Virtual Camera Gaze Adjustment for Obstacle Avoidance
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Solution Overview
Problem
Conventional image generating apparatuses face challenges in displaying a wide range of a virtual three-dimensional space around a player character when it comes close to obstacle objects, such as walls, as they require switching between virtual cameras, complicating image processing.
Innovation Solution
An image generating apparatus that uses a single virtual camera by setting a first and second virtual straight line from the point of gaze, determining intersections with objects, and adjusting the camera direction to maintain the point of gaze at the tip end of the second virtual straight line when intersections occur, allowing for a wider visual field without camera switching.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Manufacturing precision
If the angle of the visual axis of the virtual camera is changed in the vertical direction to set the point of gaze on the player character when an obstacle exists, then the player character is displayed without being interrupted by the obstacle, but the visual field changes in the vertical direction and enemy characters are kept outside of the visual field
Solution Approach 1:
The patent extends the detection from a single point (cross point of visual axis with object) to a line segment (virtual straight line with predetermined length) in the horizontal direction. This dimensional expansion allows the system to detect obstacles that would otherwise be missed and adjust the camera's point of gaze accordingly, maintaining both player character visibility and enemy character detection within the visual field.
2Area of stationary object
If two virtual cameras are used to generate images, then the image can cover a wide range including enemy characters even when player character is near obstacle, but the image processing procedure becomes complicated
Solution Approach 1:
The patent segments the detection process into distinct steps: setting a virtual straight line from the point of gaze, detecting intersections with objects along this line, and adjusting the point of gaze based on intersection results. This segmentation allows the system to achieve comprehensive detection coverage using a single camera without the complexity of managing multiple cameras, as each detection step operates independently and systematically.
Solution Approach 2:
The patent introduces a virtual straight line as an intermediary element between the point of gaze and the objects in the scene. This virtual line serves as a detection medium that allows the single camera system to effectively scan and identify obstacles in the horizontal direction, achieving the same coverage as multiple cameras would provide but with simpler processing.
3Device complexity
If a single virtual camera is used with normal angle, then the image processing is simple, but the player character cannot be displayed properly when close to obstacle objects
Solution Approach 1:
The patent makes the point of gaze of the virtual camera dynamic rather than fixed. The point of gaze is automatically adjusted based on the detection results of the virtual straight line intersection with objects. When an obstacle is detected, the point of gaze shifts to bypass the obstacle, ensuring the player character remains visible while maintaining simple single-camera processing.
Data Source
AI summary
When an obstacle does not exist in a horizontal direction, a PC coordinate is set as a point of gaze. When the player character comes close to a high wall such that the obstacle exists in the horizontal direction, a first virtual straight line that has a predetermined length and intersects with the wall is set in the predetermined direction. A second virtual straight line that has the predetermined length and extends in an opposite direction is set at an intersection point of the first virtual straight line and the face of the wall. Next, it is determined whether the second virtual straight line intersects with another obstacle. When the second virtual straight line does not intersect with another obstacle, the coordinate of the tip end of the second virtual straight line is set as the point of gaze.


