TW200950856A - Image generating device, image generating method, and information recording medium - Google Patents

Image generating device, image generating method, and information recording medium Download PDF

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Publication number
TW200950856A
TW200950856A TW098108211A TW98108211A TW200950856A TW 200950856 A TW200950856 A TW 200950856A TW 098108211 A TW098108211 A TW 098108211A TW 98108211 A TW98108211 A TW 98108211A TW 200950856 A TW200950856 A TW 200950856A
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Taiwan
Prior art keywords
camera
obstacle
image
unit
character
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TW098108211A
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Chinese (zh)
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TWI379699B (en
Inventor
Yasuhiro Kawabata
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Konami Digital Entertainment
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    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
    • G06T1/00General purpose image data processing
    • G06T1/0007Image acquisition
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • A63F13/525Changing parameters of virtual cameras
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating 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
    • A63F13/63Generating 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • A63F2300/6661Methods for processing data by generating or executing the game program for rendering three dimensional images for changing the position of the virtual camera

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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

An object position management unit (230) stores position information of objects including a protagonist character. A camera position management unit (240) stores position information of a plurality of rendering cameras that each focus on the protagonist character from different directions. An obstacle determination unit (250) determines presence or absence of an obstacle that intervenes between each rendering camera and the protagonist character, based on the stored position information of each rendering camera and the stored position information of each object. The obstacle determination unit (250) stores the information of a rendering camera that is not intervened by any obstacle. A camera selection unit (270) selects any one of the rendering cameras that are stored in a camera list. The camera control unit (280) controls the selected rendering camera to perform a shooting operation for rendering. An image rendering unit (290) generates an image that is shot by the controlled rendering camera.

Description

200950856 六、發明說明: 【發明所屬之技術領域】 本發明有關於即使有障礙物存在之狀況亦可以產生對洋 目角色適當攝影之影像之影像產生裝置、 法、資 sfl §己錄媒體及程式。 【先前技術】 =中開發有作為家庭用或業務用之遊戲裝置(祝訊 卢tnr樂3次元顯示之動作遊戲或角色扮演遊 戲專。在此種之3次元顯示之動作遊戲等之中,例〆生 ::用::見點之虛擬之攝影機而對 影 像,並且進行顯示。 、肌 在虛擬空間除了主角外,因為亦配 以 =,、他物件位於主角和攝影機間之情如,衣使樹 木物件位於主角和攝影機之間時,該 影機之視線之障礙物。 π件則成爲 在此種狀態,當直接產生從攝影 主角被該障礙物所隱蔽(全部或:之f>像時’ ’ 礙玩家之操作。 L看不見)之影像,而妨 對於此種不良之對策’所揭示之 蔽之情料,提紐錢之麯麵駿障礙物隱 主角(例如,日本專利特開平u、42=f’成為更容易看見 【發明内容】 號公報)。 098108211 200950856 ( (發明所欲解決之問題) 在上述方式之3次元_- 生有任何之事件時動作遊戲等之中,例如,在發 為視點之攝影機⑽^角成被注目之情況時’從當時戍 ^ ^ r ^ ' 、為定位在預定之攝影位置之演出攝 出用之攝影動恤H摄繼塌―演 進仃攝衫,並顯示此種之演出影像。 (φ (® 機中’顯示弓丨起玩家注意之演出影像比什麼 因 斤乂仏允錢為攝影對象之主角娜礙物遮蔽。 在先前技術中限定為在主角之周圍不能有成為障礙物 =他物件存在之狀況(例如,沒有建築物或樹木之寬廣場 戶 一般使用此種之演出攝影機。 5取Θ近所產生之要求係在依照玩家之進行方法,增加遊戲 内谷(场面或狀況等)涵蓋多歧之遊戲中,在有此種障礙物存 权狀況亦進行制演料影機之顯示。要滿足此種要求 例如’考慮在利用演出攝影機進行攝影前,確認是否有 障礙物存在,當有障礙物存在之情況時,使演出攝影機比障 礙物更接近(移動至)主角側,而以不被障礙物遮蔽之方式進 行攝影。 但疋,當使演出攝影機單純地移動到障礙物之主角側時 由於障礙物之位置’會產生演出攝影機太接近主角之情況0 在此種情況,主角被超過必要程度地大幅顯示(太大),不 能充分達成演出攝影機之任務。 098108211 5 200950856 ( 因此,要求考慮障礙物,並利 行攝影之技術。 ^攝4可以適當地進 本發明用來解決此種問題,其目的是提 存在之狀況亦可以產生對注目角色適 \在有障礙物 產生裝置、影像產生方法、資訊記錄_及程像之影像 (解決問題之手段) :發明之第1觀點之影像產生裝置是利用成為視點之卢 擬攝影機而產生對配置在虛擬空間内之注行亚 之影像之遊戲裝置,复槿以〜 丹巴進仃攝影 /、構成包含有物件位置記憶部、 位置,己憶部、障礙物判定部、 二 和影像產生部。 评丨攝衫機控制部 首先,物件位置記憶部㈣ 虛擬空間内之位置。另外, 4 夕個之物件在 一 ,攝衫機位置記憶部記憶用於你 同方向對注目角色進行攝影而配置之多 :置 礙物判定部根據所記憶之各個 置 位::判別有無成為遮蔽各個攝影機和注:: =一::::部從判別為沒有障礙心 機,例如,進行放大2攝Γ機控卿控制被選擇之攝影 影像產生部產C寅出用之攝影動作。然後, 亦即,使陳不同方=鳩__狀影像。 未被障礙物遮蔽之可心二夕個之㈣機’從其中選擇 /目角色攝影之攝影機並進行攝 098108211 200950856 影’所以即使在有障礙物存在之狀況,亦可以對注目角色進 行攝影。 其結果是即使在存在有障礙物之狀況,亦可以產 目 角色適當攝影之影像。 * 亦可以使上述攝影機選擇部在湘上述障礙物判定部判 別為對全部之攝影機有障礙物之情況時,選择注目角色和障 礙物之距離為最遠之攝影機;和 (0、上述攝影機㈣部在使被選狀卿機移_障礙物之 注目角色側後,例如,進行演出用之攝影動作。 在此種情況’即使在全部之攝影機被障礙物遮蔽之狀沉, 亦選擇從注目純最遠_礙物之攝影機,使攝影機移動到 該障礙物之剛好前面(視點突出障礙物而可以對注目角色進 行攝影之位置)並進行攝影。因此,攝影機不會太過接近注 目角色’而可以產生適當之影像。 鳴 #可以使上述攝影機控制部,例如,在開始演出用之攝影 動作後’使上述障礙物判定部逐次判別有無遮蔽攝影中之攝 影機和注目角色間之障礙物;和 _ 在判別為有障礙物,而注目角色和障礙物之距離為基準值 以上之情況時’上述攝影機控制部在使攝影機移動到障礙物 之注目角色侧後,例如,繼續進行演出用之攝影動作。 在此種情況,在被選擇之攝影機開始攝影動作之後,即使 產生被新的障礙物遮蔽之狀況,亦可以使攝影機移動到該障 098108211 7 200950856 ( 目角色進行攝 繼續產生適當 礙物之剛好前面(視點突出障礙物而可以對注 影之位置)而繼續進行攝影動作。因此,可以 之影像。 亦可以在上述攝影機控㈣開始演出狀攝影動作之 後,使上述障礙物狀部逐次判別有無遮蔽各個攝影機= 目角色間之障礙物;和 '200950856 VI. Description of the Invention: [Technical Field] The present invention relates to an image generating apparatus, a method, a program, and a program for generating an image suitable for photography of a foreign character even in the presence of an obstacle. . [Prior Art] = Developed as a game device for home use or business (I would like to use the tnr music 3D display action game or role-play game game. In such a 3D display action game, etc. Twins:: Use:: See the virtual camera to view the image, and display it. In addition to the protagonist in the virtual space, the muscle is also equipped with =, and his object is located between the protagonist and the camera. When the tree object is located between the main character and the camera, the obstacle of the camera's line of sight. The π piece becomes in this state, when directly generated from the photographic protagonist is hidden by the obstacle (all or: f> like] 'Illegal operation of the player. L can't see the image of the image, but the obstacles revealed by this kind of bad countermeasures', the surface of the New Moon's curved obstacles (for example, Japanese Patent Special Open U, 42=f' is easier to see [content of the invention] No. 098108211 200950856 (Problem to be solved by the invention) In the above-mentioned mode of the third dimension _- when there is any event, an action game or the like, for example, When the camera is turned into a point of view (10) ^ when the angle is noticed, 'from the time 戍 ^ ^ r ^ ', for the positioning of the shooting at the predetermined shooting position, the photography is used to capture the photo-evolution--the evolution of the shirt, And this kind of performance image is displayed. (φ (the machine in the machine 'shows the bow to pick up the player's attention to the performance image than what is the money for the actor's main character Na obscured. In the prior art limited to the protagonist There must be no obstacles around it = the condition in which the object exists (for example, a wide-angle apartment without buildings or trees generally uses such a performance camera. 5 The requirement for the proximity is based on the player's method of adding the game. In the game where the inner valley (scene or situation, etc.) covers multiple disparities, the display of the obstacles is also performed in the presence of such obstacles. To meet such requirements, for example, 'considering the use of the performance camera for photography, Check if there is an obstacle, and when there is an obstacle, make the show camera closer to (moving to) the main character side than the obstacle, and enter it without being obstructed by the obstacle. Photography. However, when the performance camera is simply moved to the main character side of the obstacle, the position of the obstacle will cause the performance camera to be too close to the main character. In this case, the main character is displayed more than necessary. Big), can not fully achieve the task of performing a camera. 098108211 5 200950856 (Therefore, it is required to consider obstacles, and to take advantage of the technology of photography. ^ Photo 4 can be appropriately used to solve this problem, the purpose is to mention In the case of the situation, it is possible to produce an image of the obstacle-producing device, the image-generating method, the information recording method, and the image of the process image (the means for solving the problem): the image-generating device of the first aspect of the invention is used as the viewpoint. The camera device generates a game device for the image of the line in the virtual space, and the 槿 槿 丹 丹 丹 丹 丹 丹 丹 丹 , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , Second and image generation department. Evaluation of the camera control unit First, the position of the object position memory (4) in the virtual space. In addition, the object of the fourth day is stored in the position memory of the camera for the purpose of photographing the eye in the same direction. The obstacle determination unit sets each according to the memory: Each camera and note:: = one:::: The part is judged to have no obstacles, for example, the zoom-in 2 camera control is used to control the selected photographic image generating unit to produce a shooting operation. Then, that is, make Chen different party = 鸠 __ image. The camera that is not obscured by obstacles can be selected from the camera of the character camera and photographed 098108211 200950856. Therefore, even if there is an obstacle, the character can be photographed. As a result, even in the presence of an obstacle, it is possible to produce an image in which the character is properly photographed. * When the obstacle selection unit determines that there is an obstacle to all the cameras, the camera selection unit selects the camera whose distance between the target character and the obstacle is the farthest; and (0, the camera (4) In the case of moving the selected character to the attention character side of the obstacle, for example, the shooting operation for the performance is performed. In this case, even if all the cameras are covered by the obstacle, the selection is pure. The farthest camera that moves the camera to the front of the obstacle (the position where the eye can be photographed by highlighting the obstacle) and photographing. Therefore, the camera is not too close to the target character' The appropriate image may be generated. The camera control unit may cause the obstacle determination unit to sequentially determine whether or not there is an obstacle between the camera and the attention character in the shadow photography after the shooting operation for starting the performance; and _ When it is determined that there is an obstacle, and the distance between the target character and the obstacle is equal to or greater than the reference value, the camera control unit is After the camera moves to the attention character side of the obstacle, for example, the shooting operation for the performance is continued. In this case, even after the selected camera starts the shooting operation, even if a new obstacle is blocked, the camera can be made The camera moves to the barrier 098108211 7 200950856 (The camera continues to produce the correct obstacle in front of it (the position of the viewpoint can be highlighted by the viewpoint), and the shooting operation can continue. Therefore, the image can be used. After the camera control (4) starts the performance photography operation, the obstacle object portion is successively determined whether or not the obstacle between the respective camera = the character is masked; and '

