WO2007129477A1 - 画像処理装置および画像処理プログラム - Google Patents
画像処理装置および画像処理プログラム Download PDFInfo
- Publication number
- WO2007129477A1 WO2007129477A1 PCT/JP2007/000498 JP2007000498W WO2007129477A1 WO 2007129477 A1 WO2007129477 A1 WO 2007129477A1 JP 2007000498 W JP2007000498 W JP 2007000498W WO 2007129477 A1 WO2007129477 A1 WO 2007129477A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- setting
- virtual viewpoint
- virtual
- image processing
- referred
- 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
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/52—Controlling the output signals based on the game progress involving aspects of the displayed game scene
- A63F13/525—Changing parameters of virtual cameras
- A63F13/5258—Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
-
- A63F13/10—
-
- 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
- A63F13/45—Controlling the progress of the video game
-
- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T15/00—Three-dimensional [3D] image rendering
- G06T15/10—Geometric effects
- G06T15/20—Perspective computation
-
- 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
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
-
- 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
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6661—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera
- A63F2300/6684—Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera by dynamically adapting its position to keep a game object in its viewing frustrum, e.g. for tracking a character or a ball
Definitions
- the present invention relates to an image processing apparatus and an image processing program for controlling a virtual viewpoint for drawing an image in a virtual space.
- the coordinates of the virtual viewpoint are fixed in the virtual space, and the viewing direction vector of the virtual viewpoint is appropriately changed along with the movement of the player character, or the drawing range of the virtual viewpoint (viewing angle)
- the method of displaying the situation including the player character was adopted by changing.
- the present invention has been made to solve such conventional problems, and it is an object of the present invention to display a powerful image while sufficiently conveying the status of an object moving in a virtual space. Do.
- An image processing apparatus comprises a virtual space generation unit for generating a virtual space, an obstacle setting unit for setting an object in the virtual space, and a display image of the virtual space.
- Virtual viewpoint setting means for setting a virtual viewpoint
- movement operation means for moving the object in the virtual space, position on the movement path corresponding to the position of the object (referred to as object corresponding position)
- a virtual viewpoint setting unit configured to set the position of the virtual viewpoint and the image drawing state of the virtual viewpoint in correspondence with the object corresponding position.
- the virtual camera can be freely set to display a powerful image while sufficiently communicating the situation of the object moving in the virtual space.
- the virtual viewpoint setting unit may, for example, set the position of the virtual viewpoint along a continuous viewpoint path corresponding to at least a part of the object corresponding position; Alternatively, the position of the virtual viewpoint is set discontinuously for each predetermined range in at least a part of the object corresponding position.
- the virtual viewpoint setting means may include a coordinate axis (referred to as a first coordinate axis) perpendicular to a gaze axis of the virtual viewpoint and a reference axis in a three-dimensional direction of virtual space.
- a coordinate axis referred to as a first coordinate axis
- First angle setting means for setting a rotation angle (referred to as a first rotation angle), Rotation about a coordinate axis (referred to as a second coordinate axis) perpendicular to the visual axis of the virtual viewpoint and parallel to the reference axis
- Second angle setting means for setting an angle (referred to as a second rotation angle), and a rotation angle (referred to as a third rotation angle) about a coordinate axis (referred to as a third coordinate axis) perpendicular to the first and second coordinate axes.
- Third angle setting means for setting, and an inclination for setting an inclination of the reference axis in the virtual space And slope setting means.
- the virtual viewpoint setting means may include virtual viewpoint drawing range setting means for setting a drawing range of the virtual viewpoint.
- An image processing program comprises: a virtual space generation step for generating a virtual space; an object setting unit for setting an object in the virtual space; and a display image of the virtual space.
- the virtual camera can be freely set to display a powerful image while sufficiently communicating the situation of the object moving in the virtual space.
- the virtual viewpoint setting step may, for example, set the position of the virtual viewpoint along a continuous viewpoint path corresponding to at least a part of the object corresponding position, Or
- the position of the virtual viewpoint is set to failure for each predetermined range in at least a part of the object corresponding position.
- a coordinate axis (referred to as a first coordinate axis) perpendicular to a visual axis of the virtual viewpoint and a reference axis in a three-dimensional direction of virtual space.
- a first angle setting step of setting an angle (referred to as a first rotation angle), and a rotation angle about a coordinate axis (referred to as a second coordinate axis) perpendicular to the visual axis of the virtual viewpoint and parallel to the reference axis.
