WO2009113547A1 - Dispositif de génération d'image, procédé de génération d'image, support d'enregistrement d'informations et programme - Google Patents
Dispositif de génération d'image, procédé de génération d'image, support d'enregistrement d'informations et programme Download PDFInfo
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- WO2009113547A1 WO2009113547A1 PCT/JP2009/054555 JP2009054555W WO2009113547A1 WO 2009113547 A1 WO2009113547 A1 WO 2009113547A1 JP 2009054555 W JP2009054555 W JP 2009054555W WO 2009113547 A1 WO2009113547 A1 WO 2009113547A1
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- Prior art keywords
- camera
- obstacle
- character
- unit
- image generation
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- G—PHYSICS
- G06—COMPUTING OR CALCULATING; COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T1/00—General purpose image data processing
- G06T1/0007—Image acquisition
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- 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
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- 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
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- 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
- A63F13/60—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
- A63F13/63—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 by the player, e.g. authoring using a level editor
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- 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
Definitions
- the present invention relates to an image generation device, an image generation method, an information recording medium, and a program capable of generating an image in which an attention character is appropriately captured even in a situation where an obstacle may exist.
- game devices video game devices, etc.
- 3D display action games For example, an image obtained by photographing (viewing) the main character is generated and displayed by a virtual camera serving as a viewpoint.
- the main character Since various objects are arranged in the virtual space in addition to the main character, other objects may be located between the main character and the camera. For example, if a tree object is positioned between the main character and the camera, the tree object becomes an obstacle that blocks the line of sight of the camera. If an image taken directly from the camera is generated in this state, the hero character is hidden behind the obstacle (all or part of it cannot be seen), and the player's operation is hindered.
- the shooting position is determined in advance from the camera that has been the viewpoint until then when the main character is to be paid more attention. It switches to the production camera (virtual camera for production), the main character is photographed by the photographing operation for production such as zooming up and panning, and such production image is displayed.
- the production camera virtual camera for production
- the main character is photographed by the photographing operation for production such as zooming up and panning
- such production image is displayed.
- it is most important to display an effect image for attracting the eyes of the player it is unacceptable that the main character to be imaged is blocked by an obstacle. Therefore, in the past, it is common to use such a production camera only in situations where there are no other objects that can become obstacles around the main character (for example, large places where there are no buildings, trees, etc.). Met.
- the production camera may be too close to the main character depending on the position of the obstacle.
- the hero character is displayed larger than necessary (too much up), and the role of the production camera cannot be sufficiently fulfilled.
- the present invention has been made to solve such a problem, and an image generation apparatus, an image generation method, and an image generation method capable of generating an image in which an attention character is appropriately captured even in a situation where an obstacle may exist.
- An object is to provide an information recording medium and a program.
- An image generation apparatus is a game apparatus that generates an image obtained by photographing a target character placed in a virtual space with a virtual camera as a viewpoint, and includes an object position storage unit, a camera A position storage unit, an obstacle determination unit, a camera selection unit, a camera control unit, and an image generation unit are configured.
- the object position storage unit stores the positions in the virtual space for a plurality of objects including the target character. Further, the camera position storage unit stores the positions of a plurality of cameras arranged for photographing the target character from different directions.
- the obstacle determination unit determines whether or not there is an object serving as an obstacle that blocks between each camera and the target character based on the stored position of each camera and the position of each object.
- the camera selection unit selects any one of the cameras determined to have no obstacle.
- the camera control unit controls the selected camera to perform a shooting operation for effects such as zooming up and panning, for example.
- the image generation unit generates an image captured by the controlled camera.
- the attention character can be captured even in a situation where an obstacle may exist. Can be taken. As a result, it is possible to generate an image that appropriately captures the character of interest even in a situation where an obstacle may exist.
- the camera selection unit selects the camera with the longest distance between the target character and the obstacle when the obstacle determination unit determines that there is an obstacle for all the cameras.
