TW530196B - Method for assuring the perspective relation of an object on a screen - Google Patents
Method for assuring the perspective relation of an object on a screen Download PDFInfo
- Publication number
- TW530196B TW530196B TW90119592A TW90119592A TW530196B TW 530196 B TW530196 B TW 530196B TW 90119592 A TW90119592 A TW 90119592A TW 90119592 A TW90119592 A TW 90119592A TW 530196 B TW530196 B TW 530196B
- Authority
- TW
- Taiwan
- Prior art keywords
- screen
- value
- perspective relationship
- perspective
- determining
- Prior art date
Links
Landscapes
- Controls And Circuits For Display Device (AREA)
Abstract
Description
530196 五、發明說明(1) 【發明領域】 本發明係為一種確定物體透視關係的方法,特別是一 種應用於螢幕中顯示之物體之透視關係的方法' 【發明背景】 目前,電腦螢幕上物體的透視關係,通常使用透視關 係定義文件,來記錄並控制一物體的透視關係,也就是在 透視關係定義文件中描述關於一物體的透視關係,然後分 別利用這些透視關係定義文件進行處理,但是目前所採用 的此種方法具有以下的缺點: 1. 上述方法僅能夠反映一固定物體在螢幕中的透視關 係,但是對於掌握在螢幕中,進行運動之物體的動態透視 關係方面,則有一定的困難度。 2. 針對每個不同的物體,都必須使用不同的透視關係 定義文件來描述其透視關係,如此一來,將會造成多餘數 據量的增加,並佔用不少的内存空間。 因此,提供一種於螢幕中確定物體之透視關係的方 法,並無須編寫且應用佔據許多内存空間的透視關係定義 文件,將可減少許多程序的進行,以提高工作效率,且可 以減少透視關係定義文件所佔用之内存空間,此外,更可 自動控制螢幕中之運動物體的動態透視關係。 【發明之目的及概述】 本發明的主要目的即為提供一種於螢幕中確定物體之 透視關係的方法,以自動控制螢幕中之運動物體的動態透 視關係。530196 V. Description of the invention (1) [Field of the invention] The present invention is a method for determining the perspective relationship of objects, especially a method applied to the perspective relationship of objects displayed on a screen. '[Background of the Invention] At present, objects on computer screens Perspective relationship, usually use a perspective relationship definition file to record and control the perspective relationship of an object, that is, to describe the perspective relationship of an object in the perspective relationship definition file, and then use these perspective relationship definition files for processing, but currently This method has the following disadvantages: 1. The above method can only reflect the perspective relationship of a fixed object on the screen, but it has certain difficulties in grasping the dynamic perspective relationship of objects that are moving in the screen. degree. 2. For each different object, a different perspective relationship definition file must be used to describe its perspective relationship. In this way, it will increase the amount of redundant data and occupy a lot of memory space. Therefore, providing a method for determining the perspective relationship of an object on the screen does not need to write and apply a perspective relationship definition file that occupies a lot of memory space. The occupied memory space, in addition, can automatically control the dynamic perspective relationship of moving objects in the screen. [Objective and Summary of the Invention] The main object of the present invention is to provide a method for determining the perspective relationship of objects in a screen, so as to automatically control the dynamic perspective relationship of moving objects in the screen.
