Virtual Camera Path Control for 3D Game Obstacle Avoidance

Resolve Bottlenecks,
Find Innovative Solutions
Generate Solutions

Solution Overview

Problem

Conventional methods for depicting three-dimensional virtual spaces in games face issues where the virtual camera becomes buried in obstacles, and the player's view is not dynamically updated, leading to incomplete image display and lack of visual effect synchronization with game progress.

Innovation Solution

An image processing apparatus and program that generate a virtual space, an object, and a reference moving path, allowing the virtual camera to be dynamically positioned and oriented along a continuous or discontinuous camera path corresponding to the object's position, with adjustable angles and view settings to ensure effective image expression and dynamic image display.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the virtual camera follows the player character in three-dimensional virtual space, then the player character can be displayed moving at full speed, but the virtual camera becomes buried in walls when the player character approaches hazards

Engineering Contradiction:
Improveplayer character movement speedVSAvoidcamera display reliability
Core Design Contradiction:
SpeedVSReliability

Solution Approach 1:

The patent introduces a reference moving path as an intermediary element between the player character and the virtual camera. The camera follows the reference path rather than directly tracking the player character, which allows the camera to maintain proper positioning even when the player character approaches walls or hazards. This mediator path prevents the camera from being buried in obstacles while still enabling full-speed player movement.

Inventive Principle:
Principle #24Intermediary (Mediator)

2Ease of operation

If the virtual camera coordinate is fixed in virtual space with rotated view direction, then the player character can be displayed, but the situation to be observed by the player is not necessarily displayed

Engineering Contradiction:
Improveplayer character displayVSAvoidsituation information
Core Design Contradiction:
Ease of operationVSLoss of information

Solution Approach 1:

The patent makes the virtual camera dynamic by having it follow the reference moving path and automatically adjust its position and orientation based on the player character's progress along the path. Instead of a fixed camera coordinate system, the camera's position and viewing angle are dynamically updated to match the player's movement, ensuring both the player character and the relevant game situation are always visible.

Inventive Principle:
Principle #15Dynamics

3Productivity

If the virtual camera moves synchronous to game progress, then dynamic images can be displayed, but the camera position control becomes complex

Engineering Contradiction:
Improvedynamic image displayVSAvoidcamera position control
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The patent applies preliminary action by pre-defining a reference moving path that specifies the camera's position and orientation at various points along the player's journey. Instead of calculating complex camera positions in real-time based on player movements, the system has already prepared the camera path in advance, simplifying the control logic while still achieving synchronous camera movement and dynamic image display.

Inventive Principle:
Principle #10Preliminary action

Data Source

PatentUS8836693B2Image processing apparatus and image processing program
Publication Date: 2014.09.16 SEGA CORP
  • US8836693B2 patent drawing
  • US8836693B2 patent drawing
  • US8836693B2 patent drawing

AI summary

A course CR is set in a virtual space SP along which a player character CH can move. The player character moves freely on the course, as long as it does not run off the course. In the course, a reference moving path is set indicating a standard moving path of the player character. A camera path of a virtual camera is set along the reference moving path. In the reference moving path, a object corresponding position (CP) is determined corresponding a position (CH(X,Y,Z)) of the player character in the virtual space. A position corresponding to the object corresponding position and a photographing condition are determined for the virtual camera.