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    • 5. 发明授权
    • Game machine, game machine control method, information recording medium, and program
    • 游戏机,游戏机控制方法,信息记录介质和程序
    • US08128497B2
    • 2012-03-06
    • US11575650
    • 2005-09-12
    • Toshiyuki Miyamoto
    • Toshiyuki Miyamoto
    • A63F9/24G06F17/00
    • A63F13/54A63F13/00A63F2300/6081A63F2300/6615A63F2300/6638H04S7/30
    • To output sounds generated by multiple objects disposed in a virtual space in as easy a manner as possible while giving live feelings, a storage unit (202) of a game machine (201) stores information on objects of a first type and a second type which move in the virtual space. A basic sound acquiring unit (203) acquires basic sound information corresponding to the total number of the objects. An imitation sound acquiring unit (204) acquires imitation sound information imitating a sound generated by an object of the first type from its position in the virtual space. A mixing output unit (205) mixes and outputs the basic sound information and the imitation sound information. An input receiving unit (206) receives an instruction input from the user. In a case where the instruction input satisfies a predetermined extinction condition, a deleting unit (207) deletes any of objects of the first type from the storage unit (202) if there is no object of the second type stored in the storage unit (202), and deletes any of objects of the second type from the storage unit (202) if there is.
    • 为了以尽可能简单的方式输出设置在虚拟空间中的多个对象产生的声音,同时产生现场感觉,游戏机(201)的存储单元(202)存储关于第一类型和第二类型的对象的信息, 在虚拟空间中移动。 基本声音获取单元(203)获取与对象总数相对应的基本声音信息。 模仿声音获取单元(204)从虚拟空间中的位置获取模仿由第一类型的对象产生的声音的模仿声音信息。 混合输出单元(205)混合并输出基本声音信息和仿制声音信息。 输入接收单元(206)接收来自用户的指令输入。 在指示输入满足预定的消光条件的情况下,如果不存储在存储单元(202)中的第二类型的对象,则删除单元(207)从存储单元(202)中删除第一类型的任何对象 ),并且如果存在,则从存储单元(202)中删除第二类型的任何对象。
    • 6. 发明申请
    • IMAGE GENERATION DEVICE, AUTOMATIC GENERATION METHOD, RECORDING MEDIUM, AND PROGRAM
    • 图像生成装置,自动生成方法,记录媒体和程序
    • US20090021512A1
    • 2009-01-22
    • US11814788
    • 2006-01-20
    • Kentaro Nagayama
    • Kentaro Nagayama
    • G06T15/00G06F3/00
    • G06T15/00A63F13/00A63F2300/66A63F2300/6615
    • A parts selection unit (203) reads out outline information stored in an outline information storage unit (212) and selects a parts image in alignment with stored outline information. Then the parts selection unit (203) selects remaining parts so that the total work load is within a range not exceeding a predetermined allowable value, based on stored indicator information. That is, with the processing loads of successively selected parts image being calculated in the processing load calculation unit (204), a remaining parts image is selected. Image rendering unit (206) generates a three-dimensional image based on each parts image selected by the parts selection unit (203) and stored in a map storage unit (205).
    • 零件选择单元(203)读出存储在轮廓信息存储单元(212)中的轮廓信息,并且选择与存储的轮廓信息对准的零件图像。 然后,部件选择单元(203)基于存储的指示符信息选择剩余部分,使得总工作负载在不超过预定容许值的范围内。 也就是说,在处理负荷计算单元(204)中计算连续选择的部件图像的处理负荷的情况下,选择剩余部分图像。 图像再现单元(206)基于由部件选择单元(203)选择并存储在地图存储单元(205)中的每个部件图像生成三维图像。
    • 7. 发明授权
    • Game system, program and image generating method
    • US07046242B2
    • 2006-05-16
    • US10048537
    • 2001-06-04
    • Shigeru Kitsutaka
    • Shigeru Kitsutaka
    • G06T15/00
    • A63F13/525A63F13/10A63F2300/66A63F2300/6615A63F2300/6653A63F2300/6661G06T15/02G06T15/20
    • An object is to provide a game system, program and image generating method which can effectively generate an image having an edge line of higher quality. The image of an edge line EDL of an object OB is changed depending on a distance between the object and the viewpoint or the size of the perspectively transformed object OB. As the distance between the object and the viewpoint increases or as the size of the perspectively transformed object decreases, the color of the edge line of the object gradually becomes the second color. The color of the edge line begins to become the second color at a threshold value VTN. The color of the edge line is set to the second color at another threshold value VTF. As the distance between the object and the viewpoint increase or as the size of the perspectively transformed object decreases, the image of the edge line of the object is made more transparent. When the distance between the object and the viewpoint (or the size of the object) is substantially equal to a distance in the viewpoint follow mode, the color or translucency of the edge line is maintained substantially constant. When the distance between the object and the viewpoint is at the threshold value VTF, the image of the edge line substantially disappears. The image of the edge line is drawn in the outside or inside area of the object.
    • 8. 发明申请
    • Image processing device and image processing method
    • 图像处理装置及图像处理方法
    • US20060061575A1
    • 2006-03-23
    • US11231987
    • 2005-09-22
    • Junichi KamaiMasaki Miyashita
    • Junichi KamaiMasaki Miyashita
    • G06T15/70G06T13/00
    • G06T13/20A63F2300/6615G06T2210/36
    • The workability for performing moving image processing and generating moving images in real time is alleviated and a desired quality of such moving image is realized without using the LOD technique. When an object image being displayed on a display monitor is enlarged or reduced, parts images are added or deleted according to the order of significance value of the respective parts images set in advance based on the distance from the viewpoint thereof. Specifically, when an object image is to be enlarged, parts images with a low significance value and which are non-display targets in the current display status will be added. Meanwhile, when an object image is to be reduced, among the parts images currently being displayed, those with the lowest significance value are deleted, in order, to become non-display targets according to the distance from the viewpoint.