在判別為有遮蔽攝影中之攝影機和注目角色間之障礙 物,而注目角色和該障礙物之距離比基準值短之情況時,上 述攝影機選擇部從判別為沒有障礙物之攝影機中,選擇任一 個之攝影機,從判別為沒有障礙物之其他攝影機中再選擇任 一個之攝影機;和 上述攝影機控制部控制再選擇之攝影機,例如,繼續演出 用之攝影動作。When it is determined that there is an obstacle between the camera and the eye-catching character in the photographic process, and the distance between the eye-catching character and the obstacle is shorter than the reference value, the camera selecting unit selects any camera that is determined to have no obstacle. One of the cameras selects any one of the other cameras that are determined to have no obstacles; and the camera control unit controls the reselected camera, for example, to continue the shooting operation for the performance.

在此種情況,在被選擇之攝影機開始攝影動作之後,即使 產生被新的障礙物(接近注目角色之障礙物)遮蔽之狀況,亦 可以進行攝影機之再選擇,切換成為其他之攝影機,因此’ 可以繼續產生適當之影像。 本發明之第2觀點之影像產生方法,係在具有記憶部、演 算部、和描繪部之影像產生裝置,利用成為視點之虚擬攝影 機而產生對配置在虛擬空間内之注目角色進行攝影之影像’ 上述記憶部記憶包含注目角色之多個物件在虛擬空間内之 位置,和記憶用於從不同方向對注目角色進行攝影而配置之 098108211 8 200950856 ( ( 多個攝影機之位置,其構成包含有障礙物判定步驟、攝影機 選擇步驟、攝影機控制步驟和影像產生步驟。 在障礙物判定步驟,根據上述記憶部所記憶之各個攝影機 之位置和各個物件之位置,分別判別有無成為遮蔽各個攝影 機和注目角色間之障礙物之物件。在攝影機選擇步驟,從判 別為沒有障礙物之攝影機中,選擇任一個之攝影機。在攝影 機控制步驟,控制被選擇之攝影機,例如,進行演出用之攝 (0 影動作。在影像產生步驟,產生利用被控制之該攝影機所攝 影到之影像。 亦即,使用從不同方向攝影之多個之攝影機,從其中選擇 未被障礙物遮蔽之可對注目角色攝影之攝影機並進行攝 影,所以即使在存在有障礙物之狀況,亦成為可以對注目角 色進行攝影。 其結果是即使在存在有障礙物之狀況,亦可以產生對注目 (© 角色適當攝影之影像。 本發明之第3觀點之資訊記錄媒體記憶有程式,用來使電 腦(包含電子機器)具有作為上述伺服器之功能。 本發明之第4觀點之程式構建成使電腦(包含電子機器) 具有作為上述之影像產生裝置之功能。 該程式可以記錄在光碟、軟碟、硬碟、磁光碟、數位視訊 光碟、磁帶和半導體記憶體等之電腦可讀取之資訊記錄媒 098108211 9 200950856 ( ( 上述程式可以與實行該程式之電腦獨立地分開,經由電腦 通信網路散佈•販賣。另外,上述資訊記錄媒體可以與該電 腦獨立地進行散佈·販賣。 (發明效果) 依照本發明時,在存在有障礙物之狀況,亦可以產生對注 目角色適當攝影之影像。 【實施方式】 以下說明本發明之實施形態。在以下之說明中,為能容易 理解’說明使本發明適用在遊戲裝置之實施形態,伖是在各 種之電腦、PDA、行動電話等之資訊處理裝置亦同樣地可以 適用本發明。亦即,以下所說明之實施形態只作說明用,不 用來限制本發明之範圍。因此熟悉該技術者可以採用將該等 之各個元件或全部元件替換成與其均等者之實施形態,而該 等之實施形態亦被包含在本發明之範圍。 (實施形態1) 圖1是模式圖,用來表示實現本發明之實施形態之影像產 生裝置之典型遊戲裝置之概要構造。以下參照該圖進行說 明。 遊戲裝置 100 具備有 CPIKCentral processing Unit,中 央處理单元)101、ROM(Read On 1 y Memory,唯讀記憶體)1 〇2、 RAM(Random Access Memory,隨機存取記憶體)1〇3、介面 104、控制器 105、外部記憶體 106、DVD(Digital Versatile 098108211 10 200950856 ( rIn this case, after the selected camera starts the shooting operation, even if a new obstacle (a obstacle close to the attention character) is blocked, the camera can be reselected and switched to another camera. You can continue to produce the appropriate image. The image generating method according to the second aspect of the present invention is directed to an image generating device having a memory unit, an arithmetic unit, and a drawing unit, and generates an image for photographing a character placed in a virtual space by using a virtual camera that is a viewpoint. The memory unit stores the position of the plurality of objects of the attention character in the virtual space, and the memory is used for photographing the attention character from different directions. 098108211 8 200950856 ( (The position of multiple cameras, the composition includes obstacles a determination step, a camera selection step, a camera control step, and an image generation step. In the obstacle determination step, whether or not the camera is positioned between the respective cameras and the attention characters is determined based on the positions of the cameras and the positions of the respective objects stored in the memory unit. The object of the obstacle. In the camera selection step, one of the cameras that is determined to have no obstacle is selected. In the camera control step, the selected camera is controlled, for example, for shooting (0 shadow action). Image generation step The image captured by the camera is used, that is, a camera that photographs from different directions is used, and a camera that can be photographed by an eye-catching character that is not obscured by an obstacle is selected and photographed, so even if there is an obstacle The situation of the object also makes it possible to photograph the attention character. As a result, even in the presence of an obstacle, it is possible to produce an eye-catching image (© role-appropriate imagery. The information recording medium of the third aspect of the present invention has The program is for causing a computer (including an electronic device) to function as the server. The program of the fourth aspect of the present invention is constructed such that a computer (including an electronic device) has a function as the image generating device described above. Computer-readable information recording medium on CD, floppy disk, hard disk, magneto-optical disk, digital video disk, magnetic tape and semiconductor memory 098108211 9 200950856 (The above program can be separated from the computer that implements the program independently, via The computer communication network is distributed and sold. In addition, the above information recording media can According to the present invention, an image that is appropriately photographed for an eye-catching character can be generated in the presence of an obstacle. [Embodiment] Hereinafter, embodiments of the present invention will be described. In the above description, the present invention can be applied to the information processing device of various computers, PDAs, mobile phones, and the like in order to make it easy to understand that the present invention is applied to an embodiment of a game device. The embodiments described herein are for illustrative purposes only, and are not intended to limit the scope of the invention, and thus those skilled in the art can [Embodiment 1] Fig. 1 is a schematic view showing a schematic configuration of a typical game device for realizing an image generating apparatus according to an embodiment of the present invention. The following description will be made with reference to the figure. The game device 100 includes a CPIK Central processing unit, a central processing unit 101, a ROM (Read On Memory) 1 〇 2, a RAM (Random Access Memory) 1 〇 3, and an interface 104. , controller 105, external memory 106, DVD (Digital Versatile 098108211 10 200950856 (r