- the camera control unit may perform a shooting operation for production after moving the selected camera to the attention character side from the obstacle. In this case, even when all the cameras are obstructed by the obstacle, select the camera of the obstacle farthest from the attention character, and the front of the obstacle (position where the viewpoint can pass through the obstacle and photograph the attention character) ) Move the camera to). For this reason, an appropriate image can be generated without the camera being too close to the target character.
- the obstacle determination unit sequentially determines the presence or absence of an obstacle that blocks between the camera being photographed and the character of interest.
- the camera control unit moves the camera to the attention character side with respect to the obstacle.
- the shooting operation may be continued.
- the front of the obstacle is at the very front (position where the viewpoint can penetrate the obstacle and photograph the attention character). The camera is moved until the shooting operation continues. For this reason, an appropriate image can be continuously generated.
- the obstacle determination unit After the camera control unit starts a shooting operation for production, the obstacle determination unit sequentially determines the presence or absence of an obstacle that blocks between each camera and the character of interest, When it is determined that there is an obstacle that blocks between the camera being photographed and the target character, and the distance between the target character and the target obstacle is shorter than a reference value, the camera selection unit determines that there is no obstacle. If any one of the selected cameras is selected, any one of the other cameras determined not to be obstructed is reselected, The camera control unit may control the reselected camera, for example, to continue the shooting operation for production. In this case, even if a situation occurs in which the selected camera starts a shooting operation and is blocked by a new obstacle (an obstacle close to the target character), the camera is reselected and switched to another camera. For this reason, an appropriate image can be continuously generated.
- An image generation method includes a storage unit, a calculation unit, and a drawing unit, and an image obtained by capturing a target character placed in a virtual space with a virtual camera serving as a viewpoint.
- An image generation method in an image generation apparatus for generating wherein the storage unit includes a plurality of objects arranged to capture positions of a plurality of objects including a target character in a virtual space and a target character from different directions.
- the camera position is stored, and includes an obstacle determination step, a camera selection step, a camera control step, and an image generation step.
- the obstacle determination step based on the position of each camera and the position of each object stored in the storage unit, the presence / absence of an object serving as an obstacle blocking between each camera and the target character is determined.
- the camera selection step one of the cameras determined to have no obstacle is selected.
- the camera control step the selected camera is controlled to perform, for example, an effect shooting operation.
- the image generation step an image captured by the controlled camera is generated.
- the attention character can be captured even in a situation where an obstacle may exist. Can be taken. As a result, it is possible to generate an image that appropriately captures the character of interest even in a situation where an obstacle may exist.
- the information recording medium stores a program for causing a computer (including an electronic device) to function as the server.
- the program according to the fourth aspect of the present invention is configured to cause a computer (including an electronic device) to function as the above-described image generation device.
- This program can be recorded on a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information recording medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information recording medium can be distributed and sold independently of the computer.
- FIG. 1 is a schematic diagram illustrating a schematic configuration of an image generation apparatus according to an embodiment of the present invention. It is a schematic diagram for demonstrating the relationship between the production camera arrange
- Embodiments of the present invention will be described below.
- an embodiment in which the present invention is applied to a game device will be described.
- the present invention can be similarly applied to information processing devices such as various computers, PDAs, and mobile phones. it can. That is, the embodiment described below is for explanation, and does not limit the scope of the present invention. Therefore, those skilled in the art can employ embodiments in which each or all of these elements are replaced with equivalent ones, and these embodiments are also included in the scope of the present invention.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical game device in which the image generating device according to the embodiment of the present invention is realized.
- FIG. 1 is a schematic diagram showing a schematic configuration of a typical game device in which the image generating device according to the embodiment of the present invention is realized.
- the game device 100 includes a CPU (Central Processing Unit) 101, a ROM (Read Only Memory) 102, a RAM (Random Access Memory) 103, an interface 104, a controller 105, an external memory 106, and a DVD (Digital Versatile Disc). ) -ROM drive 107, image processing unit 108, audio processing unit 109, and NIC (Network Interface Card) 110.