- the method may further comprise: a third angle setting step of setting the inclination angle setting step of setting an inclination of the reference axis in the virtual space.
- the virtual viewpoint setting step may include a virtual viewpoint drawing range setting step of setting a drawing range of the virtual viewpoint.
- FIG. 1 is a front view showing an embodiment in which an image processing device according to the present invention is applied to a game device
- FIG. 2 is a block diagram showing the game device of FIG.
- the game device (information processing device) 200 0 0 0 controller 2 1
- a display device such as 0 and a keyboard 2300 are connected.
- An object CH such as a player character and a surrounding landscape are displayed on the display device 220, and the object CH is moved by the controller 201.
- a game apparatus (image processing apparatus) 200 has a CPU 1 0 0 0 that controls the whole and a boot ROM 1 that stores a program for activating the game apparatus 2 0 0 0. 10 and system memory 10 20 for storing programs and data executed by the CPU 3 0 1.
- a game apparatus 200 0 0 has a video process for generating and controlling an image to be displayed. And a graphic memory 1040 for storing the original image of the generated image and the generated image, and the video processor 1030 displays the generated image as a display device. Displayed on 2 2 0 0.
- the game apparatus 200 is provided with an audio processor 1 0 7 0 for generating sound and an audio memory 1 0 8 0 for storing data of the generated sound, and the audio processor 1 0 7 0 Generates audio digital signals based on the data stored in the sound memory 1800, and outputs audio using speakers and headphones (not shown).
- the game apparatus 200 0 is provided with a CD-ROM drive 1 0 90 etc. as a storage device such as program data, and the storage device stores the game program and data stored in the storage medium in the system memory 10 2 0, graphic memory 1 0 4 0, audio memory 1 0 8 0 loaded.
- a memory interface 1 0 3 0 is provided in the game device 2 0 0 0, and can read and write the memory cards A and B held by the player. By this, it is possible to register the game result of each user, the state of the game ended halfway, and the like.
- a game device 2 0 0 0 has a modem via a communication interface 1 1 6 0
- a network game can be executed by a plurality of game devices 200 0 through a network, and also from server (not shown), statistics of game results, each game player's ranking, various You can get various information about the game, such as events.
- the game device 200 0 is provided with a controller interface 1 1 40.
- the controller 2 1 0 0 is connected to the terminals 1 to 4 of the controller interface 1 1 0.
- FIG. 3 shows a player character in a game executed by the game device of FIG.
- FIG. 4 is a front view showing the movement of the player character and the virtual camera in the game executed by the game apparatus shown in FIG. 1.
- FIG. 5 shows the corresponding position calculation method.
- a course CR to which the player character (object) CH can move is set, and the player character CH can freely move within a range that does not deviate from the course CR.
- a movement path CR 1 indicating a path within the movable range of the player character CH is set, and further, along the movement path CR 1, the camera path of the virtual camera CM CR 2 is set.
- the player moves the player character CH along the course CR, for example, forward or backward along the course CR, or in the width direction of the course CR, or up and down the virtual space SP, by operating the controller 210, etc. Can.
- An object corresponding position CP corresponding to a position CH (X, ⁇ , Z) in the virtual space SP of the player character CH is determined for the movement route CR 1, and the virtual force camera CM is an object corresponding position CP.
- the camera shooting conditions including the corresponding position CM, the tilt of the camera, and the drawing range (field angle) of the camera are set.
- the object corresponding position CP is, for example, a point on the movement route CR 1 closest to the position C H (X, ⁇ , Z) of the player character CH.
- a plurality of course reference coordinates KFO to KF 7 are set on the movement route CR 1 as representative locations of the player character CH, and a route from the start position KFO to each course reference coordinate KF i is set in advance.
- the length L i is often set.
- three-dimensional coordinates in the virtual space of course reference coordinates K F i are also set.
- the object corresponding position CP is determined by the path length LS along the movement path CR1 from the course reference coordinate KF1.
- a perpendicular line is drawn from CH (X, ⁇ , Z), and the corresponding position CP is calculated according to the path length corresponding to the distance from KF i to the foot CF of the perpendicular line.
- the following parameters are set.