Disc,數位多功能光碟)_r〇m驅動器i〇7、影像處理部 108、聲音處理部 1〇9 和 NICCNetwork lnterface Card,網 路介面卡)11〇。 另外,將記憶有遊戲用之程式和資料之裝著在 • DVD-ROM驅動器107,經由投入遊戲裝置1〇〇之電源,而實 行該程式,藉以實現本實施形態之影像產生裝置。 CPU 101控制遊戲裝置100全體之動作,用來進行與各個 構成元件連接以及控制信號或資料之交接。 在ROM 102記錄有電源投入後立即實行之IpL(initial Program Loader,初始程式載入常式),利用其實行,而將 被記錄在DVD-ROM之程式讀出到RAM 1〇3 ,並利用邙讥〇1 開始實行。另外’在_ 1〇2記錄有遊戲裝置1〇〇全體之動 作控制所必要之作業系統之程式或各種之資料。 RAM 1G 3用來暫時地記憶f料或程式,用來保持從議—匪 (嚳讀出之程式或資料’和其他賴之進行或聊天職所必要之 資料。 經由介面舰連接之控制器1G5,受理使用者實行遊戲時 -所進行之操作輸入。例如,控制器1〇5受理依照操作輸入之 文字列(信息)等之輸入。 在經由介面104連接成可自由裝卸之外部記憶體⑽,以 可重寫之方式記憶表示遊戲進行狀態之資料,聊天通信曰諸 (記錄)之資料等。使用者經由控制器1〇5進行指示輸二,; 098108211 200950856 ( ( 以將該等之資料記錄在適當之外部記憶體106。Disc, digital versatile disc) _r〇m driver i〇7, image processing unit 108, sound processing unit 1〇9 and NICCNetwork lnterface Card, network interface card) 11〇. Further, the program and the data for storing the game are stored in the DVD-ROM drive 107, and the program is implemented by inputting the power of the game device 1 to realize the image generating device of the present embodiment. The CPU 101 controls the operation of the entire game device 100 for connection to various constituent elements and control signals or data. IpL (initial program loader) which is executed immediately after the power is turned on in the ROM 102, and is executed by the ROM 102, and the program recorded on the DVD-ROM is read to the RAM 1〇3, and the 邙 is used.讥〇1 began to implement. Further, in _1〇2, a program or various materials of the operating system necessary for the overall operation control of the game device 1 are recorded. RAM 1G 3 is used to temporarily store f-materials or programs, and is used to maintain the necessary information for the program or data that is read out or other functions that are carried out or chatted. The controller 1G5 is connected via the interface ship. The operation input is performed when the user performs the game. For example, the controller 1〇5 accepts input of a character string (information) or the like according to the operation input. The external memory (10) that is detachably connected via the interface 104 is connected. Retrieving data indicating the progress of the game, chatting communication information (recording), etc. The user inputs the instruction via the controller 1〇5; 098108211 200950856 ((recording with the data) In the appropriate external memory 106.

在被裝著於DVD-ROM驅動器107之DVD-ROM,記錄有用以 實現遊戲之程式和附隨在遊戲之影像資料和聲音資料。利用 CPU 101之控制’DVD-ROM驅動器107對其所裝著之DVD_R〇M 進行讀出處理,讀出必要之程式或資料,並將該等暫時地記 憶在RAM 103等。 影像處理部108利用CPU 101或影像處理部108所具備之 影像演算處理器(未圖示),對從DVD-ROM讀出之資料進行加 工處理後’將其記錄在影像處理部1〇8所具傷之圖框記恨體 (未圖示)。圖框記憶體所記錄之影像資訊被輪出到以既定之 同步時序將其變換成視訊信號之影像處理部1〇8所連接之 監視器(未圖示)。利用此種方式,成為可以進行各種之④ 顯示。 、 另外’影像决鼻處理器可以高速地實行2次元影像之 AA· 、 ^豕之重疊 决鼻或混合專之透過演算,和各種之飽和演瞀。 另外,利用Ζ緩衝法繪製被配置在虛擬3次元空間之附力 有各種紋理資訊之多角形資訊,可以高速實行演算,用來獲 得從既定之視點位置’俯瞰被配置在虛擬3次元空間之多 形之繪製影像。 角 另外,利用CPU 101和影像演算處理器之協調動作,依日” 定義文字形狀之字型資訊,可以使文字列成為2次元影像、 描繪到圖框記憶體,或描繪到各個多角形表面。“二 主貝訊*記 098108211 12 200950856 ( ( 錄在ROM 102,但是亦可以利用記錄在DVD —R〇M之專用字 型資訊ρ 聲音處理部109將從DVD-ROM讀出之聲音資料變換成為類 • 比聲音信號,從與其連接之揚聲器(未圖示)輸出。另外,在 • CPU 101之控制下產生在遊戲之進行中欲產生之效果音或樂 曲資料,將與其對應之聲音從揚聲器輸出。 NIC 110疋用來將遊戲裝置1〇〇連接到網際網路等之電腦 (©通信網路(未圖示)者,其構成包含有依照構成LAN(LocalOn the DVD-ROM loaded in the DVD-ROM drive 107, a program for realizing the game and accompanying video data and sound data accompanying the game are recorded. The DVD_ROM drive 107 mounted on the DVD 101 is read by the control of the CPU 101, and the necessary program or material is read and temporarily recorded in the RAM 103 or the like. The video processing unit 108 processes the data read from the DVD-ROM by the video processing processor (not shown) included in the CPU 101 or the video processing unit 108, and records it in the video processing unit 1〇8. The frame of the injury is hate (not shown). The video information recorded in the frame memory is rotated to a monitor (not shown) to which the video processing unit 1 to 8 is converted into a video signal at a predetermined synchronization timing. In this way, it is possible to perform various 4 displays. In addition, the 'image-finishing nose processor can perform high-speed implementation of AA·, 豕 豕 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或 或In addition, by using the Ζ buffer method to draw the polygon information that is arranged in the virtual 3 dimensional space with various texture information, the calculus can be performed at high speed to obtain the view from the predetermined viewpoint position that the overhead view is configured in the virtual 3 dimensional space. Shape the image. In addition, by using the coordinated operation of the CPU 101 and the image calculation processor, the font information of the character shape can be defined in accordance with the Japanese, and the character string can be made into a 2-dimensional image, drawn to the frame memory, or drawn onto each polygonal surface. "Second main message* 098108211 12 200950856 ( (recorded in ROM 102, but it is also possible to convert the sound data read from the DVD-ROM into a special font information recorded on the DVD - R〇M. Class • The sound signal is output from the speaker (not shown) connected to it. In addition, under the control of the CPU 101, the effect sound or music data to be generated during the progress of the game is generated, and the corresponding sound is output from the speaker. The NIC 110 is used to connect the game device 1 to a computer such as the Internet (© communication network (not shown), and the configuration thereof includes the configuration LAN (Local)

