Dynamic Virtual Camera Visual Effect Generation
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Solution Overview
Problem
Existing methods for generating game images in three-dimensional virtual spaces require extensive preparation of still images for various visual effects, leading to high development costs, especially when visual effects need to change with the movement of a virtual camera.
Innovation Solution
A method that uses a non-transitory computer-readable storage medium to control a processor for generating game images by combining first and second images, where the second image is generated based on a virtual camera moving in conjunction with the first virtual camera, allowing for dynamic addition of effects without the need for multiple still images, using techniques like Z-buffer, texture enlargement/reduction, and shading based on depth values.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If still images are prepared in advance for combining to display visual effects, then visual effects can be displayed, but development cost increases due to the need to prepare many different visual effects
Solution Approach 1:
The patent transitions from static pre-prepared still images to dynamic real-time generation of visual effects. The image generation unit creates visual effects images based on current camera positions and object states, allowing effects to adapt dynamically without requiring pre-computation of multiple still images for different scenarios.
Solution Approach 2:
The patent creates a universal image generation system that can produce any visual effect image on-demand using the same core processing pipeline. Instead of maintaining separate pre-rendered images for different effects, the system uses a single multi-functional image generation unit that adapts to different camera positions, objects, and effect types through real-time computation.
2Adaptability or versatility
If many different visual effects are prepared to change according to virtual camera movement, then visual effect expression can be changed, but the number of still images to be prepared increases
Solution Approach 1:
The system replaces a static library of pre-prepared still images with a dynamic real-time generation system. The image generation unit computes visual effects images on-the-fly based on current camera parameters and object states, enabling unlimited adaptability without increasing the quantity of stored images.
Solution Approach 2:
The patent uses parameter-driven generation where visual effect images are created by adjusting parameters such as camera position, object coordinates, and effect intensity. This allows the system to generate infinitely varied visual effects by changing input parameters rather than selecting from a fixed set of pre-rendered images.
3Adaptability or versatility
If a second virtual camera is introduced to generate additional images for effects, then dynamic effects can be added, but system complexity increases
Solution Approach 1:
The patent introduces a second virtual camera as an intermediary tool specifically for generating visual effect images, separate from the main first virtual camera used for game world rendering. This dedicated second camera simplifies the overall system architecture by clearly separating the functions of world rendering and effect generation, rather than attempting to combine both functions in a single complex camera system.
Solution Approach 2:
The patent divides the camera system into two distinct functional components: the first virtual camera dedicated to rendering the game world, and the second virtual camera dedicated to generating visual effect images. This segmentation allows each camera to be optimized for its specific purpose and simplifies the overall system management by clearly separating concerns.
Data Source
AI summary
A non-transitory storage medium, a game apparatus, a game system and a game method is provided. One or more processors may control a player character in a field in a three-dimensional virtual space based on an operation input; move a first virtual camera according to a movement of the player character; generate a first image in the three-dimensional virtual space containing a first object constituting the field, based on the first virtual camera; generate a second image in the three-dimensional virtual space containing a second object outside an imaging area of the first virtual camera, based on a second virtual camera that moves in conjunction with the first virtual camera; and generate a game image through combining the first and second images.


