WO2005013203A1 - Processeur d'images, procede de traitement d'images et support de stockage d'informations - Google Patents
Processeur d'images, procede de traitement d'images et support de stockage d'informations Download PDFInfo
- Publication number
- WO2005013203A1 WO2005013203A1 PCT/JP2004/003963 JP2004003963W WO2005013203A1 WO 2005013203 A1 WO2005013203 A1 WO 2005013203A1 JP 2004003963 W JP2004003963 W JP 2004003963W WO 2005013203 A1 WO2005013203 A1 WO 2005013203A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- brightness
- correction data
- position coordinates
- brightness correction
- image processing
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/812—Ball games, e.g. soccer or baseball
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/50—Lighting effects
- G06T15/80—Shading
Definitions
- Image processing apparatus image processing method, and information storage medium
- the present invention relates to an image processing apparatus, an image processing method, and an information storage medium, and more particularly to a technique for suitably controlling the brightness of an object surface.
- a light source is set in the object space, and the brightness of the object surface with respect to the light emitted from the light source. For example, it is necessary to calculate in detail based on the positional relationship between the object and each light source.
- the process of calculating the brightness of the object surface and giving the color to the object surface accordingly is called shading.
- the ambient (environmental) component of the light reflected by the object surface is treated as being related to a large number of direct and indirect light, and is a fixed value that does not depend on the position of the object. Is used, or a fixed value is used depending on the position of the object.
- an object of the present invention is to provide an image processing apparatus, an image processing method, and information capable of suitably controlling the brightness of the object surface according to the position of the object.
- the purpose is to provide a storage medium. Disclosure of the invention
- an image processing apparatus is an image processing apparatus that controls the brightness of an object arranged in an object space, and that is provided in the object space of the object.
- Position coordinate acquisition means for acquiring position coordinates
- brightness correction data storage means for storing brightness correction data respectively corresponding to predetermined reference position coordinates set in the object space
- the position coordinate acquisition means The lightness correction data selecting means for selecting one or a plurality of the lightness correction data based on the position coordinates acquired by the plurality of predetermined reference position coordinates, and the lightness correction data to be selected
- a lightness correction amount calculating means for calculating a correction amount for the lightness of the object based on the lightness based on the calculated correction amount;
- an object image display means for displaying an image relating to the tail.
- the image processing method is an image processing method for controlling the brightness of an object arranged in an object space, and acquires the position coordinates of the object in the object space. Based on the acquisition step, the position coordinates acquired by the position coordinate acquisition step, and a plurality of predetermined reference position coordinates set in the object space, the plurality of predetermined reference position coordinates set Select one or more of the corresponding brightness correction data
- a lightness correction data selection step, a lightness correction amount calculation step for calculating a correction amount for the lightness of the object based on the selected lightness correction data, and the lightness based on the calculated correction amount.
- an object image display step for displaying an image related to the image.
- an information storage medium storing the program according to the present invention is an image processing device that controls the brightness of an object arranged in the object space.
- an arcade game machine a home game machine
- An information storage medium storing a program for causing a computer to function, such as a mobile game machine, a personal computer, a mobile information terminal, a mobile phone, a game server, or a home server, wherein the program is the object of the object Position coordinate acquisition means for acquiring position coordinates in the object space, brightness correction data storage means for storing brightness correction data respectively corresponding to predetermined reference position coordinates set in the object space, and acquisition of the position coordinates Based on the position coordinates acquired by the means and the predetermined reference position coordinates set in plural.
- Brightness correction data selection means for selecting one or more of the brightness correction data, brightness correction amount calculation means for calculating a correction amount for the brightness of the object based on the selected brightness correction data, and And a command for causing the computer to function as an object image display means for displaying an image related to the object at a brightness based on the correction amount.
- one or a plurality of brightness correction data is selected based on the position coordinates of the object and the predetermined reference position coordinates, and the brightness of the object is selected based on the selected brightness correction data. Since the correction amount is calculated, the object is changed when the object position changes. The object can be suitably displayed without causing the problem that the brightness of the surface of the project changes suddenly.
- the lightness correction amount calculation means acquires the selected lightness correction data by the predetermined reference position coordinates corresponding to the lightness correction data and the position coordinate acquisition means.
- the correction amount is calculated by combining at a ratio based on the position coordinates. This ensures that the brightness of the object surface does not change suddenly.
- the lightness correction data selection means associates a plurality of predetermined lightness correction areas set in the object space with the predetermined reference position coordinates that specify the areas.
