Virtual Camera Movement Rate Calculation via 2D Pixel Distance
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Solution Overview
Problem
Existing three-dimensional game systems face increased processing loads due to complex calculations required for virtual camera movement in three-dimensional game spaces, leading to inefficient performance and potential discomfort for players.
Innovation Solution
A computer-readable storage medium with a game program that calculates the movement rate of a virtual camera based on the number of pixels between the camera's sight point and target pixels in a two-dimensional game image, reducing the need for complex three-dimensional calculations and optimizing processing load.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Measurement precision
If three-dimensional calculation is performed to determine virtual camera movement rate, then movement accuracy is improved, but processing load is increased
Solution Approach 1:
The patent creates a two-dimensional copy of the three-dimensional game space by generating a flattened image representing the game space. The virtual camera's sight point position is projected onto this two-dimensional image, and movement rate is calculated based on two-dimensional pixel distances rather than three-dimensional coordinate calculations. This copying approach maintains calculation accuracy while significantly reducing processing complexity.
Solution Approach 2:
The patent transforms the problem from three-dimensional space to two-dimensional space by flattening the game space into a two-dimensional image representation. Instead of calculating distances and movement rates in three-dimensional coordinates, the system performs calculations on the two-dimensional pixel grid, reducing computational complexity while preserving the essential spatial relationships needed for accurate camera movement.
2Measurement precision
If complex three-dimensional calculations are used for camera movement, then calculation precision is improved, but processing time is increased
Solution Approach 1:
The patent creates a two-dimensional copy of the three-dimensional game space by generating a flattened image representing the game space. The virtual camera's sight point position is projected onto this two-dimensional image, and movement rate is calculated based on two-dimensional pixel distances rather than three-dimensional coordinate calculations. This copying approach maintains calculation accuracy while significantly reducing processing complexity.
Solution Approach 2:
The patent transforms the problem from three-dimensional space to two-dimensional space by flattening the game space into a two-dimensional image representation. Instead of calculating distances and movement rates in three-dimensional coordinates, the system performs calculations on the two-dimensional pixel grid, reducing computational complexity while preserving the essential spatial relationships needed for accurate camera movement.
Data Source
AI summary
A computer-readable storage medium having stored therein a game program for generating a two-dimensional game image representing a state of a three-dimensional game space acquired by a virtual camera so as to display the two-dimensional game image by a display device, and the program is executed so as to calculate the number of pixels included in a linear distance to a target pixel representing a predetermined pixel on the two-dimensional game image, from a sight point pixel corresponding to a sight point of the virtual camera in the three-dimensional game space. Next, a movement rate of the virtual camera is set in accordance with the number of pixels having been calculated. The virtual camera is moved to a predetermined position in the three-dimensional game space in accordance with the movement rate having been set.