530196 五、發明說明(2) 本發明之又一目的係為提供一 可以不需製 並減少内存 之另一目的係為提供一 透視關係的 以減少多餘 本發明 透視關係的 件的編寫, 量物體之透 戲之製作過 南工作效率 根據本 方法,係包 值’而像素 表一個獨立 <象素只有一 物體透視關 定之像素值 進而得到該 定一物體之 透視關係值 置。 為使對 了解,茲配 【貫施例詳 如「第 方法’因而 的數據量, 方法,因此 並避免手動 視關係的情 程中使‘用時 、並節省工 發明所揭露 括有下列步 係為電腦影 的小方塊, 種顏色;接 係值,也就 ’以作將該 螢幕所能顯 運動狀態係 ,如以即可 本發明的目 合圖示詳細 細說明】 1圖」所示 可以不需預 操作的繁瑣 形下更是如 ,可以節省 作成本。 的於螢幕中 驟:首先, 像中的最小 有其固定且 著,計算該 是利用該螢 螢幕之高度 示之最大的 為動態;最 確定此物體 的 種於螢幕中確定物體< 作透視關係定義文件, 空間的使用。 種於發幕中確定物體< 先進行透視關係定義文 步驟’特別是在處j里大 此,如:在大型電腦遊 此遊戲的開發時間、提 確定物體之透視 設定一 組成單 明確的 螢幕所 幕之高 除以該 物體透 後,計 於該螢 螢幕之一 位,一個 位置,且 能顯示之 度以及前 像素值的 視關係值 算此物體 幕中之透 關係的 像素 像素代 每一個 最大的 述所設 計算, ;再確 之物體 視位 、構造特徵及其功能有進一步的 說明如下: ’根據本發明所揭露的於榮幕中530196 V. Description of the invention (2) Another object of the present invention is to provide a method that can eliminate the need for memory and reduce the memory. Another object is to provide a perspective relationship to reduce the redundant pieces of the perspective relationship of the invention. The efficiency of the production of the play is based on this method, and the value of the pixel table is independent and the pixel value of only one object is determined by the perspective value of the fixed object. In order to make the understanding, here are the implementation of the detailed data such as the "method" and therefore the method, and therefore avoid the use of time and save labor in the process of manually viewing the relationship. The disclosure includes the following steps: It is a small box of a computer image with a variety of colors; the value is connected, that is, 'to make the screen display the state of movement, such as the detailed description of the eye-catching icon of the present invention] [picture 1] It is even more complicated without the need for pre-operation, which can save operating costs. Steps on the screen: First, the smallest in the image has its fixed and moving, the calculation should use the height of the screen to show the largest one is dynamic; the most certain of this object is in the screen to determine the object < for perspective relationship Define files, use of space. Determine the object in the opening screen < first perform the perspective relationship definition step 'especially here, such as: in the development time of the game on a large computer, set the perspective of the object to set a single clear screen The height of the screen divided by the object's transparency is counted at one position, one position on the screen, and the degree of display and the value of the previous pixel value are calculated as each pixel of the pixel's transparency relationship in the object screen. The largest description of the design calculations, and further confirm the object's position, structural characteristics and functions are further explained as follows: 'In the glory of the disclosure disclosed by the present invention
圓_議Round
第5頁 530196 五、發明說明(3) ”义透視關係的方法,“括有下列步驟:首先,設 L 之-像素值(步驟1〇〇),而像素係為電腦影像中 且成單位…個像素代表-個獨立的小方塊,有其 =^確的位置’且每一個像素只有一種顏色;接著, 二二了,奉所能顯不之最大的物體透視關係值(z值)(步驟 m既:麥考「弟2圖」中,該螢幕之物體透視關係方向 y ® 一·^ \他> 方向(X、Y)的不意圖,而此步驟中所說也就是 以骜幕之外部輪廓的高度以及前述所設定之像素值, 乂 4將忒金幕之咼度除以該像素值的計算,進而得到該螢 幕所能顯示之最大的物體透視關係值(2值);再確定一出 現於該骜幕中物體之運動狀態係為動態(步驟3〇〇);最 後,計算此物體之物體透視關係值(Ζ值),以確定此物體 於該螢幕中之透視位置(步驟4〇〇)。 如「第3圖」所示,其中步驟1Q0和步驟20Q與「第2 圖」中所示相同,而若步驟3 0 0的結果為是時,則步驟4 〇 〇 中更包括計算該物體底邊的縱向座標值(γ值)(步驟4 〇 1 ), 再進行判定需要進行投影計算的步驟(步驟4 〇 2 ),若是, 將遠物體底邊的縱向座標值(Υ值)加上該物體底邊距離其 所顯示於該螢幕中之圖像中之地面的高度(Η值)後,再除 以螢幕粒度(此螢幕粒度係根據需求而劃分營幕的基本單 位)得到一數值,接著利用前述步驟2 〇 〇中所算出的最大 物體透視關係值(Ζ值)減去此值所得的結果,此即為該物 體之物體透視關係值(Ζ值)(步驟4 0 3 )(也就是ζ - ( Y + Η ) / 螢幕粒度),因而如此計算所得的結果即可以嫁定該物體Page 5 530196 V. Description of the invention (3) "The method of meaning perspective relationship" includes the following steps: First, let L be the pixel value (step 100), and the pixels are in the computer image and are unit ... Each pixel represents an independent small square with its exact position and each pixel has only one