- Area information storing means for storing the area, area determining means for determining the predetermined brightness correction area including the position coordinates acquired by the position coordinate acquiring means, and the predetermined brightness correction area to be determined.
- Brightness correction data reading means for reading lightness correction data corresponding to the specified reference position coordinates to be specified from the lightness correction data storage means. In this way, it is possible to reliably select brightness correction data strongly related to the object.
- FIG. 1 is a perspective view showing an example of an object space.
- FIG. 2 is a diagram showing an example of the display screen.
- FIG. 3 is a diagram showing a hardware configuration of a game device (image processing device) according to an embodiment of the present invention.
- Fig. 4 shows the shadow block
- FIG. 5 is a diagram showing an area information table (region information storage means).
- FIG. 6 is a diagram showing a lightness correction data table (lightness correction data storage means).
- FIG. 7 is a flowchart showing image processing according to an embodiment of the present invention.
- FIG. 8 is a flowchart showing brightness correction processing according to an embodiment of the present invention.
- FIG. 9 is a flowchart showing an area determination process according to an embodiment of the present invention.
- FIG. 10 is a diagram for explaining calculation processing in brightness correction processing and area determination processing.
- a game device places objects such as game character objects in an object space (virtual three-dimensional space). Then, this space is viewed from a given viewpoint on the monitor.
- the game device is configured to realize a soccer game, and an object representing a soccer player or a soccer field is arranged in the object space.
- FIG. 1 is a diagram showing an example of an object space constructed on a storage means (memory) by a game device according to an embodiment of the present invention.
- a soccer field object 50 is set on the XY plane in the world coordinate system (XY, Z), and a game character object 56 is placed on the soccer field object 50.
- Game character Kuta object 56 is an object for which the user uses the controller to indicate position, posture, action, etc. It may be an object that
- a shadow block 5 2 L is set on the goal 5 4 L side at 50, and a shadow block 52 R is set on the goal 5 4 R side. That is, the soccer field including the soccer field object 50 is assumed to be dome-shaped (with a roof), and these shadow blocks 5 2 L and 5 2 R appear in the soccer field object 50. This corresponds to the area where shadows appear due to this roof. Objects such as game character object 5 6 located in shadow blocks 5 2 L and 5 2 R are reduced in brightness compared to objects outside the block.
- FIG. 2 shows a display of the game character object 5 6 viewed from the viewpoint set in the object space 58 when the game character object 56 is located in the shadow block 52 R
- An example of an image is shown. This image is displayed on a monitor included in the game device. As shown in the figure, the brightness of the game character object 56 located in the shadow block 52 R or the shadow block 52 L is reduced in the display image on the monitor.
- FIG. 3 is a diagram showing a hardware configuration of the game device according to the embodiment of the present invention.
- Game device shown in FIG. 10 is one of the embodiments of the image processing apparatus according to the present invention.
- a consumer game machine 1 1 connected to the monitor 1 8 and the speaker 2 2 is connected to a DVD-ROM that is an information storage medium. 2 Configured by mounting 5.
- DVD-ROM 25 is used to supply game programs and game data to the home game machine 1 1, but any other information storage medium such as CD-ROM or ROM card is used.
- a game program or game data may be supplied to the consumer game machine 11 from a remote location via a communication network such as the Internet.
- the image processing apparatus, the image processing method, and the information storage medium according to the present invention will be described through the description of the game apparatus 10.
- a microprocessor 14, an image processing unit 16, a main memory 26, and an input / output processing unit 30 are connected via a bus 12 2 so that mutual data communication is possible.
- a controller 3 2 Connected to the output processing unit 30 are a controller 3 2, an audio processing unit 20, and a DVD-ROM playback unit 24.
- Each component of the consumer game machine 1 1 other than the controller 3 2 is housed in a housing.
- a household television receiver is used for the monitor 18, and its built-in speaker is used for the speaker 22, for example.
- the microprocessor 14 controls each part of the consumer game machine 11 1 based on an operating system stored in a ROM (not shown) or a game program read from the DVD-ROM 25 5. It is a signal transmission means that exchanges dresses and data at each part of the home game machine 1 1.
- the main memory 26 is composed of a storage means such as a RAM, and the game program and game data read from the DVD-ROM 25 are written as necessary.
- Filled-and c the image processing unit 1 6 which is also used as a working of the microprocessor 1 4 is configured to include a V RAM, VR AM receives image data sent from a microphone Lop port processor 1 4 The game screen is drawn on top, and the content is converted into a video signal and output to the monitor 18 at a predetermined timing.
