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    • 1. 发明授权
    • Portable game machine and computer-readable recording medium
    • 便携式游戏机和计算机可读记录介质
    • US07786997B2
    • 2010-08-31
    • US10921957
    • 2004-08-20
    • Hiroshi YoshinoKeizo OhtaYoshitaka YasumotoKenji Nishida
    • Hiroshi YoshinoKeizo OhtaYoshitaka YasumotoKenji Nishida
    • G09G5/39
    • G06F3/1438A63F2300/1075A63F2300/203A63F2300/204A63F2300/301A63F2300/63A63F2300/6669G06T15/005G09G3/003H04N21/4781
    • In each odd-numbered frame, a game image generated by a three-dimensional image processing unit 31 is supplied to a first LCD 11, and then a game image identical to the generated game image is stored in a first VRAM 21a. Also, a two-dimensional image processing unit 37 supplies the game image stored in the immediately-preceding even-numbered frame in a second VRAM 21b to a second LCD 12. On the other hand, in each even-numbered frame, a game image generated by the three-dimensional image processing unit 31 is supplied to the first LCD 12, and then a game image identical to the generated game image is stored in the second VRAM 21b. Also, the two-dimensional image processing unit 37 supplies the game image stored in the immediately-preceding odd-numbered frame in the first VRAM 21a to the first LCD 11. With this, in a portable game machine including two display units, different three-dimensional game images can be simultaneously displayed by a single three-dimensional image processing unit on the two display units without flicker on the display screens.
    • 在每个奇数帧中,将由三维图像处理单元31生成的游戏图像提供给第一LCD 11,然后将与生成的游戏图像相同的游戏图像存储在第一VRAM 21a中。 此外,二维图像处理单元37将存储在第二VRAM 21b中的紧前的偶数帧中的游戏图像提供给第二LCD 12.另一方面,在每个偶数帧中,游戏图像 由三维图像处理单元31产生的图像被提供给第一LCD 12,然后将与所生成的游戏图像相同的游戏图像存储在第二VRAM 21b中。 此外,二维图像处理单元37将存储在第一VRAM 21a中的紧前相邻的奇数帧中的游戏图像提供给第一LCD 11.由此,在包括两个显示单元的便携式游戏机中,不同的三个 可以在两个显示单元上的单个三维图像处理单元同时显示三维游戏图像,而不会在显示屏幕上闪烁。
    • 9. 发明申请
    • Portable game machine and computer-readable recording medium
    • 便携式游戏机和计算机可读记录介质
    • US20050227761A1
    • 2005-10-13
    • US10921957
    • 2004-08-20
    • Hiroshi YoshinoKeizo OhtaYoshitaka YasumotoKenji Nishida
    • Hiroshi YoshinoKeizo OhtaYoshitaka YasumotoKenji Nishida
    • A63F13/00A63F13/52A63F13/90G06F3/14G09G5/00G09G5/36G09G5/397G09G5/399
    • G06F3/1438A63F2300/1075A63F2300/203A63F2300/204A63F2300/301A63F2300/63A63F2300/6669G06T15/005G09G3/003H04N21/4781
    • In each odd-numbered frame, a game image generated by a three-dimensional image processing unit 31 is supplied to a first LCD 11, and then a game image identical to the generated game image is stored in a first VRAM 21a. Also, a two-dimensional image processing unit 37 supplies the game image stored in the immediately-preceding even-numbered frame in a second VRAM 21b to a second LCD 12. On the other hand, in each even-numbered frame, a game image generated by the three-dimensional image processing unit 31 is supplied to the first LCD 12, and then a game image identical to the generated game image is stored in the second VRAM 21b. Also, the two-dimensional image processing unit 37 supplies the game image stored in the immediately-preceding odd-numbered frame in the first VRAM 21a to the first LCD 11. With this, in a portable game machine including two display units, different three-dimensional game images can be simultaneously displayed by a single three-dimensional image processing unit on the two display units without flicker on the display screens.
    • 在每个奇数帧中,将由三维图像处理单元31生成的游戏图像提供给第一LCD 11,然后将与生成的游戏图像相同的游戏图像存储在第一VRAM21a中。 此外,二维图像处理单元37将存储在第二VRAM 21b中的紧前的偶数帧中的游戏图像提供给第二LCD 12。 另一方面,在每个偶数帧中,将由三维图像处理单元31生成的游戏图像提供给第一LCD 12,然后将与生成的游戏图像相同的游戏图像存储在第二VRAM中 21 b。 此外,二维图像处理单元37将存储在第一VRAM21a中的紧前面的奇数帧中的游戏图像提供给第一LCD 11。 这样,在包括两个显示单元的便携式游戏机中,可以在两个显示单元上的单个三维图像处理单元同时显示不同的三维游戏图像,而不会在显示屏幕上闪烁。