Area Network,區域網路)時所使用之 1QBASE-T/100BASE-T 規格者,或使用電話線路連接到網際網路用之類比數據機、 ISDNUntegrated Services Digital Network,整合服務數 位網路)數據機、ADSL(Asyminetric Digital Subscriber Line,非對稱式數位用戶線路)數據機、使用有線電視線路 連接到網際網路用之有線電視數據機等,和進行該等與cpu (© 101之媒介用之介面(未圖示)。 另外,遊戲裝置100亦可以構建成使用硬碟等之大容量外 部記憶裝置,而具有與ROM 102、RAM 103、外部記憶體1〇6、 • 被裝著在DVD-ROM驅動器107 tDVD_R〇M等相同之功能。 • 糾’亦可以採用連接受理來自使用者之文字列之編輯輸 入用之鍵盤,或受理各種位置之指定和選擇輸人用之滑鼠等 之形態。 另外,除了本實施形態之遊戲裝置1〇〇外,亦可以利用一 098108211 13 200950856 ( ( 般之電腦(通用之個人電腦等)作為影像產生裝置。例如,一 般之電腦與上述遊戲裝ί 100同樣地’具備有CPU、RAM、 ROM、DVD —ROM驅動器和NIC ’具備有功能比遊戲裝置100 簡易之影像處理部,具有作為外部記憶裝置之硬碟,除此之 外可以利用軟碟、磁光碟、磁帶等。另外,亦可以不利用控 制器而是利用鍵盤或滑鼠等作為輸入裝置。另外,在安裝遊 戲程式之後,當實行該稃式時,可以具有作為影像產生裝置 之功能。 (影像產生裝置之概要構造) 圖2是模式圖,用來表示本實施形態之影像產生裝置之概 要構造。該影像產生裝置之一實例是在3次元顯示之動作遊 戲或角色扮演遊戲等’當發生既定之事件時等,而主角受到 注目之情況時’從當時成為視點之虛擬攝影機切換為演出攝 影機(演出用之虛擬攝影機),對注目角色(將受到注目之主 角)進行放大或搖攝等之演出用之攝影動作。以下參照該圖 進行說明。 如圖所*,影像產生裝i 200之構成具備有物件資訊記憶 部210、操作受理部22G、物件位置管理部230、攝影機^ 置管理部240、障礙物判別部25〇、攝影機列表26〇、攝影 機選擇部270、攝影機控制部280和影像描缚部290。 首—先物件貝心憶部21〇記憶配置在虚擬空間内之主角 (兀豕角色)敵方角色、樹木、岩石和建築物等之各種物件 098108211 200950856 ( ( 之=貝訊。具體而a ’對於各個物件,記憶被稱為3次元模型 或紋理之資訊。 另外,RAM 103 #具有作為此種物件資訊記憶冑21〇之功 能。 . 彳㈣纽部⑽受理玩家對操縣肖之動仙示等之操 作輪入。例如,在操作受理部22〇,玩家按下與在既定方向 移動、使用劍武器(開鎗、揮劍)、拾物、蹲下、伏下等之動The 1QBASE-T/100BASE-T specification used in the Area Network, or the telephone line to connect to the analog data machine for the Internet, the ISDN Unified Services Digital Network, and the integrated service digital network) ADSL (Asyminetric Digital Subscriber Line) data machine, cable TV line connected to the Internet using a cable TV line, etc., and the interface for cpu (© 101 media (not Further, the game device 100 may be constructed to use a large-capacity external memory device such as a hard disk, and has a ROM 102, a RAM 103, an external memory 1, and a DVD-ROM drive 107. The same function as tDVD_R〇M, etc. • Correction can also be used to connect the keyboard for editing input from the user's character string, or to accept various positions and select the type of mouse to be used for input. In addition to the game device 1 of the present embodiment, a 098108211 13 200950856 (of the general computer (general personal computer, etc.) can also be used as For example, a general computer has a CPU, a RAM, a ROM, a DVD-ROM drive, and an NIC as in the game device 355, and has a video processing unit having a function that is simpler than the game device 100, and has an external memory. In addition to the hard disk of the device, a floppy disk, a magneto-optical disk, a magnetic tape, etc. can be used. Alternatively, a keyboard or a mouse can be used as an input device without using a controller, and after the game program is installed, the implementation is performed. In the case of the cymbal type, it is possible to have a function as an image generating device. (Summary structure of the image generating device) Fig. 2 is a schematic view showing a schematic structure of the image generating device of the embodiment. An example of the image generating device is In the case of a three-dimensional display action game or a role-playing game, etc., when a promising event occurs, and the protagonist receives attention, the virtual camera that becomes the viewpoint at the time is switched to the performance camera (the virtual camera for the performance). The character (the subject that will be noticed) is used for zooming or panning, etc. As shown in the figure, the image generating device i 200 includes an object information storage unit 210, an operation accepting unit 22G, an object position managing unit 230, a camera setting management unit 240, and an obstacle determining unit 25, The camera list 26A, the camera selection unit 270, the camera control unit 280, and the image typography unit 290. The first object first reads the main character (兀豕 character) in the virtual space, the enemy character, the tree, Various objects such as rocks and buildings 098108211 200950856 ( ( = = 贝讯. Specifically, for each object, the memory is called the information of the 3-dimensional model or texture. In addition, the RAM 103 # has a function as an information memory of such an object.彳 (4) New Zealand (10) accepts the player's operation of the operation of the county Xiao Xiaoxiang. For example, in the operation accepting unit 22, the player presses and moves in a predetermined direction, using a sword weapon (shooting, swinging a sword), picking up, squatting, squatting, etc.

作對應之多個紐(其-實例是配置在控制器1〇5之方向鍵、A 鈕B紐、X钮、γ知等)之任一個,用來受理對主角之操作 輸入。 另外’控制器105具有作為此種操作受理部22〇之功能。 物件位置管理部⑽用來管理在主角或敵方角色之虛擬 空間内變化位置之物件之位置資訊(現在位置或方向等)。例 φ 如,主角依照操作受理部22G所受理之移動指示等,變化虛 擬空=内之位置或方向’所以在物件位置管理部23Q管理該 位置資訊。另外’敵方角色亦依照既定之邏輯而適當地移 動,並變化虛擬空間内之位置等,所以同樣地管理位置資訊。 另外,物件位置管理部23〇亦管理建築物、樹木、岩石等 之在虛擬空間内之位置不變之物件之位置資訊。 另卜讓103和CPU 101具有作為此種物件位置管理部 230之功能。 攝影機位置管理部24G記憶從不同方向面臨主角之多個 098108211 15 200950856 ( ( 之演出攝影機之位置。 具體而言攝影機位置管理部240,如圖3所示,管理配置 在主角SC之前方之3個演出攝影機EC1〜此3之位置資訊。 另外,各個演出攝影機EC卜EC3之方向(攝影方向)被管理成 在攝影時朝向主角Sc。另外,在圖3中為能容易說明,表- 示從上方俯視虛擬空間之主角sc之俯視圖。在以下之圖亦-以此種之俯視圖適當地進行說明。 該等之演出攝影機EC1〜EC3之位置資訊可以是依照事件 決定之絕對位置,亦可以是依照主角%之位置決定之相對❹ 位置。 =置之一實例是在因主角拿起(取得)特別之武器,而 位^ 兄時,分別決定與該武器之初期位置(放置之 位置等)面對之3個之位置等。 裝二卜賠::對位置之一實例是在經過既定之時間(例如,安 〇 離門:角,爆炸等)而發生事件之情況時,以既定距離 離開主角之現在位置之面對之3個位置等。 另外 ’ RAM 103 和 Cpn 1ni i古从 A lL __ 部240之功能。CPU1G1具有作為此種攝影機位置管理 障礙物判別部2观物件位置管理部_ 各個物件之位置資訊、和攝影機位置管理部24〇所紀 機之位置資訊’分別判別有無遮蔽各個演 出攝〜機和主角間之障礙物。 098108211 16 200950856 ( ( 亦即,障礙物判別部250,如圖4A所示,判別在從演出 攝影機EC(EC1〜EC3)朝向主角SC之視線VL上,是否存在有 成為障礙物之物件。 . 另外,障礙物判別部250亦可以如圖4B所示,以演出攝 • 影機阢作為基點,使用與視線VL形成既定角度0之多根之 補助視線HL’分別判別在各補助視線jjl上是否存在有物 件。另外,在該圖4β中,為能容易說明,只將水平方向之 (办補助視線HL擴大地顯示,但是實際上在垂直方向亦同樣地 使補助視線HL擴大。 依照此種方式,在使用有補助視線HL之情況,對於由於 障礙物使主角之一部分被遮蔽之情況等亦可以進行判別。 另外,CPU ιοί具有作為此種障礙物判別部25〇之功能。 回到圖2,攝影機列表260儲存利用障礙物判別部25〇判 別為沒有障礙物之演出攝影機之資訊。 (❹如目5A所示’在有遮蔽演出攝影機EC2之視線VL2之障 礙物SB之情況時(視、線vu、VLS未被遮蔽之情況時),在攝 影機列表260 ’如圖5B所示,儲存演出攝影機επ、⑽之 • 資訊。 亦即在攝#機縣26G,儲存未被PI:礙物遮蔽而可以對 主角進行攝影之决出攝影機之資訊。 另外’RAM 103具有作為此種攝影機列表26〇之功能。 回到圖2 ’攝影機選擇部270從攝影機列表260所儲存之 098108211 17 200950856 ( 演出攝影機中,例如,隨機選擇1個之攝影機。亦即,從判 別為沒有障礙物之攝影機中選擇任1個之攝影機。 另外,亦發生判別為在全部之演出攝影機有障礙物,而在 攝影機列表260未儲存任一個之演出攝影機之資訊。在此種 情況時,攝影機選擇部270選擇與主角和障礙物之距離最遠 者對應之演出攝影機。 例如’如圖6A所示,發生全部演出攝影機EC1〜EC3之視 線VL1〜VL3分別被障礙物SB1〜SB3遮蔽之狀況。在此種情況 時,攝影機選擇部270,如圖6B所示,分別求得主角SC和 障礙物SB1之距離dl、主角SC和障礙物SB2之距離d2、和 主角SC和障礙物SB3之距離们。然後,選擇與成為最大(遠) 距離之距離d3對應之演出攝影機EC3。 另外,亦發生在演出攝影機之視線上存在多個之障礙物之The corresponding plurality of buttons (the instance is the direction key arranged in the controller 1〇5, the A button B button, the X button, the γ know, etc.) are used to accept the operation input to the main character. Further, the controller 105 has a function as such an operation accepting unit 22A. The object position management unit (10) is used to manage the position information (current position or direction, etc.) of the object that changes position in the virtual space of the main character or the enemy character. In the case of the object φ, the object position management unit 23Q manages the position information in accordance with the movement instruction received by the operation accepting unit 22G or the like, and changes the position or direction within the virtual space=. In addition, the enemy character moves in accordance with the established logic and changes the position in the virtual space. Therefore, the location information is managed in the same manner. Further, the object position management unit 23 also manages the positional information of the objects whose positions in the virtual space, such as buildings, trees, rocks, and the like are not changed. Further, the 103 and the CPU 101 have functions as such an object position management unit 230. The camera position management unit 24G memorizes a plurality of 098108211 15 200950856 facing the main characters from different directions ((the position of the performance camera. Specifically, the camera position management unit 240, as shown in FIG. 3, manages the three positions before the main character SC) The position information of the camera EC1 to the third is displayed. In addition, the direction (photographing direction) of each of the show cameras ECb EC3 is managed to face the main character Sc at the time of shooting. In addition, in Fig. 3, it can be easily explained that the table is from above. A plan view of the main character sc of the virtual space is seen in the following drawings. The following figures are also appropriately described in the above-mentioned plan view. The position information of the show cameras EC1 to EC3 may be an absolute position determined according to an event, or may be a protagonist according to an event. The position of % determines the relative position. = One instance is to pick up (get) a special weapon for the main character, and when it is a brother, decide to face the initial position of the weapon (position, etc.) 3 positions, etc. Packing 2: The case of one of the positions is an event that occurs after a predetermined period of time (for example, Anzhen exits the door: corner, explosion, etc.) In other cases, the position of the current position of the main character is separated by a predetermined distance, etc. In addition, the functions of the RAM 103 and the Cpn 1ni i are from the A lL _ _ 240. The CPU 1G1 has the position determination obstacle as the camera position management unit. (2) The object position management unit _ the position information of each object and the position information of the camera position management unit 24, respectively, determine whether or not the obstacle between the respective camera and the main character is blocked. 098108211 16 200950856 ( As shown in FIG. 4A, the obstacle discriminating unit 250 determines whether or not there is an object that becomes an obstacle on the line of sight VL from the show camera EC (EC1 to EC3) toward the main character SC. Further, the obstacle discriminating unit 250 As shown in Fig. 4B, it is possible to determine whether or not an object exists on each auxiliary line of sight jjl by using the auxiliary line of sight HL' which forms a predetermined angle of 0 with the line of sight VL as a base point. In Fig. 4β, in order to be easily explained, only the horizontal direction (the auxiliary line of sight HL is displayed in an enlarged manner, but the auxiliary line of sight HL is actually enlarged in the vertical direction as well. In this case, when the auxiliary line of sight HL is used, it is possible to determine whether or not one of the main characters is partially obscured by the obstacle. The CPU ιοί has a function as the obstacle determining unit 25〇. 2, the camera list 260 stores information of the show camera that is determined to be free of obstacles by the obstacle discriminating unit 25 (as shown in FIG. 5A) when there is an obstacle SB that obscures the line of sight VL2 of the show camera EC2 ( When the view, the line vu, and the VLS are not masked, the camera list 260' stores the information of the show cameras επ, (10) as shown in Fig. 5B. That is to say, in the 26G of the # machine county, the information of the camera that can be photographed by the protagonist without being obscured by the PI is blocked. Further, the 'RAM 103' has a function as such a camera list 26A. Referring back to FIG. 2, the camera selection unit 270 stores 098108211 17 200950856 stored in the camera list 260. (In the performance camera, for example, one camera is randomly selected. That is, one of the cameras determined to have no obstacles is selected. In addition, it is determined that there is an obstacle in all the cameras of the show, and the camera of the show camera is not stored in the camera list 260. In this case, the camera selecting unit 270 selects the distance from the main character and the obstacle. For example, as shown in FIG. 6A, the sight lines VL1 to VL3 of all the performance cameras EC1 to EC3 are blocked by the obstacles SB1 to SB3. In this case, the camera selection unit 270, As shown in Fig. 6B, 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 are respectively determined. Then, the distance is selected to become the maximum (distal) distance. The distance camera d3 corresponds to the performance camera EC3. In addition, there are also multiple obstacles on the line of sight of the performance camera.