- the image processing unit 16 receives the vertex coordinates (X, ⁇ , Z), vertex color information (R, G, B), texture coordinates (VX, VY) of each polygon in the viewpoint coordinate system from the microphone mouth processor 14. ) And alpha value (semi-transparent composition ratio). Then, using such information, the color information, Z value (depth information), alpha value, etc. of each pixel constituting the display image are drawn in the VRAM. This display image is output to the monitor 18 at a predetermined timing. Here, the brightness of the game character object 56 is corrected by correcting each value of the vertex color information (R, G, B).
- the input / output processing unit 30 is an interface for relaying data communication between each of the controller 3 2, the audio processing unit 20, and the DVD-ROM playback unit 24, and the microprocessors 14 and. is there.
- Controller 3 2 is an input means for the player to operate the game.
- the input / output processing unit 30 scans the operation states of the various buttons of the controller 32 at regular intervals (for example, every 1/60 seconds), and sends operation signals representing the scan results to the microprocessor via the bus 12. 1 Pass to 4.
- the microprocessor 14 determines the player's game operation based on the operation signal.
- the sound processing unit 20 is configured to include a sound buffer, and reproduces data such as music and game sound effects read from the DVD—ROM 25 and stored in the sound buffer to reproduce the speaker 2 2. Output from. D VD—R OM playback unit 2 4 follows the instructions from the microprocessor 1 4 DVD—R OM 2 5 The game program and game data recorded in the above are read.
- an object space 58 is constructed in the main memory 26 using the game apparatus 10 having such a configuration, and the state of the same space viewed from a given viewpoint is shown in the shadow blocks 5 2 L and 5 2 R.
- a technique for displaying the object such as the game character object 56 located at the position on the monitor 18 while reducing the brightness will be described.
- a technique for realizing a soccer game using the game device 10 will be described.
- the present invention is not limited to this, and a 3D computer graphics such as a robot battle game, various sports games, a fly simulator, etc. Applicable to all fields.
- FIG. 4 is a diagram showing four areas constituting one shadow block 5 2 R.
- Shadow block 5 2 L is configured in the same manner as shadow block 5 2 R.
- reference position coordinates A to E that serve as a reference when determining the brightness of an object such as a game character object 56 are set around and inside the shadow block 52 R. Yes.
- An end ID is set for each area of the triangle specified by the three selected from the reference position coordinates A to E.
- A1 is assigned as the area ID to the triangular area with the reference position coordinates A, B, and E as vertices.
- a 2 is assigned as the area ID to the triangular area with the reference position coordinates B, C, and E as vertices.
- a 3 is assigned as the area ID to the triangular area with the reference position coordinates C, D and E as vertices.
- A4 is assigned as the area ID for the triangular area with the reference position coordinates A, E, and D as vertices.
- Figure 5 is stored on DVD—ROM 2 5 and main memory 2 as needed.
- 6 is a diagram showing an area information table stored in FIG.
- the area information table shown in the figure includes an area ID assigned as described above, identification information (A to E) for identifying a reference position that is a vertex of each area identified by the area ID, and It is stored in association with each other.
- the data stored in the DVD-ROM 25 and stored in the main memory 26 as needed includes the brightness correction data table shown in FIG.
- the brightness correction data table shown in the figure includes identification information (A to E) for identifying each reference position, coordinates of the reference position (reference position coordinates), brightness correction data corresponding to the reference position coordinates, Are stored in association with each other. It should be noted that here all the reference position coordinates are set to the soccer field 50, and since both Z coordinates are zero, only the X and Y coordinates of the reference position coordinates are used for the brightness correction data table. To remember.
- the brightness correction data is stored in each polygon constituting the object when drawing an object such as the game character object 56 located at the reference position coordinate corresponding to the brightness correction data. This data represents the correction amount for correcting the vertex color information (R, G, B).
- the image processing unit 16 is positioned at the reference position coordinates.
- vertex color information for each polygon constituting the game character object 5 6 to be supplied, if vertex color information is supplied as (R + AR, G + ⁇ G, ⁇ + ⁇ ⁇ ), The display brightness of the game character object 5 6 can be lowered.
- the brightness correction data consists of three components such as (r, g, b) (where r, g, and b are values between 0 and 1)
- the vertex color information (RX r, GX g, BX If it is supplied as b)
- the display brightness of the game character object 56 can be lowered.
- FIG. 7 is a flowchart showing image processing by the game apparatus 10.
- the image processing shown in the figure is executed every predetermined time (for example, every 1/60 seconds).