color; then, two or two, the largest object perspective relationship value (z value) that can be displayed (steps) m: In the McCaw "Picture 2", the direction of the perspective relationship of the objects on this screen is y ® · ^ \ he > the direction (X, Y) is not intended, and what is said in this step is to use the screen The height of the external contour and the pixel value set above, 乂 4 calculates the degree of the golden screen divided by the pixel value, and then obtains the largest object perspective relationship value (2 values) that can be displayed on the screen; then determine The motion state of an object appearing on the screen is dynamic (step 300); finally, calculate the object's perspective relationship value (Z value) of the object to determine the perspective position of the object on the screen (step 4) 〇〇). As shown in "Figure 3", where steps 1Q0 and steps 20Q is the same as that shown in "Figure 2", and if the result of step 3 0 0 is yes, step 4 0 0 further includes calculating the vertical coordinate value (γ value) of the bottom edge of the object (step 4 0 1 ), And then perform the step of determining the projection calculation (step 4 〇 2), if so, add the vertical coordinate value (threshold value) of the bottom edge of the far object plus the distance from the bottom edge of the object to the image displayed on the screen After the height (threshold value) of the ground, divide it by the screen size (the screen size is the basic unit of the camp according to the needs) to obtain a value, and then use the maximum object perspective relationship calculated in the previous step 2000 Value (Z value) minus this value, which is the object perspective relationship value (Z value) of the object (step 403) (that is, ζ-(Y + Η) / screen granularity), so The calculated result can marry the object
第6頁 530196 五、發明說明(4) 在圖像中的透視位置,若否,則用最大物體透視關係值(z 值)減去將該物體底邊的縱向座標值(γ值),除以該螢幕之 像素值的結果(步驟404 )(也就是z —γ/像素值),同樣 f ’此即為該物體之物體透視關係值(ζ值),如此計算所 知的結果即可以確定該物體在圖像中的透視位置。 同樣的’如「第3圖」所示,其中步驟1 〇 〇和步驟2 〇 〇 與「第2圖」中所示相同,而若步驟3 〇 〇的結果為否時,也 就是該物體之運動狀態為靜態時,則步驟4 〇 〇中更包括判 定需要進行投影計算的步驟(步驟4 〇 2 ),若是,將該物體 底邊的縱向座標值(Υ值)加上該物體底邊距離其所顯示於 該螢幕中之圖像中之地面的高度(Η值)後,再除以螢幕粒 度得到一數值,接著利用前述步驟2〇〇中所算出的最大物 體透視關係值(Ζ值)減去此值所得的結果,此即為該物體 之物體透視關係值(Ζ值)(步驟403)(也就是Ζ- (Υ + Η)/螢 幕粒度),因而如此計算所得的結果即可以確定該物體在 圖像中的透視位置,若否,則用最大物體透視關係值(ζ 值)減去將該物體底邊的縱向座標值(γ值),除以該螢幕之 像素值的結果(步驟4〇4)(也就是Ζ-Υ/像素值),同樣 的’此即為該物體之物體透視關係值(ζ值),如此計算所 得的結果即可以確定該物體在圖像中的透視位置。 又、如「第4Α圖」所示,其中物體一1〇與物體二20呈 現出一剛開始時之初始透視關係,也就是說物體一丨〇位於 物體二2 0之後方,物體一丨〇的最大物體透視關係值(ζ值) 大於物體二20之最大物體透視關係值(ζ值),而兩物體之Page 6 530196 V. Description of the invention (4) In the perspective position in the image, if not, the maximum object perspective relationship value (z value) is subtracted from the vertical coordinate value (γ value) of the bottom edge of the object, divided by Taking the result of the pixel value of the screen (step 404) (that is, z-γ / pixel value), the same f 'is the object perspective relationship value (ζ value) of the object, so that the known result can be determined by calculating the known result. The perspective position of the object in the image. The same 'as shown in "Figure 3", where steps 100 and 200 are the same as those shown in "Figure 2," and if the result of step 3 is no, it is also the object. When the motion state is static, step 400 also includes a step of determining the need for projection calculation (step 4 02). If so, add the vertical coordinate value (threshold value) of the bottom edge of the object plus the distance from the bottom edge of the object. The height (threshold value) of the ground in the image displayed on the screen is divided by the screen granularity to obtain a value, and then the maximum perspective value (Z value) of the object calculated in step 200 is used. The result obtained by subtracting this value is the object perspective relationship value (Z value) of the object (step 