- CPU Central Processing Unit
- ROM Read Only Memory
- RAM Random Access Memory
- controller 105 an external memory
- DVD Digital Versatile Disc
- -ROM drive 107 image processing unit 108
- audio processing unit 109 audio processing unit
- NIC Network Interface Card
- the CPU 101 controls the overall operation of the game apparatus 100 and is connected to each component to exchange control signals and data.
- the ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on, and when this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the execution by the CPU 101 is started.
- the ROM 102 stores an operating system program and various data necessary for controlling the operation of the entire game apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM and other data necessary for game progress and chat communication.
- the controller 105 connected via the interface 104 receives an operation input performed when the user executes the game.
- the controller 105 accepts input of a character string (message) or the like according to the operation input.
- the external memory 106 detachably connected via the interface 104 stores data indicating the progress of the game, chat communication log (record) data, and the like in a rewritable manner.
- the user can record these data in the external memory 106 as appropriate by inputting an instruction via the controller 105.
- a DVD-ROM mounted on the DVD-ROM drive 107 stores a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 107 performs a reading process on the DVD-ROM loaded therein, reads out necessary programs and data, and these are temporarily stored in the RAM 103 or the like.
- the image processing unit 108 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 108, and then processes the processed data in a frame memory ( (Not shown).
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 108. Thereby, various image displays are possible.
- the image calculation processor can execute a two-dimensional image overlay calculation, a transmission calculation such as ⁇ blending, and various saturation calculations at high speed.
- the polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the Z buffer method, and a rendering image obtained by overlooking the polygon arranged in the virtual three-dimensional space from a predetermined viewpoint position is obtained. High speed execution of the obtained operation is also possible.
- the CPU 101 and the image arithmetic processor work together to draw a character string as a two-dimensional image in the frame memory or on each polygon surface according to the font information that defines the character shape. is there.
- the font information is recorded in the ROM 102, but it is also possible to use dedicated font information recorded in the DVD-ROM.
- the audio processing unit 109 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto. Further, under the control of the CPU 101, sound effects and music data to be generated during the progress of the game are generated, and sound corresponding to this is output from the speaker.
- the NIC 110 is used to connect the game apparatus 100 to a computer communication network (not shown) such as the Internet, and conforms to the 10BASE-T / 100BASE-T standard used when configuring a LAN (Local Area Network). Therefore, analog modems for connecting to the Internet using telephone lines, ISDN (Integrated Services Digital Network) modems, ADSL (Asymmetric Digital Subscriber Line) modems, cables for connecting to the Internet using cable television lines It comprises a modem, etc., and an interface (not shown) that mediates between them and the CPU 101.
- a computer communication network not shown
- LAN Local Area Network
- the game apparatus 100 uses a large-capacity external storage device such as a hard disk so as to perform the same functions as the ROM 102, the RAM 103, the external memory 106, the DVD-ROM attached to the DVD-ROM drive 107, and the like. It may be configured. Further, it is possible to adopt a form in which a keyboard for accepting a character string editing input from a user, a mouse for accepting various position designations and selection inputs, and the like are connected.
- a keyboard for accepting a character string editing input from a user
- a mouse for accepting various position designations and selection inputs, and the like are connected.
- a general computer can be used as an image generation apparatus.
- a general computer like the game apparatus 100, includes a CPU, RAM, ROM, DVD-ROM drive, and NIC, and includes an image processing unit that has simpler functions than the game apparatus 100.
- a hard disk as an external storage device
- a flexible disk a magneto-optical disk, a magnetic tape, and the like can be used.
- a keyboard and a mouse are used as an input device instead of a controller. Then, after the game program is installed, when the program is executed, it functions as an image generation device.
- FIG. 2 is a schematic diagram illustrating a schematic configuration of the image generation apparatus according to the present embodiment.
- this image generation device uses a virtual camera that has been the viewpoint until now when it is desired to pay attention to the main character, such as when a predetermined event occurs in an action game or a role-playing game in a three-dimensional display.