    • 实现运动图像处理和实时生成运动图像的可操作性得到缓解,并且在不使用LOD技术的情况下实现了这种运动图像的期望质量。 当在显示监视器上显示的对象图像被放大或缩小时,根据从其视点的距离,根据预先设置的各个部位图像的显着性值的顺序来添加或删除零件图像。 具体地说,当要放大对象图像时,将添加具有低显着性值并且当前显示状态中的非显示目标的图像。 同时,当要减少对象图像时,在当前正在显示的部分图像中,删除具有最低有效值的部分图像,以便根据从视点的距离变为非显示目标。
    • 9. 发明申请
    • Picture processing device, picture processing method, and game device and storage medium using the same
    • 图像处理装置,图像处理方法以及使用其的游戏装置和存储介质
    • US20030032483A1
    • 2003-02-13
    • US10261489
    • 2002-10-02
    • KABUSHIKI KAISHA SEGA ENTERPRISES, d/b/a SEGA ENTERPRISES, LTD.
    • Satoshi MifuneMasaki Yamashita
    • A63F009/24
    • A63F13/57A63F13/005A63F13/10A63F13/5258A63F13/812A63F2300/303A63F2300/64A63F2300/66A63F2300/6607A63F2300/6615A63F2300/6661A63F2300/6684A63F2300/8011
    • The present invention provides a picture processing device capable of realizing the detailed shape and pattern of a display object which is far away from a viewpoint and which attracts a game player's attention. For example, a display object (or player) in a soccer game is composed of a small number of polygons to be displayed on a CRT-type display, etc. when the display object is far away from the viewpoint (or camera position). However, even if the player is at a far position, the player will attract the game player's attention when a ball is passed to the player. If the number of polygons composing the player is small in such a situation, the game player will gain an unnatural impression. For example, assuming that a ball rolls to a certain player and this player obtains priority, a priority mark will be displayed above the player's head. Then, it is determined whether or not the player with the priority mark is close to a certain viewpoint. If the player is close to the viewpoint, no change will be made because the player is already composed of many polygons. On the other hand, if the player is far away from the viewpoint, the number of polygons composing the player will be increased to be almost the same as the number of polygons composing other players located close to the viewpoint.
    • 本发明提供一种图像处理装置,其能够实现远离视点的显示对象的详细形状和图案,并且吸引游戏者的注意。 例如,当显示对象远离视点(或摄像机位置)时,足球游戏中的显示对象(或播放器)由在CRT型显示器等上显示的少量多边形组成。 然而,即使玩家处于远处,当球被传递给玩家时,玩家将吸引玩家的注意力。 如果在这种情况下组合播放器的多边形数量较少,则游戏玩家将获得不自然的印象。 例如,假设球滚到某个玩家并且该玩家获得优先权,则优先标记将显示在玩家头部上方。 然后,确定具有优先级标记的玩家是否接近特定视点。 如果玩家靠近观点,则不会改变玩家,因为玩家已经由许多多边形组成。 另一方面,如果玩家远离视点,构成玩家的多边形的数量将增加到与构成靠近视点的其他玩家组合的多边形的数量几乎相同。
    • 10. 发明申请
    • Game system, program and image generating method
    • 游戏系统,程序和图像生成方法
    • US20020177481A1
    • 2002-11-28
    • US10048537
    • 2002-02-19
    • Shigeru Kitsutaka
    • A63F013/00
    • A63F13/525A63F13/10A63F2300/66A63F2300/6615A63F2300/6653A63F2300/6661G06T15/02G06T15/20
    • An object is to provide a game system, program and image generating method which can effectively generate an image having an edge line of higher quality. The image of an edge line EDL of an object OB is changed depending on a distance between the object and the viewpoint or the size of the perspectively transformed object OB. As the distance between the object and the viewpoint increases or as the size of the perspectively transformed object decreases, the color of the edge line of the object gradually becomes the second color. The color of the edge line begins to become the second color at a threshold value VTN. The color of the edge line is set to the second color at another threshold value VTF. As the distance between the object and the viewpoint increase or as the size of the perspectively transformed object decreases, the image of the edge line of the object is made more transparent. When the distance between the object and the viewpoint (or the size of the object) is substantially equal to a distance in the viewpoint follow mode, the color or translucency of the edge line is maintained substantially constant. When the distance between the object and the viewpoint is at the threshold value VTF, the image of the edge line substantially disappears. The image of the edge line is drawn in the outside or inside area of the object.
    • 本发明的目的是提供一种能够有效地生成具有更高质量的边缘线的图像的游戏系统,程序和图像生成方法。 物体OB的边缘线EDL的图像根据对象和视点之间的距离或透视变换对象OB的大小而改变。 随着对象和视点之间的距离增加或者透视变换对象的尺寸减小,对象的边缘线的颜色逐渐变为第二种颜色。 边缘线的颜色以阈值VTN开始变为第二种颜色。 边缘线的颜色在另一阈值VTF处被设置为第二颜色。 随着对象和视点之间的距离增加或随着透视变形对象的大小减小,物体边缘线的图像变得更加透明。 当物体和视点(或物体的大小)之间的距离基本上等于视点追随模式中的距离时,边缘线的颜色或半透明度保持基本恒定。 当物体和视点之间的距离处于阈值VTF时,边缘线的图像基本上消失。 边缘线的图像被绘制在对象的外部或内部区域中。