- ⁇ The angle formed by the line connecting the position CH (X, ⁇ , Z) and the course reference coordinates KFi, and the line connecting the course reference coordinates KFU KFi + 1
- the position CM (Ls) of the virtual camera CM is determined, and the photographing condition set in advance is determined based on the position CM.
- FIG. 6 is a front view showing parameters of a virtual camera in a game executed by the game apparatus of FIG. 1
- FIG. 7 is a right side view thereof
- FIG. 8 is a plan view thereof
- FIG. It is a perspective view which shows the parameter of the reference axis of a virtual camera.
- the shooting state is set by setting the reference axis AX, which is the reference of the rotation of the optical axis OX of the virtual camera CM which is the visual axis of the virtual viewpoint, and is set by the following parameters. .
- H height of virtual camera CM in a state where reference axis AX is parallel to Y axis of virtual space. For example, it is measured from the ground of course CR.
- XC Coordinate axis perpendicular to the reference axis AX and the optical axis OX. (Referred to as the first coordinate axis.)
- YC A coordinate axis perpendicular to the optical axis OX and parallel to the reference axis AX. (It is called the second coordinate axis.)
- Zc Coordinate axes perpendicular to the Xc and Yc axes. (Called the third coordinate axis.) The rotation angle of the virtual camera CM around the XC axis. (It is called the first rotation angle.
- iSc Rotation angle of virtual camera CM around Yc axis.
- the second rotation angle yc The rotation angle of the virtual camera CM around the ZC axis
- ⁇ Angle of view of virtual camera.
- the shooting state of virtual camera CM is set to achieve the most effective image representation for each corresponding position CP, and the position CH (X, Y, Z) associated with the corresponding position CP corresponds to Since it is near the position CP, a sufficiently effective image representation is obtained.
- the parameters for determining the shooting state include the rotation angle of the reference axis AX, and it is also possible to represent an image in which the reference axis AX is rocked, and various changes can be realized.
- the camera path CR2 along which the virtual camera CM moves is not set continuously along the movement path CR1 of the player character, for each predetermined range of the movement path CR1 of the player character, eg
- the camera route CR 2 may be set to shoot, and various parameters may be set to correspond to the force camera route CR 2.
- FIG. 11 shows an image taken by a virtual camera in the course of FIGS. 3 and 4.
- FIG. 12 shows another image taken by a virtual camera.
- FIG. 10 is a view showing still another image taken by the virtual camera.
- the reference axis A X is set parallel to the Y axis of the virtual space S P, and the virtual camera CM displays the player character CH and the surrounding situation from behind the player character CH.
- the reference axis AX is inclined along the inclination of the course, and a representation close to the image seen from the viewpoint of the player character is made. In this way, the movement of the player character CH running while being piled up to the centrocentric force is effectively expressed.
- the CPU 1000, the system memory 1 020, the video display processor 1 030, and the graphic memory 1 040 work together to function as virtual space generation means for generating a virtual space SP. It functions as a means to generate an obse- que CH in the virtual space SP.
- the CPU 1000, the system memory 1020 and the controller 210 work together to function as a movement operation means for moving the object CH substantially along the movement standard route CR 1 in the virtual space SP.
- the CPU 1000 and the system memory 1 020 cooperate to function as a standard route generating means for generating the movement standard route CR 1 of the object ⁇ CH, for setting the display image of the virtual space SP.
- Virtual force to generate virtual camera CM It functions as a camera generation unit, functions as an object corresponding position calculation means for calculating the object corresponding position CP corresponding to the position CH (X, Y, ⁇ ) of the object CH, corresponds to the object corresponding position CP. It functions as a virtual camera setting means to set the position of the virtual camera CM and the shooting condition, and sets the first rotation angle Of C of the first coordinate axis XC circle perpendicular to the optical axis OP of the virtual camera CM and the reference axis AX.
- Function as a first angle setting means, and as a second angle setting means for setting a second rotation angle ⁇ C of a second coordinate axis YC circle, and a third rotation angle of a third coordinate axis ZC circle 3 Functions as an angle setting means, functions as an inclination setting means for setting an inclination in the virtual space SP of the reference axis AX, and functions as an angle of view setting means for setting an angle of view.
- the above image processing is executed by the image processing program shown in the flow chart of FIG. 14 in the game apparatus (image processing apparatus) 2000, and the image processing program executes the following steps.
- Step S 1401 First, set the object CH, virtual camera CM, course CR, moving standard route CR1, and camera route CR 2 and go to step S 1402.
