the second reference point R2-2, and the second reference point R2-3 are the nearest neighbor reference points R2. The determination unit 563 performs a raycast for each of the first reference point R1 and the identified nearest neighbor reference point R2.

[0069] In the example of FIG. 3, the wall W1 (object) intersects the line segment connecting the first reference point R1 and the second reference point R2-1. The wall W2 (object) intersects the line segment connecting the first reference point R1 and the second reference point R2-3. On the other hand, there is no object that intersects the line segment connecting the first reference point R1 and the second reference point R2-2.

[0070] From the results of these ray casts, the determination unit 563 determines that the player character (first reference point R1) exists in the partial space where the second reference point R2-2 exists. The determination unit 563 obtains the belonging information using the voxel-partial space conversion information. In the example of FIG. 3, the determination unit 563 outputs the belonging information indicating the room B.

[0071] FIG. 4 shows an example in which the first reference point R1 (moving object MC) enters the wall W1. Also in the example of FIG. 4, the three second reference points R2-1, the second reference point R2-2, and the second reference point R2-3 are the nearest reference points R2.

[0072] In the example of FIG. 4, the line segment connecting the first reference point R1 and the second reference point R2-1 and the line segment connecting the first reference point R1 and the second reference point R2-2 intersect the wall W1. The line segment connecting the first reference point R1 and the second reference point R2-3 intersects the wall W2.

[0073] When the determination unit 563 finds that the intersecting object is found in all intersection determinations for the first reference point R1, the determination unit 563 determines that the first reference point R1 has entered the object. In the example of FIG. 4, the moving object MC has entered the wall W1.

[0074] When the partial space where the player character (moving object) exists is specified, the playback unit 564 acquires the acoustic parameters corresponding to the partial space. Based on the acquired parameters, the playback unit 564 determines an acoustic effect suitable for the partial space.

[0075] The reproduction unit 564 outputs the voice data with the determined acoustic effect to the audio processing unit 53. As a result, voice with a predetermined acoustic effect is output from the speaker 62.

[0076] To summarize the above, in this aspect, the control unit 56 (computer) functions as a determination unit 563 that determines the presence or absence of an object that intersects a line segment connecting a first reference point R1 and a second reference point R2 in a virtual space. The virtual space is divided into a plurality of small regions. The object divides the virtual space into a plurality of partial spaces, and when a small region that straddles the plurality of partial spaces is defined as a first type region T1, and a small region that does not include the object in each partial space is defined as a second type region T2, the determination unit 563, when the first reference point R1 exists in the first type region T1, uses a point in each of the plurality of second type regions T2 as the second reference point R2 to perform the determination, which is a virtual space generation program.

[0077] 《Effects of this Embodiment》 As described above, in a specific process, the partial space to which an object belongs can be specified by voxel-based ray casting. In other words, in this embodiment, the search (specific process) for the partial space to which an object belongs in the virtual space can be efficiently performed.

[0078] In this specific process, even if a voxel contains a plurality of partial spaces, the partial space to which the object belongs can be specified. In other words, in this embodiment, the partial space to which an object belongs in the virtual space can be accurately specified.

[0079] As described above, in this embodiment, the partial space to which an object belongs in the virtual space can be efficiently and accurately specified.

[0080] [Other Embodiments] The function of the determination unit 563 can also be used in a virtual space that provides services other than games. In the virtual space, for example, various services such as providing a virtual office for company operations and holding a concert can be provided, and the function of the determination unit 563 may be used when providing such services.

[0081] The use of the determination result (affiliation information) of the determination unit 563 is not limited to acoustic processing. The affiliation information can be used for various controls according to the position of the player character. For example, by using the affiliation information, other characters (such as enemy characters) can be made to appear or move in the room where the player character is located. Also, by using the affiliation information, BGM corresponding to the room where the player character is located can be played.

[0082] The object that partitions the virtual space into sub-spaces is not limited to a wall. For example, an object that constitutes the terrain (such as a cave, cliff, river, etc.) within the virtual space may also constitute a sub-space. Note that the object that constitutes the sub-space may be an object that a character can pass through.

[0083] In the small area data, the second type of area T2 may be associated with the first type of area T1 instead of the second reference point R2. This is because if the second type of area T2 can be specified, the second reference point R2 can be specified.

[0084] The nearest reference point does not necessarily need to be managed in a list. The nearest reference point may be searched for and obtained when needed.

[0085] The implementation of the small area is not limited to voxels.

[0086] The voxel data may be generated by the control unit 56 during the execution of the virtual space generation program, or the previously generated data may be read into the storage unit 55 by the voxel arrangement unit 562.

[0087] The virtual space generation device may be configured by dividing it into a server device and a client device (for example, the game device 5). In this case, the processing performed by the control unit 56 may be performed by either the server device or the client device, or may be shared between the server device and the client device.

[0088] Even when these other embodiments are adopted, the functions and effects of this aspect are exhibited. Also, it is possible to appropriately combine this embodiment with other embodiments, and other embodiments with each other.

Explanation of Reference Numerals

[0089] 5 Game device (virtual space generation device) 55 Storage unit 56 Control unit 563 Determination unit Rooms A, B, C (partial spaces) R1 First reference point R2 Second reference point T1 First type of region T2 Second type of region VS Virtual space Vx Voxel (small region)

Claims

1. A computer, a determination unit that determines the presence or absence of an object that intersects a line segment connecting a first reference point and a second reference point in a virtual space, functioning as, the virtual space is divided into a plurality of small regions, the object divides the virtual space into a plurality of partial spaces, defining a small region that straddles the plurality of partial spaces as a first type region, when, in each partial space, a small region that does not include the object is defined as a second type region, when the first reference point exists in the first type region, the determination unit makes the determination for each of the plurality of second type regions, using a point within the second type region as the second reference point. A virtual space generation program.

2. In the virtual space generation program according to Claim 1, the determination unit makes the determination for each of the second reference points in the second type region that is the nearest neighbor to the first type region in each of the partial spaces. A virtual space generation program.

3. In the virtual space generation program according to Claim 1 or Claim 2, small region data for specifying a plurality of the second reference points is provided corresponding to each of the small regions, information indicating the second reference point is associated with the first type region by the small region data corresponding to the first type region, the determination unit makes the determination using the information indicating the second reference point associated with the first type region in which the first reference point exists. A virtual space generation program.

4. In the virtual space generation program according to Claim 1 or Claim 2, the second reference point is the center point of the second type region. A virtual space generation program.

5. In the virtual space generation program according to Claim 1 or Claim 2, the first reference point is a point corresponding to an object that can move within the virtual space. A virtual space generation program.

6. In the virtual space generation program according to Claim 1 or Claim 2, the small region is represented by a voxel. A virtual space generation program.

7. A virtual space generation device comprising: a storage unit that stores the virtual space generation program according to Claim 1 or Claim 2; and a control unit that executes the virtual space generation program. ​

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