If況在此種情況以求得接近主角之障礙物之距離作為對 象。 另外,CPU101具有作為此種攝影機選擇部27〇之功能。 回到圖2 ’攝影機控制部28〇控制被選擇之演出攝影機, 進行演出用之攝影動作。 用:二t影機控制部280進行放大、搖攝、搖動等之演出 動作,對玩家注意之主角動作之影像進行攝影。 另外,當判別為對全部之攝影機有障礙物 影機選擇部270, 則上迷之攝 選擇主角和障礙物之距離為 098108211 200950856 ( ( 影機之情況時,攝影機控制部28{)使被選擇之演出攝影機移 動到障礙物之主角侧後,進行演出用之攝影動作。 例如’如圖7A所示,在演出攝影機EC卜EC3被障礙物 .SB1~SB3遮蔽之狀態,選擇距離最遠之演出攝影機⑽。在 此種情況,攝影機控制部280如圖7B所示,在使演出攝影 機⑽之位置移動到實質之視點(圖中之透鏡部)突出障礙 物SB3而可以對主角sc進行攝影之位置後,進行演出用之 攝影動作。亦即,不被障礙物SB3絲,而且使演出攝影機 .移動至儘可能遠離主角%之可以攝影位置。然後,從 該移動位置開始演出動作。 另外CPU 101具有作為此種攝影機控制部哪之功能。 回到圖2 ’影像描繪部29〇依照物件資訊記憶部⑽所記 憶之物件之資訊’和物件位置管理部咖所管理之角色之^ 置資訊等,對虛擬空間内(視界内)之物件’描緣以通常之虛 擬攝影機,或被上述攝影機控制部28〇控制之演出攝影機作 為視點之遊戲影像。 具體而言,在發纽^之事件,彻上述之攝 =擇1個之演出攝影機之情況時,影像贿物描繪 =被攝影機洲部_控歡雜_频料視點 像0 ^如’在放大攝影機控制部2δ〇所控制之該演出用之攝影 動作之情糾,虛賴雜EG之視點,如圖Μ所示,成為 098108211 19 200950856 從位置x移動到位置y ^因此,影像描繪部29〇,如圖犯 所示描、、會决出攝影機EC在位置X所攝影到之遊戲影像, 然後,隨著演出攝影機阢之從位置X移動到位置γ,進行 將主角sc擴大(進行放大)’不久,如圖8C所示,描繪演出 攝影機EC在位置γ所攝影到之遊戲影像。 另外,在演出動作為搖攝或搖動等之情況時,與上述同樣 地’影像描繪部290變成描繪依照演出攝影機之位置和方向 (視綠位置或視線)之影像。In this case, the distance to the obstacle close to the main character is taken as the object. Further, the CPU 101 has a function as such a camera selecting unit 27A. Referring back to Fig. 2, the camera control unit 28 controls the selected performance camera to perform a shooting operation for the performance. The second t-camera control unit 280 performs an action of zooming, panning, shaking, etc., and photographs the image of the protagonist's action of the player's attention. Further, when it is determined that the obstacle camera selection unit 270 is present for all of the cameras, the distance between the selected main character and the obstacle is 098108211 200950856 (in the case of a video camera, the camera control unit 28{) is selected. After the performance camera moves to the main character side of the obstacle, the shooting operation for the performance is performed. For example, as shown in FIG. 7A, in the state where the performance camera ECb EC3 is obscured by the obstacles SB1 to SB3, the farthest performance is selected. In this case, as shown in FIG. 7B, the camera control unit 280 can move the position of the show camera (10) to the point of view (the lens portion in the figure) to highlight the obstacle SB3, and can photograph the main character sc. Then, the photographing operation for the performance is performed, that is, the obstacle camera SB3 is not moved, and the performance camera is moved to a photographable position as far as possible from the main character %. Then, the performance operation is started from the moving position. As a function of the camera control unit, the image drawing unit 29 refers to the information of the object stored in the object information storage unit (10). The information of the role managed by the location management department or the like, and the object in the virtual space (in the field of view) is viewed as a virtual video camera or a video camera controlled by the camera control unit 28 as a viewpoint game. Specifically, in the case of the event of the button, when the above-mentioned camera is selected, the image of the video is depicted by the camera department _ control _ _ _ _ _ _ _ _ _ _ _ _ _ In the magnification of the shooting operation for the performance controlled by the camera control unit 2δ〇, the viewpoint of the virtual EG is 098108211 19 200950856 moving from the position x to the position y. Therefore, the image drawing unit 29〇, as shown in the figure, will determine the game image captured by the camera EC at position X, and then expand the main character sc as the performance camera moves from position X to position γ. "As soon as, as shown in Fig. 8C, the game image captured by the show camera EC at the position γ is depicted. Further, when the show operation is panning or shaking, the image is drawn in the same manner as described above. 290 into drawing (position or visual line of sight green) images in accordance with the position and orientation of the camera performance.

另外’影像處理部1〇8具有作為此種影像描繪部29〇之功 能0 (影像產生裝置之動作) 是机私圖,用來表示在上述之構造之影像產生裝】 200中所實狀影像產生處理之流程。以下參照該圖說明邊 像產生裝置之動作°該影像產生處理,例如,係在遊!Further, the 'image processing unit 1' 8 has a function 0 (operation of the image generating device) as such a video image capturing unit 29, which is a machine-specific image for indicating a real image in the image generating device 200 of the above configuration. Generate the process flow. The operation of the image generating device will be described below with reference to the figure. The image generating process is, for example, a tour!