- This is a device that switches to a production camera (a virtual camera for production) and performs a shooting operation for production such as zooming up and panning on the character of interest (the main character to be noticed).
- a production camera a virtual camera for production
- a shooting operation for production such as zooming up and panning on the character of interest (the main character to be noticed).
- the image generation apparatus 200 includes an object information storage unit 210, an operation reception unit 220, an object position management unit 230, a camera position management unit 240, an obstacle determination unit 250, a camera list 260, A camera selection unit 270, a camera control unit 280, and an image drawing unit 290 are provided.
- the object information storage unit 210 stores information on various objects such as a hero character (player character), enemy characters, trees, rocks, and buildings arranged in the virtual space. Specifically, information such as a three-dimensional model and a texture is stored for each object. Note that the RAM 103 or the like can function as such an object information storage unit 210.
- the operation accepting unit 220 accepts an operation input such as an operation instruction for the main character operated by the player.
- the operation reception unit 220 moves in a predetermined direction, uses a sword weapon (shoots a gun or shakes a sword), picks up an object, squats down, and lies down with a plurality of buttons (for example, Any one of a direction key, an A button, a B button, an X button, a Y button, and the like disposed on the controller 105 is pressed by the player, and an operation input directed to the main character is accepted.
- the controller 105 can function as such an operation receiving unit 220.
- the object position management unit 230 manages position information (current position, orientation, etc.) of an object whose position changes in a virtual space such as a hero character or an enemy character. For example, since the position and orientation of the main character change in the virtual space according to the movement instruction received by the operation receiving unit 220, the position information is managed by the object position management unit 230. Further, since the enemy character also moves appropriately according to a predetermined logic and the position in the virtual space changes, the position information is similarly managed. In addition, the object position management unit 230 also manages position information of an object whose position in the virtual space such as a building, a tree, and a stone does not change. Note that the RAM 103 and the CPU 101 can function as such an object position management unit 230.
- the camera position management unit 240 stores the positions of a plurality of effect cameras facing the main character from different directions. Specifically, as shown in FIG. 3, the camera position management unit 240 manages position information of the three effect cameras EC1 to EC3 arranged in front of the main character SC. Note that the direction (shooting direction) of each of the effect cameras EC1 to EC3 is managed so as to face the main character SC at the time of shooting.
- the main character SC in the virtual space is shown in a plan view as viewed from above. In the subsequent drawings, such a plan view will be described as appropriate.
- the position information of these effect cameras EC1 to EC3 may be an absolute position determined according to the event, or a relative position determined according to the position of the main character SC.
- the absolute position when an event occurs when the hero character picks up (obtains) a special weapon, it is determined to face the initial position of the weapon (the position where it was placed). There are three positions.
- the relative position in the case where an event occurs during the elapse of a predetermined time (for example, explosion of a time bomb set), there are three positions facing the main character at a predetermined distance away from each other. .
- the RAM 103 and the CPU 101 can function as such a camera position management unit 240.
- the obstacle determination unit 250 performs each effect based on the position information of each object stored in the object position management unit 230 and the position information of each effect camera stored in the camera position management unit 240. The presence or absence of an obstacle that blocks between the camera and the main character is determined. That is, as shown in FIG. 4A, the obstacle determination unit 250 determines whether or not there is an object serving as an obstacle on the line of sight VL from the effect camera EC (EC1 to EC3) toward the main character SC. Further, as shown in FIG.
- the obstacle determination unit 250 uses a plurality of auxiliary visual lines HL that form a predetermined angle ⁇ with the visual line VL, with the production camera EC as a base point, and creates an object on each auxiliary visual line HL. It may be determined whether each exists.
- 4B shows the auxiliary visual line HL spreading only in the horizontal direction for ease of explanation, but actually, the auxiliary visual line HL also extends in the vertical direction as well. To do.
- the auxiliary line of sight HL is used in this way, it is also possible to determine when a part of the main character is blocked by an obstacle.
- the CPU 101 can function as such an obstacle determination unit 250.
