KR970705102A - 화상 처리 장치 및 화상 처리 방법(Picture Treating Apparatus and Picture Treating Method) - Google Patents
화상 처리 장치 및 화상 처리 방법(Picture Treating Apparatus and Picture Treating Method) Download PDFInfo
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- KR970705102A KR970705102A KR1019970700179A KR19970700179A KR970705102A KR 970705102 A KR970705102 A KR 970705102A KR 1019970700179 A KR1019970700179 A KR 1019970700179A KR 19970700179 A KR19970700179 A KR 19970700179A KR 970705102 A KR970705102 A KR 970705102A
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- A—HUMAN NECESSITIES
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- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/56—Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
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- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
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- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
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- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
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- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
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- A—HUMAN NECESSITIES
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- 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
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/20—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 characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
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- A—HUMAN NECESSITIES
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- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
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- A—HUMAN NECESSITIES
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- 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
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- A—HUMAN NECESSITIES
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- 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
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- 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
- A63F2300/6653—Methods for processing data by generating or executing the game program for rendering three dimensional images for altering the visibility of an object, e.g. preventing the occlusion of an object, partially hiding an object
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- A—HUMAN NECESSITIES
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- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8011—Ball
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Abstract
Description
Claims (17)
- 제1화상 및 제2 화상이 충돌하는 것을 판정한 경우에, 제2 화상의 형상을 변경하는 홧아 처리 장치에 있어서, 상기 제1 화상으로부터 소정 시간내에 제1 화상이 이동할 수 있는 거리만큼 떨어진 위치에 가상 영역을 생성하는 가상 영역 생성 수단 ; 상기 가상 영역에 제2 화상이 위치하는지의 여부를 판정하는 판정 수단 ; 및 상기 제2 화상이 가상 영역에 위치한다고 판정된 경우에는 제2 화상의 형상을 변경하는 화상 변경 수단을 구비한 것을 특징으로 하는 화상 처리 장치.
- 제1항에 있어서, 제1 화상의 이동 속도 및 위치를 판단하는 위치 판단 수단을 구비하고, 상기 가상 영역 생성 수단은 위치 판단 수단에 의해 판단 결과에 기초하여 상기 가상 영역의 형상을 변경하는 것을 특징으로 하는 화상 처리 장치.
- 제2항에 있어서, 상기 가상 영역 생성 수단은 상기 제1 화상의 속도의 저하에 따라 상기 가상 영역의 면적을 감소시키는 것을 특징으로 하는 화상 처리 장치.
- 제1항 내지 제3항의 어느 한항에 있어서, 상기 가상 영역은 상기 제1 화상의 이동 방향에 대해서 직각 방향으로 연장하는 형상을 이루는 것을 특징으로 하는 화상 처리 장치.
- 제1항에 있어서, 상기 화상 변경 수단은 상기 가상 영역상에서의 제1 화상의 위치에 대응한 형상의 제2 화상을 생성하는 것을 특징으로 하는 화상 처리 장치.
- 제1항에 있어서, 상기 화상 변경 수단은 기준 평면 화상에 대한 상기 제1 화상의 높이에 대응한 형상의 제2화상을 생성하는 것을 특징으로 하는 화상 처리 장치.
- 제1항 내지 제6항의 어느 한 항에 있어서, 상기 제1 화상은 야구의 볼을 나타내고, 상기 제2화상은 야구의 야수를 나타냄과 동시에, 상기 화상 변경 수단은 포구(捕球) 동작에 따라 야수의 자세를 서서히 변경하는 것을 특징으로 하는 화상 처리 장치.
- 3차원 좌표계로 표시된 복수의 폴리곤(Polygon)을 2차원 좌표계로 투영하는 좌표 변화 수단: 및 상기 2차원 좌표계로 투영된 상기 복수의 폴리곤끼리의 표시 순위를 표시 화면에 대해 상기 3차원 좌표계의 안쪽 방향의 좌표값의 대소에 기초하여 결정함과 동시에, 상기 표시 순위에 따라 폴리곤을 우선적으로 표시하는 숨은 면 처리 수단을 구비한 화상 처리 장치에 있어서, 상기 숨은 면 처리 수단은 기술(記述) 순위가 미리 정해진 복수의 폴리곤으로 이루어지는 폴리곤 그룹의 표시 순위를 해당 폴리곤 그룹을 구성하는 하나의 폴리곤의 상기 안쪽 방향의 좌표값에 기초하여 결정함과 동시에, 해당하는 폴리곤 그룹을 표시한다고 결정한 경우에 한해 해당 폴리곤 그룹을 구성하는 각각의 폴리곤을 상기 기술 순위에 기초하여 우선적으로 표시하는 것을 특징으로 하는 화상 처리 장치.
- 제8항에 있어서, 상기 숨은 면 처리 수단은 상기 기술 순위가 가장 높은 폴리곤의 안쪽 방향 좌표값에 기초하여 상기 폴리곤 그룹의 표시 순위를 결정하는 것을 특징으로 하는 화상 처리 장치.
- 제8항에 있어서, 상기 하나의 폴리곤은 등 번호를 나타내고, 상기 다른 폴리곤은 유니폼을 나타내는 것을 특징으로 하는 화상 처리 장치.
- 중심점으로부터 반경이 R인 곡면 화상과 제1 화상과의 충돌 판정을 행하는 화상 처리 장치에 있어서, 상기 중심점으로부터 제1 화상까지의 거리 r을 산출하고, 거리 r이 거리 R에 이른 경우에는 제1 화상이 곡면 화상에 충돌한 것으로 판정하는 것을 특징으로 하는 화상 처리 장치.
