Virtual Camera Control for Hiding State Transitions

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Solution Overview

Problem

Existing image generation devices for shooting games struggle to effectively create scenarios where a player character can hide behind obstacles while allowing arbitrary movement in virtual space, making it difficult to maintain a hiding state and attack state seamlessly.

Innovation Solution

A system that calculates movement information and determines special state transitions for a player character in a virtual space, adjusting virtual camera settings such as distance, positional relationship, direction, and angle of view based on input and movement information to enable the character to transition between hiding and attack states, allowing for advantageous positioning like behind walls.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If the player can arbitrarily move the player character in the virtual space based on operation input, then the player has freedom of movement, but it is difficult to establish a situation in which the player character hides itself behind a wall or the like

Engineering Contradiction:
Improvearbitrary movement freedomVSAvoidhiding state establishment
Core Design Contradiction:
Ease of operationVSAdaptability or versatility

Solution Approach 1:

The system dynamically transitions the player character between normal state and special state (hiding/attacking) based on real-time position detection relative to walls. When the character approaches a wall within a predetermined distance, the system automatically enables special states, allowing the character to dynamically hide behind or attack from the wall position. This dynamic state transition resolves the contradiction by maintaining arbitrary movement freedom while adaptively establishing hiding situations based on environmental conditions.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the operational parameters of the player character by introducing special states with different movement and interaction rules. In normal state, the character moves freely; in special state, the character can hide behind walls or attack from wall positions. The system monitors position parameters and automatically switches between these parameter sets, enabling hiding functionality without restricting overall movement freedom.

Inventive Principle:
Principle #35Parameter changes

2Adaptability or versatility

If the player character transitions to a special state and moves to a special point, then the character can hide behind obstacles, but the virtual camera settings must be adjusted to maintain proper viewing angles

Engineering Contradiction:
Improvehiding state capabilityVSAvoidvirtual camera control
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The system implements feedback control for the virtual camera by continuously monitoring the player character's state and position. When the character transitions to special state and moves to hiding positions behind walls, the camera control section receives feedback about the character's new position and automatically adjusts camera parameters (distance, angle, direction) to maintain optimal viewing angles. This feedback mechanism manages camera complexity by making adjustments automatic rather than requiring manual intervention.

Inventive Principle:
Principle #23Feedback

Solution Approach 2:

The camera control section acts as an intermediary between the player character's special state transitions and the final image generation. It mediates the transition by calculating appropriate camera parameters based on the character's position behind walls, ensuring smooth visual transitions and maintaining proper viewing angles without exposing the complexity of camera parameter adjustments to the player.

Inventive Principle:
Principle #24Intermediary (Mediator)

3Adaptability or versatility

If the player character is positioned at special points for hiding, then advantageous positioning is achieved, but the camera distance and angle must differ from normal state settings

Engineering Contradiction:
Improveadvantageous positioningVSAvoidcamera parameter precision
Core Design Contradiction:
Adaptability or versatilityVSManufacturing precision

Solution Approach 1:

The system performs preliminary action by pre-calculating and storing appropriate camera parameters for special states. Before the player character actually transitions to hiding positions, the system has already determined the optimal camera distance, angle, and direction settings for such scenarios. When the character enters special state, these pre-prepared camera parameters are automatically applied, ensuring precise camera positioning without requiring real-time complex calculations during the transition.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8556695B2Information storage medium, image generation device, and image generation method
Publication Date: 2013.10.15 BANDAI NAMCO ENTERTAINMENT INC
  • US8556695B2 patent drawing
  • US8556695B2 patent drawing
  • US8556695B2 patent drawing

AI summary

An image generation device includes a movement information calculation section, a virtual camera control section, and a special state transition section The movement information calculation section calculates the position of the player character based on input information. The special state transition section determines the position of the player character based on the position of the player character and a position determination condition that is set corresponding to the special point in the virtual space, and determines whether or not the player character has satisfied the special state transition condition based on the determination result. The virtual camera control section causes setting of at least one of the distance between the player character and a virtual camera, the positional relationship between the player character and the virtual camera, the direction of the virtual camera relative to the player character, and the angle of view of the virtual camera when the player character is in the special state to differ from setting when the player character is not in the special state.