- the camera list 260 stores information on effect cameras determined by the obstacle determination unit 250 as having no obstacles. For example, as shown in FIG. 5A, when there is an obstacle SB so as to block the line of sight VL2 of the effect camera EC2 (when the lines of sight VL1 and VL3 are not blocked), the camera list 260 is shown in FIG. 5B. Information of the production cameras EC1 and EC3 is stored. That is, the camera list 260 stores information on the production cameras that can shoot the main character without being blocked by an obstacle. Note that the RAM 103 can function as such a camera list 260.
- the camera selection unit 270 randomly selects one of the effect cameras stored in the camera list 260, for example. That is, one of the cameras determined to have no obstacle is selected. Note that there may be a case where it is determined that there are obstacles in all the production cameras, and no production camera information is stored in the camera list 260. In this case, the camera selection unit 270 selects a production camera corresponding to the one having the longest distance between the main character and the obstacle. For example, as shown in FIG. 6A, it is assumed that all the lines of sight VL1 to VL3 of the effect cameras EC1 to EC3 are blocked by the obstacles SB1 to SB3. In this case, as shown in FIG.
- the camera selection unit 270 determines the distance d1 between the main character SC and the obstacle SB1, the distance d2 between the main character SC and the obstacle SB2, and the distance between the main character SC and the obstacle SB3. d3 is obtained. Then, the effect camera EC3 corresponding to the distance d3 that is the largest (far) distance is selected. Note that a plurality of obstacles may exist on the line of sight of the production camera. In this case, an obstacle closer to the hero character is a target for which distance is to be obtained.
- the CPU 101 can function as such a camera selection unit 270.
- the camera control unit 280 controls the selected effect camera to perform an effect shooting operation.
- the camera control unit 280 performs a shooting operation for effects such as zooming up, panning, shaking, and the like, and shoots an image that moves the hero character to the player.
- the camera control unit 280 After the selected production camera is moved to the main character side from the obstacle, the production shooting operation is performed. For example, as shown in FIG. 7A, when the effect cameras EC1 to EC3 are blocked by the obstacles SB1 to SB3, the effect camera EC3 having the longest distance is selected.
- the camera control unit 280 moves the position of the effect camera EC3 to a position where the substantial viewpoint (the lens unit in the drawing) can penetrate the obstacle SB3 and photograph the main character SC. Then, a shooting operation for production is performed. That is, the effect camera EC3 is moved to a position where the main character SC can be photographed from as far away as possible without being obstructed by the obstacle SB3. Then, the production operation is started from the movement position.
- the CPU 101 can function as such a camera control unit 280.
- the image drawing unit 290 is based on the object information stored in the object information storage unit 210 and the character position information managed by the object position management unit 230.
- a game image is drawn with the object as a viewpoint of a normal virtual camera or a production camera controlled by the camera control unit 280 described above.
- the image drawing unit 290 uses the effect camera controlled by the camera control unit 280 as a viewpoint.
- An image will be drawn. For example, when the shooting operation for production controlled by the camera control unit 280 is zooming up, the viewpoint of the virtual camera EC moves from the position X to the position Y as shown in FIG. 8A.
- the image drawing unit 290 draws a game image taken by the effect camera EC at the position X as shown in FIG. 8B, and as the effect camera EC moves from the position X to the position Y, the main character SC 8 is enlarged (zoomed up), and a game image taken by the effect camera EC at the position Y as shown in FIG. 8C is drawn.
- the image drawing unit 290 draws an image according to the position and orientation (viewpoint position and line of sight) of the production camera as described above. .
- the image processing unit 108 can function as such an image drawing unit 290.
- FIG. 9 is a flowchart showing a flow of image generation processing executed in the image generation apparatus 200 having the above-described configuration.
- This image generation process is executed prior to the event process, for example, when a predetermined event occurrence condition is satisfied during the game execution. It is assumed that the camera list 260 is cleared (nothing is registered) at the start of the image generation process.