- Step S 1 402 It is determined whether a control signal for moving the object CH is input from the controller 2 100. If the controller signal is input, the process proceeds to step S 1402. If the controller signal is not input, the process proceeds to step S 1 407.
- Step S 1 403 Move the object CH, and go to step S 1 404.
- Step S 1 404 The object corresponding position CP is calculated, and the process proceeds to step S 1 405.
- Step S 1 405 Set the position and shooting condition of the virtual camera CM, and proceed to step S 1 406.
- Step S 1 406 Perform image generation and display, and go to Step S 1 407
- Step S 1 4 0 7 It is determined whether or not the game is over, such as when the object CH reaches a goal. If the game is over, the process is finished. If the game is not over, the process proceeds to step S 1 4 0 9.
- Step S 1 4 0 8 It is determined whether the game time has ended. If the time is out, the process is finished, and if the time is not over, the process returns to step S 1 400.
- the image processing program shown in FIG. 14 is a system memory from a storage medium or communication medium.
- program code for causing the computer to execute the image processing program is read from the storage medium or communication medium into the system memory of the general purpose computer. .
- FIG. 1 is a front view showing an embodiment in which an image processing device according to the present invention is applied to a game device.
- FIG. 2 is a block diagram showing the game device of FIG. 1;
- FIG. 3 is a plan view showing movement of a player character and a virtual camera in the game executed by the game device of FIG. 1.
- FIG. 4 is a front view showing a movement state of a player character and a virtual camera in the game executed by the game device of FIG. 1.
- FIG. 5 is a diagram showing a corresponding position calculation method.
- FIG. 6 is a front view showing parameters of virtual force cameras in the game executed by the game device of FIG. 1.
- FIG. 7 is a right side view showing parameters of virtual force cameras in the game executed by the game device of FIG. 1.
- FIG. 8 is a plan view showing parameters of virtual force cameras in the game executed by the game apparatus of FIG. 1.
- FIG. 8 is a plan view showing parameters of virtual force cameras in the game executed by the game apparatus of FIG. 1.
- FIG. 9 is a perspective view showing parameters of a reference axis of a virtual force camera in the game executed by the game apparatus of FIG. 1;
- FIG. 10 is a view showing another movement situation of the player character and the virtual camera in the game executed by the game apparatus of FIG. 1;
- FIG. 11 is a view showing an image taken by a virtual camera in the game executed by the game apparatus of FIG. 1;
- FIG. 12 is a view showing another image taken by the virtual camera in the game executed by the game device shown in FIG.
- FIG. 13 is a view showing still another image taken by the virtual camera in the game executed by the game device shown in FIG.
- FIG. 14 is a flow chart showing an embodiment of an image processing program according to the present invention.
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- Theoretical Computer Science (AREA)
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- Processing Or Creating Images (AREA)
Abstract
Description
Claims
Priority Applications (3)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2008514395A JP4973658B2 (ja) | 2006-05-09 | 2007-05-09 | 画像処理装置および画像処理プログラム |
| US12/227,207 US8836693B2 (en) | 2006-05-09 | 2007-05-09 | Image processing apparatus and image processing program |
| EP07737154A EP2023298A4 (en) | 2006-05-09 | 2007-05-09 | IMAGE PROCESSING DEVICE AND IMAGE PROCESSING PROGRAM |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006130898 | 2006-05-09 | ||
| JP2006-130898 | 2006-05-09 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007129477A1 true WO2007129477A1 (ja) | 2007-11-15 |
Family
ID=38667589
