Virtual Camera Control for Enemy Visibility in 3D Games
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Solution Overview
Problem
Conventional information processing devices fail to maintain high visibility of multiple enemy characters when they are close to the player's character, leading to reduced visibility of non-locked-on enemy characters in virtual 3D space images.
Innovation Solution
A system that includes an object control unit, a top-priority object setting unit, a specific-point determining unit, and a virtual-camera control unit to manage the movement and display of player-operated and non-player-operated objects in virtual space, ensuring that the virtual camera's position and orientation are adjusted based on the positions and types of multiple enemy characters relative to the player's character.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If the virtual camera is controlled to focus on the locked-on enemy character from behind the player's character, then the locked-on enemy character is clearly visible, but other enemy characters present around the player's character become obscured or invisible
Solution Approach 1:
The patent introduces a new spatial dimension for camera control by determining a specific point based on the top-priority enemy character's position and other enemy characters' positions. This specific point serves as a dynamic reference that allows the camera to orient toward a location that optimizes visibility of multiple enemies simultaneously, rather than being constrained to traditional behind-the-player positioning. This dimensional approach to camera positioning resolves the contradiction by creating a new viewing angle that captures both the locked-on target and surrounding enemies.
2Ease of operation
If the camera maintains a fixed position behind the player's character, then the player's character is always visible, but enemy characters close to the player become difficult to distinguish
Solution Approach 1:
The patent implements dynamic camera control where the virtual camera's position and orientation are continuously adjusted based on the relative positions of the player's character, top-priority enemy character, and other enemy characters. The camera dynamically determines a specific point that optimizes the viewing angle, allowing it to adapt to changing combat situations. This dynamic adjustment ensures both the player's character and enemy characters remain clearly visible throughout the encounter.
Data Source
AI summary
A non-transitory computer-readable information storage medium stores a program, an information processing device, and an information processing method capable of generating an image with high visibility. Every time a frame is updated, and arrangement of objects is thus updated, one enemy character is set as a top-priority target on the basis of an input from a player and the position relationship between the player's character and the enemy character, and correction processing is performed for correcting at least one of the position and the orientation of the virtual camera such that the top-priority target is automatically displayed.