- the image generation device 200 sets the position of the effect camera (step S301). That is, in the camera position management unit 240, positions of a plurality of effect cameras facing the main character from three different directions are set. That is, as shown in FIG. 3 described above, the position information of each effect camera EC1 to EC3 facing the main character is set and managed in the camera position management unit 240. Note that the positions of these effect cameras EC1 to EC3 may be absolute positions determined according to the event as described above, or relative positions determined according to the position of the main character SC.
- the image generating apparatus 200 determines whether there is an obstacle that blocks between each effect camera and the main character, and registers the effect camera without an obstacle in the camera list 260 (step S302). That is, the obstacle determination unit 250 performs each effect toward the hero character based on the position information of each object stored in the object position management unit 230 and the position information of each effect camera stored in the camera position management unit 240. The presence or absence of an obstacle that blocks the camera's line of sight is determined. Then, the obstacle determination unit 250 stores in the camera list 260 information on the effect cameras determined to have no obstacles. That is, the camera list 260 stores information on effect cameras that can shoot the main character without being blocked by an obstacle. If it is determined that all effect cameras are blocked by obstacles, the camera list 260 does not store any information on effect cameras.
- the image generating apparatus 200 determines whether or not the information on the effect camera is registered in the camera list 260 (step S303). That is, it is determined whether or not one or more production camera information capable of shooting the hero character without being obstructed by the obstacle is stored in the camera list 260. If the image generating apparatus 200 determines that the information about the production camera is registered in the camera list 260 (step S303; Yes), the process proceeds to step S305 to be described later.
- step S303 when it is determined that the information of the production camera is not registered (step S303; No), the image generation device 200 obtains the distance between the main character and each obstacle (step S304). That is, since all the production cameras are obstructed by the obstacle, the image generation apparatus 200, as shown in FIG. And a distance d3 between the main character SC and the obstacle SB3.
- the image generation device 200 selects one effect camera (step S305).
- the camera selection unit 270 randomly selects one production camera from the list. That is, any one of the effect cameras determined as having no obstacle is selected. If only one camera is registered in the camera list 260, the effect camera is automatically selected. Further, when the information of the production camera is not registered in the camera list 260, the camera selection unit 270 is the largest (far) among the distances (distances between the main character and each obstacle) obtained in step S304. Select a production camera corresponding to the object. For example, in the case shown in FIG. 7A described above, the effect camera EC3 blocked by the obstacle SB3 farthest from the main character is selected.
- the image generation apparatus 200 generates a game image shot from the effect camera while performing an effect shooting operation on the effect camera (step S306). That is, the camera control unit 280 controls the selected effect camera and starts an effect shooting operation such as zoom-up, for example.
- the camera control unit 280 selects the selected production camera. After moving to the hero character side from the obstacle, a shooting operation for production is started. For example, as shown in FIG. 7B described above, after the position of the effect camera EC3 is moved to a position where the substantial viewpoint (the lens portion in the figure) can penetrate the obstacle SB3 and the main character SC can be photographed. Perform the shooting operation. Then, the image drawing unit 290 draws a game image with the controlled production camera as a viewpoint.
- the image generating apparatus 200 determines whether or not there is an obstacle that blocks between the selected effect camera (the effect camera performing the shooting operation) and the main character (step S307). That is, it is determined whether or not a new obstacle exists between the effect camera and the main character while the selected effect camera is in the effect operation. If the image generating apparatus 200 determines that there is no obstacle (step S307; No), the process proceeds to step S310 described later.
- the image generating apparatus 200 determines whether the distance between the main character and the obstacle is equal to or less than a reference value (step S308). For example, when the reference distance in the virtual space is set to 1.5 m, it is determined whether or not the distance between the main character and the obstacle is 1.5 m or less. The reference distance may be changed as appropriate according to the situation during the game.
- step S308 determines that the distance between the main character and the obstacle is not less than the reference value, that is, greater than (or far from) the reference value (step S308; No)
- the process proceeds to step S310 to be described later. That is, the effect camera is controlled to maintain the effect shooting operation.