在滿足既定之事件發生條件時,先實行_ J μ夕’在影像產生處理之開始時,攝影機列表260被 除(沒有任何登錄)。 生=2,定之事件發生條件時,首先,影像產 、 °又疋次出攝影機之位置(步驟S301) 〇 =p在攝景戍位置管理部⑽設定從*同之a方向面臨 =個演出攝影機之位置。亦即,如上述之圖3所示, 之各個演出攝影機EC卜EC3之位置資訊由攝影機 098108211 20 200950856 位置管理部240設定和管理。另外, 邊等之演出攝影機 EC1〜EC3之位置,如上述之方式,可以是 Θ事件決定之絕 對位置,亦可以是依照主角SC之位置決定之才 :裝置2°°分,是否有遮:::機 和主角間之障礙物’將沒有障礙物之演出攝 機列表260(步驟S302)。 且ς ^ 亦即,障礙物判別部250根據物件位置管理部23〇所帥 之各個物件之位置資訊’和攝影機位置㈣部挪所記 各個演出攝影機之位置資訊,分關別是否有遮蔽朝向:角 之各個演出攝影機之視線之障礙物。然後,將障礙物判 250判別為沒有障礙物之演出攝影機之資訊,儲存 列表260。 % 亦即,在攝影機列表260儲存未被障礙物遮蔽而可以對主 角攝影之演出攝影機之資訊。另外’當判別為全部之演出攝 ⑩影機被障礙魏狀情況時,變成絲職列表⑽不餘存 任何演出攝影機之資訊。 〜像產生裝置200判別在攝影機列表26〇是否登錄有演出 •攝影機之資訊(步驟咖3)。亦即,未被障礙物遮蔽而可以 對主角攝影之演出攝影機之資訊,在攝影機列表26〇是否 存有1個以上。 〜像產生裝置2GG在判別為演出攝影機之資訊有登錄在 攝影機列表260時(步驟S303 ; Yes),使處理前進到後面所 098108211 21 200950856 ( 述之步驟S305。 田匈別為未登錄演出攝影機之資 (步驟S303 ; No),公你女^ 貝汛之凊况時 )衫像產生裝置200求得主角和各個障礙 物之距離(步驟士 ' 调障礙 )。亦即,因為全部之演出攝 礙物遮蔽,所以赘德甚^πλ 攝办機被障 d象產生裝置2〇〇,如上述之圖6Β所示, 分別求付主角%和障礙物測之距離di,主角%和障礙 物SB2之距離d?,二& a 和主角SC和障礙物SB3之距離d3。When the predetermined event occurrence condition is satisfied, the camera list 260 is deleted (without any registration) at the beginning of the image generation process. Raw = 2, when the event occurrence condition is met, first, the video production, ° and then the position of the camera (step S301) 〇 = p in the landscape position management unit (10) set from * with the a direction facing = a show camera The location. That is, as shown in Fig. 3 described above, the position information of each of the show cameras ECb EC3 is set and managed by the camera 098108211 20 200950856 position management unit 240. In addition, the position of the performance cameras EC1 to EC3, such as the above, may be the absolute position determined by the event, or may be determined according to the position of the main character SC: the device is 2°°, whether there is a cover: : Obstacle between the machine and the protagonist' will have no performance list 260 of obstacles (step S302). In other words, the obstacle discriminating unit 250 separates the position information of each of the performance cameras based on the position information of each object and the camera position (4) of the object position management unit 23, and whether or not there is a masking orientation: An obstacle to the line of sight of each of the performance cameras. Then, the obstacle 250 is judged as the information of the show camera without the obstacle, and the list 260 is stored. That is, the camera list 260 stores information of a show camera that is not obscured by an obstacle and can be photographed to the main character. In addition, when it is judged that all the performances of the 10th camera are in a situation of obstacles, it becomes a list of the silk job (10) without any information of the performance camera. The image generation device 200 determines whether or not the information of the scene is recorded in the camera list 26 (step coffee 3). That is, whether or not there is one or more information on the camera list 26 that is not obscured by the obstacle and can be photographed by the protagonist. When the image generating device 2GG determines that the information of the show camera is registered in the camera list 260 (step S303; Yes), the process proceeds to the subsequent 098108211 21 200950856 (step S305 is described. The field is not registered for the camera. (Step S303; No), when the woman and the girl are in the case of the Becky, the shirt image generating device 200 obtains the distance between the main character and each obstacle (steps' obstacles). That is, since all the obstacles of the performance are obscured, the 赘 甚 ^ π ^ 摄 被 被 被 被 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 〇〇 Di, the distance d of the main character % and the obstacle SB2, ?2, and the distance d3 between the main character SC and the obstacle SB3.

:像產。生裝置2QQ選擇1個之演出攝影機(步驟S305)。 I先,s在攝影機列表26〇登錄有演出攝影機之資訊之情 況時攝〜機選擇部27Q從該列表中隨機選擇1個演出攝影 機亦P從判別為沒有障礙物之演出攝景多機中,選擇1 個冷出攝n另外,當在攝影制表哪?、登錄1個之情 況時’變成自動地選擇該演出攝影機。: Like production. The production device 2QQ selects one of the performance cameras (step S305). I first, s, when the camera list 26 is registered with the information of the show camera, the camera selection unit 27Q randomly selects one of the show cameras from the list, and the P is determined from the multi-camera that is determined to have no obstacles. Choose 1 cold shot n In addition, when in the photographic table? When one is registered, the movie camera is automatically selected.

另外,當在攝影機列表260未登錄有演出攝影機之資訊之 It况時’攝影機選擇部27G從在步驟s綱所求得之距離(主 角^各個障礙物之距離)中,選擇與最大(遠)者對應之演出 攝ρ機例如’在上述之圖所示之情況,選擇被離開主 角取遠之障礙物SB3遮蔽之演出攝影機EC3。 〜像產生裝置200在演出攝影機進行演出用之攝影動 作並且產生該演出攝影機所攝影到之遊戲影像(步驟s 306)。 亦即,攝影機控制部28〇控制被選擇之演出攝影機,例 098108211 22 200950856 ( ( 如’開始放大等之演出用之攝影動作。另外,當在攝影機列 表260未登錄有演出攝影機之資訊,而選擇主角和障礙物之 距離為最遠之演出攝影機之情況時,攝影機控制部280在使 所選擇之演出攝影機移動到障礙物之主角側之後,開始演出 攝景肩作。例如,如上述之圖7B所示,使演出攝影機 ㈣之位置’移動到實質之視點(圖中之透鏡部)突出障礙物 3而可叫主角%攝影之位置後,進行演出用之攝影動 另外,影像插繪部290描繪以被控制之演出攝影機作為 點之遊戲影像。 為視 〜像產生裝置2〇〇判別有無遮蔽被選擇之演出攝影機(進 行攝影動作之演出攝影機)和主角間之障礙物(步驟S3〇7)。 亦即,在所選擇之演出攝影機之演出動作中,判別在該寅 出攝影機和主角之間,是否存在有新的障礙物。 … 影像產生裝置2〇〇在判別為沒有障礙物時(步驟s 3〇了 . No) ’使處理前進到後面所述之步驟S310。 另外一方面,在判別為有障礙物之情況時(步驟s 3〇7 .Further, when the camera list 260 is not registered with the information of the information of the show camera, the camera selecting unit 27G selects the distance (the distance between the main obstacles and the obstacles) from the step s (the distance between the main obstacles and the obstacles). For example, in the case of the above-described figure, the performance camera EC3 that is shielded by the obstacle SB3 that is far away from the main character is selected. The image generating device 200 performs a shooting operation for the performance of the performance camera and generates a game image captured by the performance camera (step s 306). That is, the camera control unit 28 controls the selected performance camera, for example, 098108211 22 200950856 ( (for example, 'starting the shooting operation for the performance such as zooming in. Also, when the information of the show camera is not registered in the camera list 260, the selection is made. When the distance between the main character and the obstacle is the farthest to the camera of the show, the camera control unit 280 starts the performance of the camera shoulder after moving the selected camera to the main character side of the obstacle. For example, as shown in FIG. 7B above. As shown in the figure, the position of the show camera (4) is moved to the point of view (the lens portion in the figure) to highlight the obstacle 3, and the position of the main character % is photographed, and then the photographing motion for the performance is performed, and the image interpolating unit 290 depicts The video camera to be controlled is used as the game image of the point. The image capturing device 2 determines whether or not the selected camera (the camera that performs the shooting operation) and the obstacle between the main characters are blocked (step S3〇7). That is, in the performance action of the selected performance camera, it is discriminated whether there is a presence between the exit camera and the main character. New obstacles. The image generating device 2 determines that there is no obstacle (step s 3 .. No) 'Advances the processing to step S310 described later. On the other hand, it is judged that there is an obstacle. In the case (step s 3〇7).

Yes)’影像產生裝置200判別主角和該障礙物之距離是否為 基準值以下(步驟S 308)。 例如’在將虛擬空間之基準距離設定為丨.5111之情況時, 判別主角和障礙物之距離是否為該1.5m以下。另外,兮義 準距離亦可以依照遊戲中之狀況等適當地變更。 098108211 23 200950856 ( ( 影像產生裝置在期為主角和其障礙物之距離不為 基準值以下,亦即,比基準值大(遠)時(㈣s 3Q8;㈣, 使處理前進到後面所述之步驟_。亦即,控制該演出攝 影機’並維持演出用之攝影動作。 這時,攝影機控制部280在使演出攝影機之位置移動到該 - 障礙物之剛好前面(視點突出障礙物而可以對主角攝影之位 _ 置)之後,繼續演出動作。另外’由於障礙物之移動等在暫 時遮蔽之狀況時,亦可以使演出攝影機之位置不變,繼續;寅 出動作。亦即’參照物件位置管理部23G,使該障礙物(物◎ 件)成為移動物,並且求得以既定之速度(移動量)移動時(障 礙物之移動方向和演出攝影機之視線方向為不同之情況 時)’攝影機控制部28G使演_影機之位置不變,而繼續 演出動作。 另外-方面’在判別為主角和其障礙物之距離為基準值以 下之情況時(步驟S 308 ; Yes),影像產生裝置_再度進❹ 行演出攝影機之選擇處理(步驟§ 309)。 亦即衫像產生裝置200進行與上述之步驟S3〇2〜S3〇5 相同之處理,再度選擇演出攝影機。 影像產生裝置2GG制演出狀攝影動作是衫成(步驟 S 310) 〇 · 亦即’判別利用攝影機控制部28〇之放大等之演出動作是 否完成。 098108211 24 200950856 ( ( 在影像產生裝置Yes) The image generating device 200 determines whether or not the distance between the main character and the obstacle is equal to or lower than the reference value (step S308). For example, when the reference distance of the virtual space is set to 丨.5111, it is determined whether or not the distance between the main character and the obstacle is 1.5 m or less. In addition, the limit distance can be appropriately changed according to the situation in the game or the like. 098108211 23 200950856 (When the distance between the main angle of the image generating device and its obstacle is not below the reference value, that is, when it is larger than the reference value (far) ((4) s 3Q8; (4), the process proceeds to the steps described later. That is, the camera of the show is controlled and the shooting operation for the performance is maintained. At this time, the camera control unit 280 moves the position of the show camera to the front of the obstacle (the obstacle is highlighted by the viewpoint and the main character can be photographed) After the bit_set), the performance operation is continued. In addition, when the position of the camera is temporarily blocked due to the movement of the obstacle or the like, the position of the camera can be kept unchanged, and the operation can be continued. That is, the reference object position management unit 23G When the obstacle (object) is a moving object and is moved at a predetermined speed (movement amount) (when the moving direction of the obstacle is different from the direction of the line of sight of the show camera), the camera control unit 28G makes The position of the player is unchanged, and the performance continues. The other aspect is that the distance between the main character and the obstacle is below the reference value. In the case (step S308; Yes), the image generating apparatus _ re-enters the selection process of the performance camera (step § 309). That is, the shirt image generating apparatus 200 performs the same steps as the above-described steps S3〇2 to S3〇5. In the processing, the performance camera is again selected. The image capturing device 2GG performs the shooting operation (step S310). That is, it is determined whether or not the performance operation by the enlargement of the camera control unit 28 is completed. 098108211 24 200950856 ( Image generating device