403) (that is, Z- (Υ + Η) / screen granularity), so the result obtained by such calculation can be determined The perspective position of the object in the image, if not, the result of dividing the vertical coordinate value (γ value) of the bottom edge of the object by the maximum object perspective relationship value (ζ value), divided by the pixel value of the screen ( Step 4〇4) (i.e., Z-Υ / pixel value), Kind of 'namely, a perspective relationship value (value [zeta]) of the object for the object, the thus obtained calculation result i.e. the position of the object can be determined in a perspective image. In addition, as shown in "Figure 4A", the first perspective relationship between Object-1 and Object-20 appears at the beginning, which means that Object-1 is located behind Object-2 and Object-1 is The maximum object perspective relationship value (ζ value) of the object is greater than the maximum object perspective relationship value (ζ value) of the object 20, and
第7頁 530196 五、發明說明(5) 左上角座標分別為(XO, Y0)、(XI,Y1),且物體一10與物體 二20之底邊的縱向座標值(Y值)分別為Y0’,Y1’ ,再根據前 述之式子: z =(螢幕高度/螢幕之像素值)-(Y’/螢幕之像素值) 以分別得到兩物體1 0、2 0之最大物體透視關係值,並從而 得到兩物體1 0、2 0各自之正確的顯示關係。 另外,若將上述之物體二20移動至「第4Β圖」中物體 二之後來位置2 0 1時,同樣需要經由以上述之步驟,以重 新計算出後來其所在位置之最大物體透視關係值(Ζ值), 從而得到新且正確的顯示關係。 如「第5圖」所示,根據本發明所揭露的於螢幕中確 定動態物體之透視關係的方法,係包括有下列步驟:首 先,設定一螢幕之一像素值(步驟1 0 0 ),而像素係為電腦 影像中的最小組成單位,一個像素代表一個獨立的小方 塊,有其固定且明確的位置,且每一個像素只有一種顏 色;接著,計算該螢幕所能顯示之最大的物體透視關係值 (Ζ值)(步驟2 0 0 ),請參考「第2圖」中,該螢幕之物體透 視關係·方向(Ζ )暨其他方向(X、Υ )的示意圖,而此步驟中 所說也就是利用該螢幕之外部輪廓的高度以及前述所設定 之像素值,以作將該螢幕之高度除以該像素值的計算,進 而得到該螢幕所能顯示之最大的物體透視關係值(Ζ值); 最後,計算此物體之物體透視關係值(Ζ值),以確定此物 體於該螢幕中之透視位置(步驟4 0 0 )。而此流程缺少上述 流程之步驟3 0 0的原因為本流程係應用於動態物體,所以Page 7 530196 V. Description of the invention (5) The coordinates of the upper left corner are (XO, Y0) and (XI, Y1), and the vertical coordinate values (Y value) of the bottom edge of object one 10 and object two 20 are Y0, respectively. ', Y1', and then according to the aforementioned formula: z = (screen height / screen pixel value)-(Y '/ screen pixel value) to obtain the maximum object perspective relationship value of two objects 1 0 and 20, respectively, The correct display relationship between the two objects 10 and 20 is obtained. In addition, if the second object 20 is moved to the position 2 01 after the second object in the "4B image", it is also necessary to go through the above steps to recalculate the maximum object perspective relationship value of the subsequent position ( Z value), so as to get a new and correct display relationship. As shown in "Figure 5", the method for determining the perspective relationship of a dynamic object on the screen according to the present invention includes the following steps: First, set a pixel value of a screen (step 1 0 0), and A pixel is the smallest constituent unit in a computer image. A pixel represents an independent small square with a fixed and clear position, and each pixel has only one color. Then, calculate the largest object perspective relationship that the screen can display. Value (Z value) (step 2 0 0), please refer to the diagram in Figure 2 for the perspective relationship between objects on the screen and the direction (Z) and other directions (X, Υ). It is to use the height of the outer contour of the screen and the previously set pixel value to calculate the screen height divided by the pixel value, and then obtain the largest object perspective relationship value (Z value) that the screen can display. ; Finally, calculate the object perspective relationship value (Z value) of this object to determine the perspective position of this object on the screen (step 4 0). The reason this process lacks step 3 of the above process is that the process is applied to dynamic objects, so