- the camera control unit 280 continues the effect operation after moving the position of the effect camera to the front of the obstacle (position where the viewpoint can penetrate the obstacle and photograph the main character). Note that, when the obstacle is temporarily moving due to movement or the like, the rendering operation may be continued without changing the position of the rendering camera.
- the camera control unit 280 continues the effect operation without changing the position of the effect camera.
- step S308 when it is determined that the distance between the main character and the obstacle is equal to or less than the reference value (step S308; Yes), the image generation apparatus 200 performs the effect camera selection process again (step S309). That is, the image generating apparatus 200 performs the same process as steps S302 to S305 described above, and reselects the effect camera.
- the image generating apparatus 200 determines whether or not the shooting operation for production has ended (step S310). That is, it is determined whether or not an effect operation such as zooming up by the camera control unit 280 is completed.
- step S310 determines that the shooting operation has not ended (step S310; No)
- the process returns to step S306, and the above-described steps S306 to S310 are repeatedly executed.
- step S310; Yes the image generation apparatus 200 ends the image generation process.
- shooting is performed by appropriately selecting a stage camera capable of shooting the main character without being obstructed by the obstacle from three direction cameras. Can be made. Also, for example, even if all the production cameras are obstructed by obstacles, select the production camera of the obstacle farthest from the hero character, and the front of the obstacle (the hero character with the viewpoint penetrating the obstacle) The effect camera is moved to a position where the hero character can be photographed, and the main character is photographed. For this reason, it is possible for the production camera to generate an appropriate image without being too close to the main character. As a result, it is possible to generate an image that appropriately captures the main character to be noticed even in a situation where an obstacle may exist.
- the main character is taken as an example of a character to be noticed and the main character is photographed by a production camera.
- a character other than the main character (such as an NPC or other moving object may be used). ) May be taken as a character to be noticed, and this character may be photographed with a production camera.
- the effect camera is arranged so as to face the character X from three directions as described above.
- any effect camera or the like that can be photographed without being obstructed by an obstacle is selected, and an image of the character X photographed while performing the effect operation from the effect camera is generated. Also in this case, it is possible to generate an image that appropriately captures the character to be noticed in a situation where an obstacle may exist.
- an image generation device an image generation method, an information recording medium, and a program capable of generating an image in which an attention character is appropriately captured even in a situation where an obstacle can exist. it can.
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- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Abstract
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| KR1020107007039A KR101195765B1 (ko) | 2008-03-14 | 2009-03-10 | 화상생성장치, 화상생성방법 및 정보기록매체 |
| CN2009801011034A CN101873882B (zh) | 2008-03-14 | 2009-03-10 | 图像生成装置和图像生成方法 |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2008065473A JP4425963B2 (ja) | 2008-03-14 | 2008-03-14 | 画像生成装置、画像生成方法、および、プログラム |