310 * No) » 判別為攝影動作未完成時(步驟S 训’ JNo),使處理回到 S306〜S310之處理。 ,而重複實行上述之步驟 310 ; Yes),影像:::為攝影動作完成之情況時(步驟S 利用此種之影像產生處置理2〇〇g結束影像產生處理。 從來自3方向之㈣’卩使在存在_礙物之狀況, 之可對主賴影^ = 騎地鄉未㈣礙物遮蔽 、出攝衫機並進行攝影。 時,亦選㈣編在王奴演出攝f彡機轉礙物遮蔽之情況 播移動5離開主角最遠之演出攝影機,使演出攝影 機移動到該㈣物之剛好前面(視點突出障礙物而可以對主 角攝影之位置),並對主_攝影。因此,演_機不 會太接近主角,而可以產生適#之影像。 嘬 其結果是即使在存在有障礙物之狀況,亦可以產生對將受 到注目之主角適當攝影之影像。 (其他之實施形態) 在上述之實施形態中,所說明之情况是通常地(與先前技 術同樣地)進行演出攝影機之縮放專之演出動作,但是在、、寅 出攝影機之移動里大於規定值之情況時,亦可以不進行利用 位置内插等之逐漸移動,而是瞬間移動。 例如’演出攝影機之移動量在一定時間内(例如,1 /6〇 秒)移動一定距離以上之情況時,演出攝影機不是以内插移 098108211 25 200950856 ( 動,而是瞬間移動。利用此種方式,經- 以描繪切換影像之影像。 延仃切割切換而可 在上述之實施形態中,所說明之情況是 色^一實例,並利用演出攝影機對該主角進為注目角 但是亦可以主角以外之备 仃攝衫之情況, 1又角色(亦可以為NPc 之物件等)作為受到注目 l寻或其他會移動 色進行攝影。 ❿利用演出攝影機對該角 例如,在發生成為主角伙伴之角 角色X,產生進行演出動 每之事件時,對該 樣地,以從3方向面臨角色χ之方式配^種情況,與上述同 選擇未被障礙物遮蔽而可以攝影之:可置二出攝影機。然後, 演出攝影機產生於㈣動作㈣進行攝影 在此種情況,在存在有障礙物之狀況,可以^f 角色產生適當攝影之影像。 、又J主目之 在上述之實施形態中,所說明之情況是以從3方向中之任 一個可以攝影之方式,配置3個演出攝影機之情況,但是演 出攝影機之數目並不只限於此種之3個,只要是2個以上均 可適當地使用。 如以上所說明之方式,依照本發明時,即使在有障礙物存 在之狀況’亦可以產生對注目角色適當攝影之影像。 另外,本案係以日本國專利案特願2008— 065473號為基 礎主張優先權,該基礎案之内容全部加入到本案。 098108211 26 200950856 (產業上之可利用性) 如以上所說明之方式,可以提供即使在有障礙物存在之狀 況亦可以產生對注目角色適當攝影之影像之影像產生裝 置、影像產生方法、資訊記錄媒體及程式。 【圖式簡單說明】 圖1是模式圖,用來表示本發明之實施形態之資訊處理裝 置之概要構造。 0 圖2是模式圖,用來表示本發明之實施形態之影像產生裝 置之概要構造。 圖3是模式圖,用來說明被配置之演出攝影機和主角之關 係。 圖4A是模式圖,用來說明遮蔽演出攝影機之視線之障礙 物。 圖4B是模式圖,用來說明遮蔽演出攝影機之視線之障礙 ❿ 物。 圖5A是模式圖,用來表示演出攝影機和障礙物之關係。 圖5B是模式圖,用來表示攝影機列表之一實例。 _ 圖6A是模式圖,用來說明演出攝影機和各個障礙物之關 係。 圖6B是模式圖,用來說明演出攝影機和各個障礙物之關 係。 圖7A是模式圖,用來說明全部之演出攝影機被障礙物遮 098108211 27 200950856 ( r 蔽之情況時之演出攝影機之控制。 圖7B是模式圖,用來說明全部之演出攝影機被障礙物遮 蔽之情況時之演出攝影機之控制。 圖8A是模式圖,用來說明演出攝影機和主角之關係。 圖8B是模式圖,用來表示所產生之遊戲影像之一實例。 圖8C是模式圖,用來表示所產生之遊戲影像之一實例。 圖9是流程圖,用來表示本發明之實施形態之影像產生處 理之一實例。 【主要元件符號說明】 100 遊戲裝置 101 CPU 102 ROM 103 RAM 104 介面 105 控制器 106 外部記憶體 107 DVD — ROM驅動器 108 影像處理部 109 聲音處理部 110 NIC 200 影像產生裝置 210 物件資訊記憶部 098108211 28 200950856 220 操作受理部 230 物件位置管理部 240 攝影機位置管理部 250 障礙物判別部 260 攝影機列表 270 攝影機選擇部 280 攝影機控制部 • 290 影像描繪部 dl 〜d3 距離 EC ' EC1-EC3 演出攝影機 HL 補助視線 SB 、 SB1〜SB3 障礙物 SC 主角 VL ' VL1-VL3 • 視線 098108211 29310 * No) » When it is determined that the shooting operation is not completed (step S training 'JNo), the processing returns to the processing of S306 to S310. Repeat step 310 above; Yes), image::: When the shooting operation is completed (Step S uses this image to generate the processing 2〇〇g to end the image generation processing. From the (4) from the 3 direction' In the presence of _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ In the case of obscurity, the mobile camera 5 moves away from the protagonist's farthest performance camera, so that the performance camera moves to the front of the (four) object (the position of the main point can be photographed by highlighting the obstacle), and the main camera is taken. The _ machine will not be too close to the main character, but it will produce an image of 适. The result is that even in the presence of obstacles, it is possible to produce an image that is properly photographed for the main character to be noticed. (Other embodiments) In the above-described embodiment, the case where the zoom operation of the performance camera is performed normally (in the same manner as in the prior art) is performed. However, when the movement of the camera is larger than the predetermined value. It is also possible to move instantaneously without using gradual movement such as position interpolation. For example, when the movement amount of the performance camera moves a certain distance or more within a certain period of time (for example, 1 / 6 sec), the performance camera is not Interpolating 098108211 25 200950856 (moving, but moving instantaneously. In this way, by - to depict the image of the switched image. Delayed cutting switching can be described in the above embodiment, the case is a color ^ an example And use the performance camera to enter the corner of the main character, but it can also be used in addition to the protagonist, and the role (also can be NPc, etc.) as the attention or other moving color for photography. ❿ Using the performance camera, for example, when an event X is created as a protagonist's actor, and an event for each of the performances is generated, the sample is arranged in such a manner that it faces the character 3 from the three directions. You can choose to be photographed without being obscured by obstacles: you can set the camera twice. Then, the camera is produced in (4) Action (4) Photographing here In the case where there is an obstacle, the character can be appropriately imaged. In the above embodiment, the case is described in a manner that can be photographed from any of the three directions. In the case where three performance cameras are arranged, the number of performance cameras is not limited to three, and may be appropriately used as long as it is two or more. As described above, according to the present invention, even in the case of obstacles The condition of the existence of the object can also produce an image of proper photography of the target character. In addition, the case is based on the Japanese Patent Patent No. 2008-065473, and the contents of the basic case are all added to the case. 098108211 26 200950856 (Industrial Applicability) As described above, it is possible to provide an image generating apparatus, an image generating method, an information recording medium, and a program that can generate an image that is appropriately photographed by an eye-catching character even in the presence of an obstacle. BRIEF DESCRIPTION OF THE DRAWINGS Fig. 1 is a schematic view showing a schematic configuration of an information processing apparatus according to an embodiment of the present invention. Fig. 2 is a schematic view showing a schematic configuration of an image generating apparatus according to an embodiment of the present invention. Figure 3 is a schematic diagram showing the relationship between the configured show camera and the main character. Fig. 4A is a schematic view for explaining an obstacle that obscures the line of sight of the performance camera. Fig. 4B is a schematic view for explaining an obstacle that obscures the line of sight of the performance camera. Fig. 5A is a schematic view showing the relationship between a performance camera and an obstacle. Figure 5B is a schematic diagram showing an example of a list of cameras. _ Figure 6A is a pattern diagram showing the relationship between the performance camera and each obstacle. Fig. 6B is a schematic view for explaining the relationship between the performance camera and each obstacle. Fig. 7A is a schematic view for explaining that all the performance cameras are covered by obstacles 098108211 27 200950856 (the control of the performance camera in the case of r. Fig. 7B is a schematic diagram for explaining that all the performance cameras are obscured by obstacles. Fig. 8A is a schematic diagram for explaining the relationship between the performance camera and the main character. Fig. 8B is a schematic diagram showing an example of the generated game image. Fig. 8C is a pattern diagram for An example of the generated game image is shown in Fig. 9. Fig. 9 is a flow chart showing an example of image generation processing according to an embodiment of the present invention. [Key element symbol description] 100 game device 101 CPU 102 ROM 103 RAM 104 interface 105 Controller 106 External Memory 107 DVD - ROM Driver 108 Image Processing Unit 109 Sound Processing Unit 110 NIC 200 Image Generating Device 210 Object Information Memory Unit 098108211 28 200950856 220 Operation Accepting Unit 230 Object Position Management Unit 240 Camera Position Management Unit 250 Obstacle Determination unit 260 camera list 270 camera selection unit 280 photography Machine Control Unit • 290 Image Drawing Unit dl ~d3 Distance EC ' EC1-EC3 Performance Camera HL Support Sight SB , SB1 ~ SB3 Obstacle SC Lead VL ' VL1-VL3 • Sight 098108211 29