第8頁 530196 五、發明說明(6) 並不需確定一物體之運動狀態係為動態。 如「第6圖」所示,其中步驟1〇〇和步驟2〇〇與「第2 圖」中所示相同’而步驟4 0 0則更包括有計算該物體底邊 的縱向座標值(Y值)(步驟401),再進行判定需要進行投影 計异的步驟(步驟4 0 2 ),若是,將該物體底邊的縱向座標 值(Y值)加上該物體底邊距離其所顯示於該螢幕中之圖像 中之地面的高度(Η值)後,再除以螢幕粒度得到一數值, 接著利用珂述步驟2 0 〇中所算出的最大物體透視關係值(ζ 值)減去此值所得的結果,此即為該物體之物體透視關係 值(Ζ值)(步驟40 3 )(也就是ζ_ (υ + η)/螢幕粒度),因而 如此計算所得的結果即可以確定該物體在圖像中的透視位 置若否則用敢大物體透視關係值(Ζ值)減去將該物體 底邊的縱向座標值(Υ值),除以該螢幕之像素值的結果(步 驟4 0 4 )(也就是ζ - γ /像素值),同樣的,此即為該物體之 物體透視關係值(Ζ值),如此計算所得的結果即可以確定 遠物體在圖像中的透視位置。 【達成之功效】 本發明之於螢幕中確定物體之透視關係的方法,係能 提供下列之功效: / 1 ·本發明可以自動控制螢幕中之運動物體的動態透視 關係。 2 ·本發明可以不需製作透視關係定義文件,因而可以 減少多餘的數據量,並減少内存空間的使用。 3·本發明可以不需預先進行透視關係定義文件的編Page 8 530196 V. Description of the invention (6) It is not necessary to determine that the motion state of an object is dynamic. As shown in "Figure 6", where steps 100 and 200 are the same as those shown in "Figure 2", and step 400 also includes calculating the vertical coordinate value of the bottom edge of the object (Y Value) (step 401), and then perform the step of determining the projection difference (step 4 0 2). If so, add the vertical coordinate value (Y value) of the bottom edge of the object plus the distance from the bottom edge of the object to the display After the height (threshold value) of the ground in the image on the screen, divide it by the screen granularity to get a value, and then use the maximum object perspective relationship value (ζ value) calculated in step 2 〇 to subtract this The result obtained by this value is the object's perspective relationship value (Z value) of the object (step 40 3) (that is, ζ_ (υ + η) / screen granularity), so the calculated result can determine whether the object is in If the perspective position in the image is otherwise the result of the dare-to-be-large object perspective relationship value (Z value) minus the vertical coordinate value (Υ value) of the bottom edge of the object, divided by the pixel value of the screen (step 4 0 4) (That is, ζ-γ / pixel value), the same, this is the object Perspective relationship value (value [zeta]), the results obtained thus calculated may be determined, i.e. away perspective view of the position of the object in the image. [Achieved effect] The method for determining the perspective relationship of objects in the screen of the present invention can provide the following effects: / 1 · The present invention can automatically control the dynamic perspective relationship of moving objects in the screen. 2. The present invention can eliminate the need to make a perspective relationship definition file, thereby reducing the amount of redundant data and reducing the use of memory space. 3. The present invention does not need to edit the perspective relationship definition file in advance
530196 五、發明說明(7) 寫,並避免手動操作的繁瑣步驟,特別是在處理大 之透視關係的情形下更是如此,如:在大型電腦遊 作過程中使用時,可以節省此遊戲的開發時間、提 效率、並節省工作成本。 以上所述者·,僅為本發明其中的較佳實施例而 非用來限定本發明的實施範圍;即凡依本發明申請 圍所作的均等變化與修飾,皆為本發明專利範圍所 量物體 戲之製 高工作 已,並 專利範 涵蓋。 530196 圖式簡單說明 第1圖為本發明之流程圖。 第2圖為螢幕中之物體透視關係方向、其他方向暨物體位 置的示意圖。 第3圖為第1圖中之步驟4 0 0的細部流程圖。 第4A、4B圖為本發明之實施例。 第5圖為本發明之另一流程圖。 第6圖為第5圖中之步驟4 0 0的細部流程圖。 【圖式符號說明】 物體一 1 0 物體二2 0 物體二之後來位置2 0 1530196 V. Description of the invention (7) Write and avoid the tedious steps of manual operation, especially in the case of dealing with large perspective relations, such as: when used in the process of large computer games, you can save the game Develop time, improve efficiency, and save work costs. The above are only the preferred embodiments of the present invention and are not intended to limit the scope of implementation of the present invention; that is, all equivalent changes and modifications made in accordance with the application scope of the present invention are the objects measured in the scope of the invention patent. The heightening work of drama has been covered by patents. 530196 Brief description of drawings Figure 1 is a flowchart of the present invention. Figure 2 is a schematic diagram of the perspective relationship direction, other directions, and position of the object on the screen. Figure 3 is a detailed flowchart of step 400 in Figure 1. Figures 4A and 4B are examples of the present invention. FIG. 5 is another flowchart of the present invention. Figure 6 is a detailed flowchart of step 400 in Figure 5. [Illustration of graphical symbols] Object 1 1 0 Object 2 2 0 Position 2 0 1 after object 2
