Virtual Camera Display Area Adjustment via Direction Vector

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Solution Overview

Problem

Conventional video game systems fail to allow users to freely adjust the display area of a virtual space, leading to suboptimal viewing experiences, especially when players need to focus on specific directions within the game environment.

Innovation Solution

An image processing program and device that enables users to move the display area by inputting positions on a screen, calculating movement parameters based on difference vectors, and adjusting the virtual camera's position and display area to center the player's attention on desired parts of the virtual space.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the display area is determined based on multiple objects in the game space, then all primary objects can be shown within the screen, but the player cannot freely adjust the display area to focus on specific directions or areas

Engineering Contradiction:
Improvedisplay area adjustment freedomVSAvoidautomatic display area determination
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The display area is made dynamically adjustable by allowing the player to specify a direction vector that determines the center of the display area. The system transitions from a static automatic determination based on multiple objects to a dynamic player-controlled adjustment, enabling the display area to adapt to the player's viewing preferences while maintaining ease of operation through automatic calculation of the new display area based on the specified direction.

Inventive Principle:
Principle #15Dynamics

2Area of stationary object

If the display area is centered on primary objects, then all characters are visible, but the player cannot see more of the area in the direction they are facing or shooting

Engineering Contradiction:
Improvevisible area in shooting directionVSAvoidcharacters outside display area
Core Design Contradiction:
Area of stationary objectVSLoss of information

Solution Approach 1:

The display area is adjusted to prioritize the direction the player is facing or shooting by calculating a direction vector from the player's position and orientation. This creates a locally optimized view where the area in the shooting direction is expanded and centered, allowing the player to see more of the relevant game space in that direction while maintaining character visibility within the adjusted display area.

Inventive Principle:
Principle #3Local quality

3Adaptability or versatility

If the display area is fixed, then the system is simple to operate, but the player experience is suboptimal when needing to focus on specific areas

Engineering Contradiction:
Improvedisplay area customizationVSAvoiddisplay area calculation system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The display area is made customizable by introducing player input parameters (direction vector specification) that modify the display area parameters. The system calculates the new display area based on the specified direction vector, maintaining a relatively simple calculation process while enabling player customization of the display area to focus on specific game spaces or directions.

Inventive Principle:
Principle #35Parameter changes

Data Source

PatentUS9592447B2Image processing program and image processing device for moving display area
Publication Date: 2017.03.14 NINTENDO CO LTD
  • US9592447B2 patent drawing
  • US9592447B2 patent drawing
  • US9592447B2 patent drawing

AI summary

A video game device calculates a difference vector extending from a predetermined reference position on the screen to an input position. Moreover, the video game device calculates movement parameter data used for moving, with respect to a fixed point in the virtual space uniquely determined based on a position of the controlled object, the point of sight to a position that is determined by a direction in the virtual space based on a direction of the difference vector and a distance in the virtual space based on a magnitude of the difference vector. The point of sight is moved based on the movement parameter data. The video game device produces an image based on a virtual camera, which has been moved according to the movement of the point of sight, and displays the image on the screen of a display device.