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2007/000498 Ceased WO2007129477A1 (ja) | 2006-05-09 | 2007-05-09 | 画像処理装置および画像処理プログラム |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US8836693B2 (ja) |
| EP (1) | EP2023298A4 (ja) |
| JP (1) | JP4973658B2 (ja) |
| WO (1) | WO2007129477A1 (ja) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2010016189A1 (ja) * | 2008-08-08 | 2010-02-11 | 株式会社セガ | ゲームプログラムおよびゲーム装置 |
| JP2014184300A (ja) * | 2014-04-28 | 2014-10-02 | Copcom Co Ltd | ゲームプログラム、及びゲーム装置 |
Families Citing this family (23)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP5149337B2 (ja) * | 2010-06-11 | 2013-02-20 | 株式会社バンダイナムコゲームス | プログラム、情報記憶媒体及び画像生成システム |
| US8965696B2 (en) | 2012-06-05 | 2015-02-24 | Apple Inc. | Providing navigation instructions while operating navigation application in background |
| US20130321400A1 (en) | 2012-06-05 | 2013-12-05 | Apple Inc. | 3D Map Views for 3D Maps |
| US9482296B2 (en) | 2012-06-05 | 2016-11-01 | Apple Inc. | Rendering road signs during navigation |
| US9886794B2 (en) | 2012-06-05 | 2018-02-06 | Apple Inc. | Problem reporting in maps |
| US9997069B2 (en) | 2012-06-05 | 2018-06-12 | Apple Inc. | Context-aware voice guidance |
| US9418672B2 (en) | 2012-06-05 | 2016-08-16 | Apple Inc. | Navigation application with adaptive instruction text |
| US10156455B2 (en) | 2012-06-05 | 2018-12-18 | Apple Inc. | Context-aware voice guidance |
| US9269178B2 (en) | 2012-06-05 | 2016-02-23 | Apple Inc. | Virtual camera for 3D maps |
| US10176633B2 (en) | 2012-06-05 | 2019-01-08 | Apple Inc. | Integrated mapping and navigation application |
| US9398264B2 (en) | 2012-10-19 | 2016-07-19 | Qualcomm Incorporated | Multi-camera system using folded optics |
| US10178373B2 (en) | 2013-08-16 | 2019-01-08 | Qualcomm Incorporated | Stereo yaw correction using autofocus feedback |
| US9383550B2 (en) | 2014-04-04 | 2016-07-05 | Qualcomm Incorporated | Auto-focus in low-profile folded optics multi-camera system |
| CN104978058B (zh) * | 2014-04-04 | 2019-05-07 | 宝宸(厦门)光学科技有限公司 | 电路元件及其制造方法 |
| US9374516B2 (en) | 2014-04-04 | 2016-06-21 | Qualcomm Incorporated | Auto-focus in low-profile folded optics multi-camera system |
| US9332285B1 (en) * | 2014-05-28 | 2016-05-03 | Lucasfilm Entertainment Company Ltd. | Switching modes of a media content item |
| JP6385725B2 (ja) * | 2014-06-06 | 2018-09-05 | 任天堂株式会社 | 情報処理システム及び情報処理プログラム |
| US10013764B2 (en) | 2014-06-19 | 2018-07-03 | Qualcomm Incorporated | Local adaptive histogram equalization |
| US9294672B2 (en) * | 2014-06-20 | 2016-03-22 | Qualcomm Incorporated | Multi-camera system using folded optics free from parallax and tilt artifacts |
| US9541740B2 (en) | 2014-06-20 | 2017-01-10 | Qualcomm Incorporated | Folded optic array camera using refractive prisms |
| US9819863B2 (en) | 2014-06-20 | 2017-11-14 | Qualcomm Incorporated | Wide field of view array camera for hemispheric and spherical imaging |
| US9832381B2 (en) | 2014-10-31 | 2017-11-28 | Qualcomm Incorporated | Optical image stabilization for thin cameras |
| JP7123736B2 (ja) * | 2018-10-23 | 2022-08-23 | キヤノン株式会社 | 画像処理装置、画像処理方法、およびプログラム |
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- 2007-05-09 WO PCT/JP2007/000498 patent/WO2007129477A1/ja not_active Ceased
- 2007-05-09 EP EP07737154A patent/EP2023298A4/en not_active Ceased
- 2007-05-09 US US12/227,207 patent/US8836693B2/en active Active
- 2007-05-09 JP JP2008514395A patent/JP4973658B2/ja active Active
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2010016189A1 (ja) * | 2008-08-08 | 2010-02-11 | 株式会社セガ | ゲームプログラムおよびゲーム装置 |
| JP2014184300A (ja) * | 2014-04-28 | 2014-10-02 | Copcom Co Ltd | ゲームプログラム、及びゲーム装置 |
Also Published As
| Publication number | Publication date |
|---|---|
| JPWO2007129477A1 (ja) | 2009-09-17 |
| US8836693B2 (en) | 2014-09-16 |
| EP2023298A4 (en) | 2010-07-21 |
| JP4973658B2 (ja) | 2012-07-11 |
| EP2023298A1 (en) | 2009-02-11 |
| US20120092325A1 (en) | 2012-04-19 |
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