Claims (1)
Priority Applications (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| TW90119592A TW530196B (en) | 2001-08-10 | 2001-08-10 | Method for assuring the perspective relation of an object on a screen |
Applications Claiming Priority (1)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| TW90119592A TW530196B (en) | 2001-08-10 | 2001-08-10 | Method for assuring the perspective relation of an object on a screen |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| TW530196B true TW530196B (en) | 2003-05-01 |
Family
ID=28787763
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| TW90119592A TW530196B (en) | 2001-08-10 | 2001-08-10 | Method for assuring the perspective relation of an object on a screen |
Country Status (1)
| Country | Link |
|---|---|
| TW (1) | TW530196B (en) |
-
2001
- 2001-08-10 TW TW90119592A patent/TW530196B/en not_active IP Right Cessation
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| US7173631B2 (en) | Flexible antialiasing in embedded devices | |
| US20120229501A1 (en) | Method and a Computer System for Displaying and Selecting Images | |
| TW200304626A (en) | Image processor, components thereof, and rendering method | |
| CN108257204B (en) | Vertex color drawing baking method and system applied to Unity engine | |
| JP5616223B2 (en) | System and method for capturing digital images | |
| CN110427601B (en) | Form processing method, device, intelligent interactive tablet and storage medium | |
| CN112765706A (en) | Home decoration material moving method and device, computer equipment and storage medium | |
| CN113570697A (en) | Shadow rendering method and device based on model prebaking and readable storage medium | |
| US6476819B1 (en) | Apparatus and method for assigning shrinkage factor during texture mapping operations | |
| CN108171784A (en) | A kind of rendering intent and terminal | |
| TW530196B (en) | Method for assuring the perspective relation of an object on a screen | |
| CN114367113A (en) | Method, apparatus, medium, and computer program product for editing virtual scene | |
| CN108924521A (en) | Trapezoidal correction method and equipment for projection system | |
| TWI221590B (en) | Graphics data generating method, graphics generating apparatus and components thereof | |
| US12387290B2 (en) | Image processing device and image processing method of generating layout including multiple images | |
| CN113450251A (en) | Picture puzzle generation method, device and storage medium | |
| JP5673293B2 (en) | Image composition method, image composition apparatus, program, and recording medium | |
| JP2003331313A (en) | Image processing program | |
| WO2023151386A1 (en) | Data processing method and apparatus, and terminal and readable storage medium | |
| JP3656570B2 (en) | Apparatus, method and computer program for performing image processing | |
| CN116246001A (en) | Stain texture rendering method and device, electronic equipment and readable storage medium | |
| US6831639B2 (en) | Computer readable storage medium storing 3-D game image processing program, 3-D game image processing method, video game machine, and 3-D game image processing program | |
| JP2002260003A (en) | Video display device | |
| CN1206611C (en) | Method for determining the perspective relationship of objects in the screen | |
| CN113012028A (en) | Image processing method, device, equipment and storage medium |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| GD4A | Issue of patent certificate for granted invention patent | ||
| MM4A | Annulment or lapse of patent due to non-payment of fees |