- a process for outputting sound is performed every predetermined time (for example, 1 Z
- the game device 10 is executed every 60 seconds.
- the processing shown in the figure is realized by the microprocessor 14 executing the game program stored in the DVD-ROM 25 (the same applies to FIGS. 8 and 9).
- the game apparatus 10 first performs environmental processing (S 1 0 1).
- environmental processing the position and orientation of all static objects and dynamic objects in the object space 58 are calculated.
- Static objects such as soccer field objects 50 and spectator seat objects (not shown)
- the dynamic object like the game character object 56, changes its position and posture as the game progresses.
- the position and orientation of the dynamic object change according to the operation signal input from the game program 32.
- Environmental processing also calculates the viewpoint, line-of-sight direction, and field-of-view range.
- the viewpoint is, for example, the soccer fee from the near side in Fig. 1.
- the attention position may be determined based on the current position of the game character object 56 related to the pole object (not shown).
- only objects located within the field of view are selected, and only those objects are targeted for subsequent game processing to reduce the weight of information processing.
- the microprocessor 14 performs geometry processing (S 1 0 2).
- geometry processing from the world coordinate system (see Fig. 1) to the viewpoint coordinate system (coordinate system with the viewpoint as the origin, the front of the viewpoint in the Z direction, the horizontal direction in the X direction, and the vertical method in the Y direction) Perform coordinate transformation.
- the vertex color information of each polygon constituting the object is corrected based on the light source information (color and position of the light source).
- a clipping process is also performed.
- another brightness correction process (see Fig. 8) is also applied to the objects located in the shadow blocks 52 L and 52 R.
- the microprocessor 14 sends the vertex coordinates, vertex color information, texture coordinates, and alpha values of each polygon belonging to the field of view range to the image processing unit 16, and the image processing unit 16 based on the information.
- a display image is formed in a buffer provided on the VRAM (S 1 0 3).
- the game image formed in the buffer is extracted at a predetermined timing and displayed on the monitor 18.
- Fig. 8 shows the brightness that is executed when it is determined that there is an object 1 located in the shadow block 5 2 L or 5 2 R in the geometry processing shown in S 10 02 in Fig. 7. It is a flowchart which shows a correction process. Here, a case will be described in which the brightness correction process shown in FIG. 6 is performed on the game character project 56.
- the player game character The current position coordinates of the Kuta object 56 and the reference set at the periphery or inside of the block where the player game character object 56 is located, of the shadow block 52 L or 52 R Based on the position coordinates, the area where the game character object 56 is located is determined (S 2 0 1). For example, if the game character object 56 is located in the shadow block 52 R shown in FIG. 4, the game character object 56 is more specifically the areas A 1 to A. It is determined which area out of 4 is located.
- the brightness correction data corresponding to each reference position for specifying the area determined in S 2 0 1 is read from the brightness correction data table (see FIG. 6) (S 2 0 2). Then, the brightness correction data table read out in this way is added proportionately based on the current position of the game character object 56 and each reference position coordinate that identifies the area determined in S 2 0 1. Then, the lightness of the actual game character object 56, that is, the correction amount for the vertex color information is calculated (S203). After that, using the calculated correction amount, the vertex color information of each polygon constituting the game character object 5 6 is corrected so as to reduce the brightness (S 2 0 4).
- FIG. 9 is a flowchart showing this process (area determination process). As shown in the figure, in this process, it is first determined in which shadow block the game character object 56 is located (S 3 0 1). Then, for each area in the shadow block where the game character object 56 is located, it is checked whether or not the game character object 56 is located in the area, and the game character object 56 is located. Identify the area that is located (S 3 0 2 to S 3 0 4). In other words, in the process of S 3 0 2, the reference position coordinates, which are the vertex coordinates of each of the shadow blocks 5 2 L and 5 2 R, are represented by V as shown in FIG.
- Indexes from 3 to V3 are assigned so that they are clockwise when viewed from the Z direction in the world coordinate system. Then, assuming that the position coordinate of the game character object 56 in the world coordinate system is P, in the processing of S 300, for each area, the Z component of the outer product of vector 2 and vector, vector V The Z component of the outer product of 2 V 3 and vector V 2 P, and the Z component of the outer product of vector V g V and vector V 3 P are calculated. If all are negative, it is determined that the game character object 56 is located in the area, and the area determination process is terminated. If there is at least one positive one, the processing of S 3 0 2 and S 3 0 3 is executed for the next area (S 3 0 4). In this way, the area where the game character object 56 is located is specified.
