Virtual Camera Relative Movement Control in 3D Games
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Solution Overview
Problem
Conventional image processing systems in virtual environments struggle to maintain intuitive object movement directions when the virtual camera's position or posture changes, leading to unstable operation and confusion for users.
Innovation Solution
An image processing program that determines the moving direction of an object in a virtual space based on user input, using a virtual camera's position and posture, and an exactly upward vector representing the virtual gravity or normal direction, ensuring the movement direction aligns with the input direction even when the camera is rotated.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Ease of operation
If the object is moved on a terrain with changing topography or when the virtual camera direction is rapidly changed, then the player loses the sense of the relationship between moving direction and operation direction, but maintaining fixed movement direction relative to camera allows intuitive operation
Solution Approach 1:
The patent applies dynamics by making the reference direction for movement adaptive rather than fixed. The system dynamically adjusts the reference direction based on the virtual camera's current orientation, allowing the movement direction to remain intuitive relative to the camera view while adapting to changing topography and camera positions. This resolves the contradiction by making the system flexible enough to maintain intuitiveness across varying conditions.
Solution Approach 2:
The patent changes the parameter of reference direction from a fixed world coordinate system to a camera-relative coordinate system. By transforming the reference frame based on camera orientation parameters, the system maintains consistent intuitive operation regardless of camera rotation or terrain changes, while ensuring reliable control through the mathematical transformation that preserves the relationship between input direction and intended movement.
2Adaptability or versatility
If the standing direction of the object is changed in accordance with the position of the object (normal direction with respect to gravity or topography), then the movement becomes adaptive to terrain, but the operation becomes unstable when topography or camera direction changes
Solution Approach 1:
The patent introduces the virtual camera's orientation as an intermediary between the terrain/adaptability requirements and the operation stability. Instead of directly coupling movement to terrain normal vectors, the system uses camera direction as a mediating reference frame. This intermediary allows the system to adapt to different terrains while maintaining stable, predictable operation because the camera provides a consistent reference that the player can control and anticipate.
3Productivity
If the virtual camera position or posture is changed, then the view in virtual space is updated, but the relationship between input direction and object movement direction becomes confusing
Solution Approach 1:
The patent makes the movement reference system dynamic by continuously aligning it with the virtual camera's current posture. When the camera position or orientation changes, the reference direction for movement automatically updates to maintain the intuitive relationship between player input and object movement. This dynamic adaptation ensures that productivity is maintained through responsive camera updates while ease of operation is preserved through consistent directional mapping.
Data Source
AI summary
An operation target object in a virtual game space as seen from a virtual camera is displayed on a display device. A moving direction of the operation target object in a virtual space in accordance with a direction represented by direction data based on a direction input by the user is determined based on an exactly upward vector representing a direction of a virtual gravity acting on the position of the operation target object in the virtual space and a direction of the normal in the virtual field at the position. The operation target object is moved in the determined moving direction.