Claims (1)

200950856 七、申請專利範圍: 1. 一種影像產生裝置,係利用成為視點之虛擬攝影機對配 置在虛擬空間内之注目角色進行攝影而產生影像之影像產 生裝置,其特徵在於,其具備有: 物件位置記憶部,其記憶包含注目角色之多個物件在虛擬 空間内之位置; 攝影機位置記憶部,其記憶用於從不同方向對注目角色進 行攝影而配置之多個攝影機之位置; 障礙物判定部,其根據所記憶之各個攝影機之位置和各個 物件之位置,分別判別有無成為遮蔽各個攝影機和注目角色 間之障礙物之物件; 攝影機選擇部,其從判別為沒有障礙物之攝影機中,選擇 任一個之攝影機; 攝影機控制部,其控制被選擇之攝影機,使其進行既定之 攝影動作;和 影像產生部,其利用被控制之該攝影機而產生所攝影之影 像。 2. 如申請專利範圍第1項之影像產生裝置,其中, 上述攝影機選擇部在利用上述障礙物判定部而判定為對 全部之攝影機有障礙物之情況時,選擇注目角色和障礙物之 距離為最遠之攝影機; 上述攝影機控制部在使被選擇之攝影機移動到障礙物之 098108211 30 200950856 注目角色側後,進行攝影動作。 3.如申請專利範圍第1項之影像產生裝置,其中, 、:上述攝影機控制部開始攝影動作後,上述障礙物判定部 -逐次判別有無遮蔽攝影中之攝影機和注目角色間之障礙物; 、在制為有障礙物,錢目肖色和障礙物之雜為基準值 、上之時上述攝影機控制部在使攝影機移動到障礙物 之注目角色侧後’繼續進行攝影動作。 • 4.如申Μ專利範圍第1項之影像產生裝置,其中, 在上述攝衫機控制部開始攝影動作後,上述障礙物判定部 逐次判別有無遮蔽各個攝影機和注目角色間之障礙物; 在判別為有遮蔽攝影中之攝影機和注目角色間之障礙 物’且注目角色和該障礙物之距離比基準值為短之情況時, 上述攝影機選擇部從判別為沒有障礙物之其他之攝影機 中,再選擇任一個之攝影機; % Ji述攝影機控制部控制再選擇之攝影機,繼續攝影動作。 5. -種影像產生方法,在具有記憶部、演算部和描紛部之 影像產生|置,彻成為視點之姐攝影麟配置在虛鍵* .間内之注目角色進行攝影而產生影像之影像產生裝置 像產生方法,其特徵在於, ^ 上述記憶部記憶包含注目角色之多個物件在虛擬空間内 之位置’和記憶祕從不同方向對注目角色進行攝影而 之多個攝影機之位置, 098108211 31 200950856 其並具備有, 障礙物判定步驟,其由上述演算部進行,根據上述記憶部 所記憶之各個攝影機之位置和各個物件之位置,分別判別有 無成為遮蔽各個攝影機和注目角色間之障礙物之物件; 攝影機選擇步驟,其由上述演算部進行,從判別為沒有障 礙物之攝影機中,選擇任一個之攝影機; 攝影機控制步驟,其由上述演算部進行,控制被選擇之攝 影機,使其進行既定之攝影動作;和 影像產生步驟,其由上述描繪部進行,用來產生利用被控 制之該攝影機所攝影到之影像。 6. —種資訊記錄媒體,記錄有程式,其特徵在於,其使利 用成為視點之虛擬攝影機對配置在虛擬空間内之注目角色 進行攝影而產生影像的電腦,具有以下之功能: 物件位置記憶部,其記憶包含注目角色之多個物件在虛擬 空間内之位置; 攝影機位置記憶部,其記憶用於從不同方向對注目角色進 行攝影而配置之多個攝影機之位置; 障礙物判定部,其根據所記憶之各個攝影機之位置和各個 物件之位置,分別判別有無成為遮蔽各個攝影機和注目角色 間之障礙物之物件; 攝影機選擇部,從判別為沒有障礙物之攝影機中,選擇任 一個之攝影機; 098108211 32 200950856 1 { 攝影機控制部,其控制被選擇之攝影機,使其進行既定之 攝影動作;和 影像產生部,利用被控制之該攝影機產生所攝影到之影 像。200950856 VII. Patent application scope: 1. An image generation device is an image generation device that generates an image by photographing an eye-catching character arranged in a virtual space by using a virtual camera that becomes a viewpoint, and is characterized in that it has: a memory unit that includes a position of a plurality of objects of the attention character in the virtual space; a camera position memory unit that memorizes positions of the plurality of cameras configured to photograph the attention character from different directions; the obstacle determination unit, It determines whether or not there is an object that obstructs an obstacle between each camera and the character of the eye, based on the position of each of the memorized cameras and the position of each object. The camera selection unit selects one of the cameras that are determined to have no obstacles. A camera control unit that controls the selected camera to perform a predetermined imaging operation; and an image generation unit that generates the captured image using the controlled camera. 2. The image generating device according to claim 1, wherein the camera selecting unit selects a distance between the attention character and the obstacle when the obstacle determining unit determines that there is an obstacle to all of the cameras. The farthest camera; the camera control unit performs a photographing operation after moving the selected camera to the 098108211 30 200950856 attention character side of the obstacle. 3. The image generating apparatus according to claim 1, wherein: after the camera control unit starts the photographing operation, the obstacle determining unit successively determines whether there is an obstacle between the camera and the eye-catching character in the shadow shooting; When the obstacle is generated, the miscellaneous color of the money and the obstacle are the reference values, and the camera control unit continues the photographing operation after moving the camera to the attention character side of the obstacle. 4. The image generating device according to claim 1, wherein the obstacle determining unit successively determines whether or not the obstacle between the respective cameras and the attracting character is blocked after the photographing operation is started by the camera control unit; When it is determined that there is an obstacle between the camera and the eye-catching character in the photographing and the distance between the eye-catching character and the obstacle is shorter than the reference value, the camera selecting unit determines that the other camera has no obstacle. Then select any one of the cameras; % Ji said that the camera control unit controls the reselected camera to continue the shooting operation. 5. - Image generation method, which is generated by the image of the memory part, the calculation part, and the drawing part, and becomes the image of the image of the sister in the virtual key*. The generating device image generating method is characterized in that: ^ the memory portion memorizes the position of the plurality of objects in the virtual space including the attention character and the position of the plurality of cameras for capturing the attention character from different directions, 098108211 31 200950856 Further, the obstacle determination step is performed by the calculation unit, and based on the position of each camera and the position of each object stored in the memory unit, it is determined whether or not the obstacle between the respective camera and the attention character is blocked. The camera selection step is performed by the calculation unit, and selects any one of the cameras that are determined to have no obstacles; and the camera control step is performed by the calculation unit to control the selected camera to perform the predetermined operation. Photography action; and image generation step, which is described above Section for generating the controlled use of the camera system to the photographed image. 6. An information recording medium in which a program is recorded, which is characterized in that it uses a virtual camera that becomes a viewpoint to photograph an image of a character placed in a virtual space to generate an image, and has the following functions: Object position memory unit The memory includes a position of a plurality of objects of the attention character in the virtual space; a camera position memory unit that memorizes the positions of the plurality of cameras configured to photograph the attention character from different directions; the obstacle determination unit is based on The position of each of the memorized cameras and the position of each object are respectively determined whether there is an object that obstructs an obstacle between each camera and the character of interest; and the camera selecting unit selects any one of the cameras that are determined to have no obstacle; 098108211 32 200950856 1 { Camera control unit that controls the selected camera to perform a predetermined shooting operation; and the image generating unit generates the captured image by the controlled camera. 098108211 33098108211 33
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