Coordinate Conversion for Curved Game Field Rendering
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Solution Overview
Problem
Existing game technologies face increased processing loads and complexity when rendering game images on cylindrical or spherical game fields, due to the need to account for curved surfaces, which complicates object movement and input detection.
Innovation Solution
A game program that converts plane position coordinates into curved surface coordinates, using a coordinate conversion process to simplify calculations and reduce processing load, allowing for efficient display of game images on cylindrical or spherical game fields.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Shape
If a cylindrical or spherical game field is used to increase stereoscopic effect, then the visual representation of virtual space is improved, but the processing load for moving objects and calculating their positions increases
Solution Approach 1:
The patent introduces a coordinate conversion mechanism as an intermediary between the plane coordinate system (for object movement) and the curved surface coordinate system (for display). The system converts plane coordinates to curved surface coordinates only when needed for rendering, allowing objects to be manipulated in simple plane coordinates while displaying them on curved surfaces. This resolves the contradiction by separating the movement calculation domain from the display domain.
Solution Approach 2:
The patent transitions from two-dimensional plane coordinates to three-dimensional curved surface coordinates through coordinate conversion. By maintaining plane coordinates for movement calculations and only converting to curved surface coordinates for display purposes, the system manages the dimensional transformation efficiently without increasing processing load during object movement.
2Shape
If a cylindrical or spherical game field is used to enhance stereoscopic effect, then the visual immersion is improved, but the complexity of calculating object movement increases
Solution Approach 1:
The coordinate conversion function serves as an intermediary that translates between plane and curved surface coordinate systems. This allows the system to use simple plane-based movement calculations while rendering on curved surfaces, avoiding the complexity of directly manipulating objects on curved surfaces.
Solution Approach 2:
The patent segments the game field into a plane coordinate system for movement calculations and a curved surface coordinate system for display. By separating these functions into distinct coordinate systems connected by conversion, the system simplifies movement calculations while maintaining curved surface visual representation.
3Measurement precision
If image models are disposed in different reference directions on a curved game field, then the representation accuracy is improved, but the processing load for detecting designated objects increases
Solution Approach 1:
The patent uses coordinate conversion as an intermediary to transform pointing device input from the curved surface coordinate system to the plane coordinate system. This allows accurate detection of designated objects on curved surfaces by converting the input to the simpler plane coordinate system where calculations are more straightforward.
Solution Approach 2:
Instead of transforming object positions from plane to curved coordinates for detection, the patent inverts the approach by transforming the pointing device input from curved to plane coordinates. This inversion simplifies the detection process while maintaining accuracy on curved surfaces.
Data Source
AI summary
Plane position coordinates indicating a position of a player object in a plane game field is updated based on an action which is performed by the player object on the plane game field and is determined according to an input signal. The plane position coordinates in a coordinate system based on the plane game field are converted into coordinates in a coordinate system based on a game field of a curved surface, thereby obtaining curved surface position coordinates. Based on the curved surface position coordinates, the player object is positioned in the game field of the curved surface and displayed on a display screen.