| JP2008-065473 | 2008-03-14 |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2009113547A1 true WO2009113547A1 (fr) | 2009-09-17 |
Family
ID=41065215
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2009/054555 Ceased WO2009113547A1 (fr) | 2008-03-14 | 2009-03-10 | Dispositif de génération d'image, procédé de génération d'image, support d'enregistrement d'informations et programme |
Country Status (5)
| Country | Link |
|---|---|
| JP (1) | JP4425963B2 (fr) |
| KR (1) | KR101195765B1 (fr) |
| CN (1) | CN101873882B (fr) |
| TW (1) | TWI379699B (fr) |
| WO (1) | WO2009113547A1 (fr) |
Cited By (2)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2018167319A1 (fr) * | 2017-03-17 | 2018-09-20 | Unity IPR ApS | Procédé et système pour une collision de caméra automatisée et une préservation de composition |
| CN116168100A (zh) * | 2022-12-28 | 2023-05-26 | 杭州群核信息技术有限公司 | 构图生成方法、构图生成装置、计算机设备及其介质 |
Families Citing this family (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP5677050B2 (ja) * | 2010-11-26 | 2015-02-25 | 株式会社カプコン | ゲームプログラム及びゲーム装置 |
| CN103988227B (zh) * | 2011-12-16 | 2017-08-04 | 诺基亚技术有限公司 | 用于图像捕获目标锁定的方法和装置 |
| CN103884332B (zh) * | 2012-12-21 | 2017-03-01 | 联想(北京)有限公司 | 一种障碍物判定方法、装置及移动电子设备 |
| WO2024071657A1 (fr) * | 2022-09-30 | 2024-04-04 | 삼성전자 주식회사 | Dispositif électronique et procédé de fonctionnement de dispositif électronique |
Citations (3)
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| JP2002360920A (ja) * | 2001-06-05 | 2002-12-17 | Atlus Co Ltd | ゲーム画像制御装置 |
| JP2004341572A (ja) * | 2003-05-12 | 2004-12-02 | Namco Ltd | 画像生成システム、プログラム及び情報記憶媒体 |
| JP2008186323A (ja) * | 2007-01-31 | 2008-08-14 | Namco Bandai Games Inc | プログラム、情報記憶媒体及びゲーム装置 |
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| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| US6283857B1 (en) * | 1996-09-24 | 2001-09-04 | Nintendo Co., Ltd. | Three-dimensional image processing apparatus with enhanced automatic and user point of view control |
| JP2000288248A (ja) * | 1999-04-05 | 2000-10-17 | Namco Ltd | ゲーム装置及び情報記憶媒体 |
| JP3696216B2 (ja) * | 2003-03-05 | 2005-09-14 | 株式会社スクウェア・エニックス | 3次元ビデオゲーム装置、3次元ビデオゲームにおける仮想カメラの制御方法、並びにプログラム及び記録媒体 |
-
2008
- 2008-03-14 JP JP2008065473A patent/JP4425963B2/ja active Active
-
2009
- 2009-03-10 CN CN2009801011034A patent/CN101873882B/zh active Active
- 2009-03-10 KR KR1020107007039A patent/KR101195765B1/ko active Active
- 2009-03-10 WO PCT/JP2009/054555 patent/WO2009113547A1/fr not_active Ceased
- 2009-03-13 TW TW098108211A patent/TWI379699B/zh active
Patent Citations (3)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2002360920A (ja) * | 2001-06-05 | 2002-12-17 | Atlus Co Ltd | ゲーム画像制御装置 |
| JP2004341572A (ja) * | 2003-05-12 | 2004-12-02 | Namco Ltd | 画像生成システム、プログラム及び情報記憶媒体 |
| JP2008186323A (ja) * | 2007-01-31 | 2008-08-14 | Namco Bandai Games Inc | プログラム、情報記憶媒体及びゲーム装置 |
Cited By (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| WO2018167319A1 (fr) * | 2017-03-17 | 2018-09-20 | Unity IPR ApS | Procédé et système pour une collision de caméra automatisée et une préservation de composition |
| US11508116B2 (en) | 2017-03-17 | 2022-11-22 | Unity IPR ApS | Method and system for automated camera collision and composition preservation |
| CN116168100A (zh) * | 2022-12-28 | 2023-05-26 | 杭州群核信息技术有限公司 | 构图生成方法、构图生成装置、计算机设备及其介质 |
| CN116168100B (zh) * | 2022-12-28 | 2025-11-14 | 杭州群核信息技术有限公司 | 构图生成方法、构图生成装置、计算机设备及其介质 |
Also Published As
| Publication number | Publication date |
|---|---|
| CN101873882A (zh) | 2010-10-27 |
| TWI379699B (en) | 2012-12-21 |
| JP4425963B2 (ja) | 2010-03-03 |
| CN101873882B (zh) | 2013-06-26 |
| TW200950856A (en) | 2009-12-16 |
| JP2009219584A (ja) | 2009-10-01 |
| KR20100055517A (ko) | 2010-05-26 |
| KR101195765B1 (ko) | 2012-11-05 |
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