Virtual Camera Barycenter Calculation for Balanced Character Display

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Solution Overview

Problem

Existing game technologies face challenges in displaying characters in a balanced manner, particularly when a player character leads a party of friend characters, as the fixed camera viewpoint can disrupt the balance and hide important characters, such as enemies or non-player characters, leading to poor visibility and display issues.

Innovation Solution

An image generating program and game device that calculates a barycenter based on weights and positions of objects in a virtual space, ensuring the barycenter lies at the image center, with the player character receiving a higher weight to ensure it is displayed preferentially, and dynamically adjusting weights and camera positions to maintain balanced and visible gameplay.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Measurement precision

If the sight point is fixed to the player character, then the player character is always displayed at the center of the screen, but the balance of character placement is disrupted and friend characters behind the player character are poorly displayed

Engineering Contradiction:
Improveplayer character visibilityVSAvoidcharacter placement balance
Core Design Contradiction:
Measurement precisionVSEase of manufacture

Solution Approach 1:

The sight point is changed from a fixed position to a dynamically adjustable position. The virtual camera adjusts the sight point based on the relative positions of the player character and friend characters, allowing the sight point to move within a predetermined range to maintain both player character visibility and overall character placement balance.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent changes the parameter of sight point position from a fixed value to a variable range. By defining a predetermined range around the player character and allowing the sight point to be set anywhere within this range, the system can optimize both player character centrality and friend character visibility depending on the situation.

Inventive Principle:
Principle #35Parameter changes

2Measurement precision

If the sight point is set to the nearest character, then that character is always displayed at the center, but formidable enemy characters outside the display screen are difficult to locate

Engineering Contradiction:
Improvenearest character visibilityVSAvoidenemy character location information
Core Design Contradiction:
Measurement precisionVSLoss of information

Solution Approach 1:

The sight point selection is made dynamic by considering multiple factors including player character position, friend character positions, and enemy character positions. Instead of automatically selecting the nearest character, the system dynamically determines the optimal sight point within the predetermined range to balance visibility of different character types.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The patent introduces an intermediary calculation process that considers the positions and types of multiple characters (player, friends, and enemies) to determine the sight point. This intermediary step prevents direct selection of the nearest character and instead selects a position that optimizes overall scene visibility.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Extent of automation

If the sight point is set to the nearest character or intermediate position, then character placement is automated, but the player character may not be displayed when friend characters are present

Engineering Contradiction:
Improvesight point setting automationVSAvoidplayer character visibility
Core Design Contradiction:
Extent of automationVSMeasurement precision

Solution Approach 1:

The patent applies local quality by giving special consideration to the player character's position within the predetermined range. The player character is assigned a specific position (e.g., center of the range) that ensures they remain visible, while other characters are positioned relative to this fixed player character location.

Inventive Principle:
Principle #3Local quality

Solution Approach 2:

The predetermined range is pre-calculated based on the player character's position and the positions of friend characters. This preliminary setup ensures that regardless of which character is nearest, the player character remains within the displayable area and maintains visibility.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS7697015B2Storage medium and game device storing image generating program
Publication Date: 2010.04.13 NINTENDO CO LTD
  • US7697015B2 patent drawing
  • US7697015B2 patent drawing
  • US7697015B2 patent drawing

AI summary

In accordance with a level of importance of a character, a weight is provided for the character. For example, a character operated by a player is provided with a weight heavier than those provided for other characters, and other characters are provided with the respective weights lighter than that provided for the character operated by the player. Based on the weights and positions of the characters placed in a predetermined area, a position of a sight point of a virtual camera is determined. Thus, it is possible to generate a display image in which a plurality of characters in a virtual space are placed on a screen in a balanced manner.