Game Program Rendering Virtual Camera Background Images
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Solution Overview
Problem
Existing rendering methods for background images in virtual game spaces fail to accurately represent the human eye's focus changes, leading to a lack of realism, especially when the background quickly changes with the character's movement, as they do not account for human eye characteristics such as gradual focus adjustment.
Innovation Solution
A game program that generates and combines images using a reference image with shifted and blurred images, where the shift width and combination ratio are gradually reduced over time, allowing the blurred images to become distinctly visible as the focus changes, mimicking human eye behavior.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the combination ratio between original image and blurred image changes only against depth value, then depth of field can be represented, but the background cannot quickly change in accordance with character movement, lacking reality
Solution Approach 1:
The patent applies dynamics by making the combination ratio change over time rather than being static based solely on depth value. The combination ratio is updated at each frame according to the time elapsed since the last character movement, enabling the background to dynamically adapt to character movement while maintaining depth of field effects. This temporal dimension allows the rendering system to respond to changing scene conditions.
Solution Approach 2:
The patent changes the parameter controlling image combination from purely spatial (depth value) to include temporal component (time elapsed). By introducing time as a variable in the combination ratio calculation, the system achieves both depth of field representation and realistic response to character movement, as the background gradually updates based on how much time has passed since the last movement.
2Measurement precision
If a blurred image is generated and combined with original image based on depth value, then depth of field can be rendered, but processing load increases and image updates cannot keep pace with quick background changes
Solution Approach 1:
The patent applies partial action by updating the combination ratio gradually over time rather than completely refreshing the background image at each frame. Instead of regenerating blurred images every frame, the system incrementally adjusts the combination ratio based on elapsed time, reducing processing requirements while maintaining the visual effect of background updating in response to character movement.
3Device complexity
If the background is rendered with constant depth of field regardless of background change speed, then rendering is simplified, but the image lacks reality when viewed with human eyes
Solution Approach 1:
The patent makes the rendering system dynamic by linking the combination ratio to elapsed time since the last character movement. This allows the depth of field effect to adapt to the speed of background changes - when the character moves quickly, the background updates more rapidly, and when movement is slow, updates are more gradual. This temporal adaptation maintains rendering simplicity while achieving realistic visual effects that match human eye characteristics.
Solution Approach 2:
The system uses feedback from character movement events to control background rendering. When character movement is detected, a timer is reset and the combination ratio begins updating from the reference image. This feedback mechanism ensures the background rendering adapts to actual scene changes, improving realism without requiring complex predictive algorithms.
Data Source
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AI summary
When a movement of a sight point of a virtual camera along a line of sight thereof in a virtual game space is completed, an image representing the virtual game space is taken by the virtual camera and the image is used as a reference image. At the same time, started is a measurement of elapsed time since the generation of the reference image. Next, shifted images are generated based on the reference image, and a shift width representing a space on a screen between the reference image and each of the shifted images is determined in accordance with the elapsed time. An image is generated such that each of the shifted images is displaced from a position of the reference image on the screen by the shift width in a predetermined direction and the generated image is displayed on the screen.