- 제11항에 잇어서, 상기 곡면 화상은 야구의 담장을 나타내고, 상기 제1 화상은 볼을 나타내는 것을 특징으로 하는 화상 처리 장치.
- 제1 화상 및 제2 화상이 충돌하는 것을 판정한 경우에, 제2 화상의 형상을 변경하는 화상 처리 방법에 있어서, 제1화상으로부터 소정 시간내에 제1 화상이 이동할 수 있는 거리만큼 떨어진 위치에 가상 영역을 생성하고, 가상 영역에 제2 화상이 위치하는지의 여부를 판정하며, 제2 화상이 가상 영역에 위치한다고 판정된 경우에는, 제2 화상의 형상을 변경하는 것을 특징으로 하는 화상 처리 방법.
- 제12항에 있어서, 상기 제1 화상의 이동 속도 및 위치를 판단하고, 상기 이동 속도 및 위치에 기초하여 상기 가상 영역의 형상을 변경하는 것을 특징으로 하는 화상 처리 방법.
- 3차원 좌표계로 나타낸 복수의 폴리곤을 2차원 좌표계로 투영하고, 2차원 좌표계로 투영된 상기 복수의 폴리곤끼리의 표시 순위를, 표시 화면에 대한 상기 3차원 좌표계의 안쪽 방향의 좌표값이 대소에 기초하여 결정함과 동시에, 상기 표시 순위에 따라 폴리곤을 우선적으로 표시하는 화상 처리 방법에 있어서, 기술 순위가 미리 정해진 복수의 폴리곤으로 이루어지는 폴리곤 그룹의 표시 순위를 해당 폴리곤 그룹을 구성하는 하나의 폴리곤의 상기 안쪽 방향의 좌표값에 기초하여 결정함과 동시에, 해당 폴리곤 그룹을 표시한다고 결정한 경우에 한해 해당 폴리곤 그룹을 구성하는 각각의 폴리곤을 상기 기술 순서에 기초하여 우선적으로 표시하는 것을 특징으로 하는 화상 처리 방법.
- 중심점으로부터 반경이 R인 곡면 화상과 제1 화상과의 충돌 판정을 행하는 화상 처리 방법에 있어서, 상기 중심점으로부터 제1 화상까지의 거리 r을 산출하고, 거리 r이 거리 R에 이른 경우에는 제1 화상이 곡면 화상에 충돌했다고 판정하는 것을 특징으로 하는 화상 처리 방법.
- 제13항 내지 제16항의 어느 한항에 기재된 방법을 처리 장치로 실행시키는 수순이 기억된 것을 특징으로 하는 기억 매체※ 참고사항 : 최초출원 내용에 의하여 공개하는 것임.
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP95-113461 | 1995-05-11 | ||
JP11346195A JP3239683B2 (ja) | 1995-05-11 | 1995-05-11 | 画像処理装置および画像処理方法 |
Publications (2)
Publication Number | Publication Date |
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KR970705102A true KR970705102A (ko) | 1997-09-06 |
KR100404692B1 KR100404692B1 (ko) | 2004-02-05 |
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Application Number | Title | Priority Date | Filing Date |
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KR1019970700179A KR100404692B1 (ko) | 1995-05-11 | 1996-05-10 | 화상처리장치및화상처리방법 |
Country Status (9)
Country | Link |
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US (2) | US6102801A (ko) |
EP (1) | EP0778547B1 (ko) |
JP (1) | JP3239683B2 (ko) |
KR (1) | KR100404692B1 (ko) |
CN (2) | CN1093299C (ko) |
BR (1) | BR9606387A (ko) |
DE (1) | DE69631945T2 (ko) |
HK (1) | HK1014066A1 (ko) |
WO (1) | WO1996036017A1 (ko) |
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1995
- 1995-05-11 JP JP11346195A patent/JP3239683B2/ja not_active Expired - Fee Related
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1996
- 1996-05-10 WO PCT/JP1996/001249 patent/WO1996036017A1/ja active IP Right Grant
- 1996-05-10 DE DE69631945T patent/DE69631945T2/de not_active Expired - Lifetime
- 1996-05-10 EP EP96913729A patent/EP0778547B1/en not_active Expired - Lifetime
- 1996-05-10 CN CN96190478A patent/CN1093299C/zh not_active Expired - Fee Related
- 1996-05-10 US US08/765,254 patent/US6102801A/en not_active Expired - Lifetime
- 1996-05-10 KR KR1019970700179A patent/KR100404692B1/ko not_active IP Right Cessation
- 1996-05-10 BR BR9606387A patent/BR9606387A/pt not_active IP Right Cessation
-
1998
- 1998-12-21 HK HK98114222A patent/HK1014066A1/xx not_active IP Right Cessation
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2000
- 2000-05-08 US US09/566,631 patent/US6558257B1/en not_active Expired - Lifetime
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Also Published As
Publication number | Publication date |
---|---|
WO1996036017A1 (fr) | 1996-11-14 |
US6102801A (en) | 2000-08-15 |
KR100404692B1 (ko) | 2004-02-05 |
BR9606387A (pt) | 1997-12-30 |
EP0778547A4 (en) | 1999-02-03 |
CN1154170A (zh) | 1997-07-09 |
JP3239683B2 (ja) | 2001-12-17 |
JPH08305891A (ja) | 1996-11-22 |
CN1423238B (zh) | 2010-05-26 |
EP0778547B1 (en) | 2004-03-24 |
CN1093299C (zh) | 2002-10-23 |
HK1014066A1 (en) | 1999-09-17 |
EP0778547A1 (en) | 1997-06-11 |
DE69631945T2 (de) | 2005-04-21 |
US6558257B1 (en) | 2003-05-06 |
DE69631945D1 (de) | 2004-04-29 |
CN1423238A (zh) | 2003-06-11 |
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