Virtual Camera Positioning via Real-World Distance and Screen Size
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Solution Overview
Problem
Conventional game apparatuses display virtual spaces in an unnatural manner when the virtual camera settings are based solely on object positions within the virtual space, leading to unrealistic images for players, as the camera settings do not account for the player's real-world viewing distance and screen size.
Innovation Solution
An image processing program that adjusts the virtual camera's position and angle of view based on the displayed region size and the distance between the player and the display device, ensuring that the image is rendered as if the virtual space exists at the location of the display device, thereby enhancing realism.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Reliability
If the virtual camera position and angle of view are set based solely on object positions in virtual space, then the camera can capture all objects within the screen, but the displayed image becomes unnatural and unrealistic for the player
Solution Approach 1:
The patent changes the parameters used for virtual camera setting from only virtual space object positions to include both displayed region size and player-to-display distance. This parameter expansion allows the camera position and angle of view to be calculated based on realistic viewing geometry, making the displayed image natural and realistic while maintaining manageable system complexity through standardized calculation procedures.
2Manufacturing precision
If the virtual camera is positioned to display multiple objects on screen, then all objects are visible, but the visual perspective does not match the player's actual viewing angle through the display
Solution Approach 1:
The patent adds a new dimensional consideration to virtual camera positioning by incorporating the player's physical distance from the display device. This transforms the camera setting from a two-dimensional virtual space problem to a three-dimensional problem that includes real-world viewing geometry, thereby achieving accurate visual perspective matching while still displaying all necessary objects within the displayed region.
3Reliability
If the camera angle of view is set to capture the entire displayed region, then the full screen is utilized, but the image appears unnatural when the player views from a distance
Solution Approach 1:
The patent dynamically adjusts the camera angle of view parameter based on the displayed region size and player-to-display distance. By calculating the appropriate angle of view from these parameters, the system ensures that the angle matches what the player would naturally see when viewing the display from their actual position, creating a natural and realistic image display while efficiently utilizing the displayed region.
Data Source
AI summary
Displayed region size data indicating a size of a screen of a display device, or a size of a region in which an image of a virtual space is displayed on the screen, is obtained. Distance data indicating a distance between a user and the display device is obtained. A position and an angle of view of the virtual camera in the virtual space are set based on the displayed region size data and the distance data.


