Virtual Camera Height Control for Game Spectator Viewing

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Solution Overview

Problem

Conventional game systems lack the ability to provide an immersive and flexible viewing experience for spectators, as they do not allow for easy adjustment of camera height and mode switching, which limits the viewer's ability to follow the game effectively.

Innovation Solution

The system employs a non-transitory storage medium with an information processing program that executes steps for play data acquisition, object control, mode switching, camera control, and game image generation, allowing for automatic adjustment of camera height and smooth mode switching, enabling viewers to easily follow the game with customizable camera perspectives.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Adaptability or versatility

If the virtual camera height is manually adjusted by the operator, then the viewing angle can be customized, but the operation becomes complex and time-consuming

Engineering Contradiction:
Improveviewing angle customizationVSAvoidcamera control operation
Core Design Contradiction:
Adaptability or versatilityVSEase of operation

Solution Approach 1:

The system pre-calculates and stores optimal camera positions and heights for different game scenarios before they are needed. When a watcher selects a player or team, the camera automatically transitions to the pre-determined optimal position, eliminating the need for manual adjustment and providing customized viewing angles with simple selection input

Inventive Principle:
Principle #10Preliminary action

Solution Approach 2:

The virtual camera system automatically adjusts its own position, height, and orientation based on game state and watcher selections without requiring direct manual control. The camera serves itself by autonomously navigating to optimal viewpoints and maintaining appropriate framing, reducing operational complexity while preserving adaptability

Inventive Principle:
Principle #25Self-service

2Speed

If the virtual camera moves quickly between positions during mode switching, then the transition is efficient, but the watcher cannot understand the camera movement path

Engineering Contradiction:
Improvecamera switching speedVSAvoidcamera movement information
Core Design Contradiction:
SpeedVSLoss of information

Solution Approach 1:

The system introduces an intermediary visual representation (such as a path indicator or temporary overlay) that shows the camera's movement trajectory during mode switching. This intermediary element bridges the gap between fast camera movement and watcher comprehension, allowing the camera to move quickly while still communicating its path and intent to the viewer

Inventive Principle:
Principle #24Intermediary (Mediator)

Solution Approach 2:

The system maintains continuous visual feedback about camera position and movement direction throughout the transition. Rather than showing only the start and end positions, the camera continuously displays its current location and trajectory, ensuring the watcher always understands where the camera is moving from and to, even during rapid transitions

Inventive Principle:
Principle #20Continuity of useful action

3Adaptability or versatility

If multiple camera modes are available for switching, then the viewing flexibility increases, but the system complexity increases

Engineering Contradiction:
Improvecamera mode varietyVSAvoidcamera control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The camera system is segmented into distinct, well-defined modes (e.g., player-following mode, team-overview mode, free-roam mode), each with dedicated control logic and optimization rules. This segmentation allows the system to manage complexity by treating each mode as an independent module with specific functions, rather than one monolithic complex system

Inventive Principle:
Principle #1Segmentation

Solution Approach 2:

The underlying camera control architecture is designed to be universal and multi-functional, handling all camera modes through a common framework. The core engine manages position calculation, movement interpolation, and rendering uniformly across different modes, reducing overall system complexity despite supporting multiple specialized viewing perspectives

Inventive Principle:
Principle #6Universality (Multi-functionality)

4Ease of operation

If the camera follows player characters automatically, then the viewing experience is immersive, but the watcher cannot easily switch to strategic overview perspectives

Engineering Contradiction:
Improveautomatic camera followingVSAvoidviewing perspective options
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The camera system is designed to be dynamic and reconfigurable, allowing seamless transitions between different following behaviors (individual player following, team following) and strategic overview modes. The system can dynamically adjust its behavior based on watcher input, game state, and selected perspective type, providing both immersive following and strategic overview capabilities within a single flexible framework

Inventive Principle:
Principle #15Dynamics

Data Source

PatentUS10569173B2Non-transitory storage medium having stored therein information processing program, information processing system, information processing apparatus, and information processing method
Publication Date: 2020.02.25 NINTENDO CO LTD
  • US10569173B2 patent drawing
  • US10569173B2 patent drawing
  • US10569173B2 patent drawing

AI summary

In an example of a system, in a virtual space, a player camera that follows each player in a multiplay game, a bird's-eye camera that views the virtual space from a bird's-eye view, and an object camera that follows a predetermined object are set. A watcher watches the game by switching the player camera, the bird's-eye camera, and the object camera. In accordance with an operation of the watcher, the bird's-eye camera moves in the virtual space, and a height of the bird's-eye camera is determined in advance in accordance with a position. When virtual cameras are switched by the watcher, a game image from the virtual cameras during the switching is displayed.