- each reference position coordinate which is the vertex coordinate of the area, also has an index of V i to V 3 that is clockwise when viewed from the Z direction in the world coordinate system, as shown in Fig. 10. It will be granted.
- P represents the current position coordinates of the game character.
- the brightness of the game character object 56 can be changed according to the specific position in the shadow block 52L or 52R of the game character object 56.
- a plurality of reference position coordinates are set in advance in the shadow block 52L or 52R, and brightness correction data is associated with each reference position coordinate.
- 1 for example, when the game character object 56 is at the reference position
- a plurality of reference position coordinates are selected, By interpolating the brightness correction data associated with the selected reference position coordinates, the brightness correction amount of the game character object 56 is calculated.
- the brightness correction data is synthesized according to the positional relationship between the current position of the game character object 56 and each reference position coordinate. Therefore, even if the game character object 5 6 moves within the shadow block 5 2 L or 5 2 R, the brightness changes suddenly. I can not.
- the present invention is not limited to the above embodiment.
- the present invention is mainly applied to the brightness correction of the game character object 56 has been shown, but the present invention can also be applied to other objects. Further, the present invention can be applied to all three-dimensional computer graphics fields other than the game field. Industrial applicability
- one or a plurality of brightness correction data are selected based on the position coordinates of the object, and thereby an image related to the object is selected. Since it is displayed, the object can be displayed appropriately without causing the problem that the brightness of the object surface changes suddenly when the position of the object changes.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Computer Graphics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Optics & Photonics (AREA)
- Image Generation (AREA)
- Processing Or Creating Images (AREA)
Abstract
L'invention concerne un processeur d'images dans lequel la luminosité sur la surface d'un objet peut être commandée de façon appropriée selon la position de l'objet. Le processeur d'images comprend un moyen destiné à acquérir les coordonnées de position d'un objet personnage de jeu (56) dans un espace objet (58), un moyen de stockage de données de correction de clarté correspondant à une pluralité de coordonnées de position de référence spécifiées établies dans l'espace objet (58), un moyen de sélection de l'un d'une pluralité d'éléments de données de correction de clarté basées sur les coordonnées de position acquises par le moyen d'acquisition de coordonnées de positions et la pluralité de coordonnées de positions de référence spécifiées établies, un moyen de calcul de la quantité de correction de clarté de l'objet personnage de jeu (56) sur la base des données de correction de clarté sélectionnées, et un moyen d'affichage d'une image concernant l'objet personnage de jeu (56) à une clarté basée sur le degré de correction calculé.
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2003-205181 | 2003-07-31 | ||
| JP2003205181A JP2005050070A (ja) | 2003-07-31 | 2003-07-31 | 画像処理装置、画像処理方法及びプログラム |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2005013203A1 true WO2005013203A1 (fr) | 2005-02-10 |
Family
ID=34113665
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2004/003963 Ceased WO2005013203A1 (fr) | 2003-07-31 | 2004-03-23 | Processeur d'images, procede de traitement d'images et support de stockage d'informations |
Country Status (3)
| Country | Link |
|---|---|
| JP (1) | JP2005050070A (fr) |
| TW (1) | TWI235678B (fr) |
| WO (1) | WO2005013203A1 (fr) |
Families Citing this family (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2007098051A (ja) * | 2005-10-07 | 2007-04-19 | Samii Kk | 遊技機 |
| JP2007111125A (ja) * | 2005-10-18 | 2007-05-10 | Samii Kk | 遊技機 |
| JP3954630B1 (ja) | 2006-03-27 | 2007-08-08 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
| JP4071265B2 (ja) | 2006-08-29 | 2008-04-02 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム装置の制御方法及びプログラム |
Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2002092628A (ja) * | 2000-09-20 | 2002-03-29 | Namco Ltd | ゲームシステム、情報記憶媒体及び圧縮データの生成方法 |
-
2003
- 2003-07-31 JP JP2003205181A patent/JP2005050070A/ja active Pending
-
2004
- 2004-03-23 WO PCT/JP2004/003963 patent/WO2005013203A1/fr not_active Ceased
- 2004-03-31 TW TW093108822A patent/TWI235678B/zh not_active IP Right Cessation
Patent Citations (1)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2002092628A (ja) * | 2000-09-20 | 2002-03-29 | Namco Ltd | ゲームシステム、情報記憶媒体及び圧縮データの生成方法 |
Also Published As
| Publication number | Publication date |
|---|---|
| TWI235678B (en) | 2005-07-11 |
| TW200503809A (en) | 2005-02-01 |
| JP2005050070A (ja) | 2005-02-24 |
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