This application claims the benefit of Japanese Patent Application No. 2011-126219, filed on Jun. 6, 2011, the entire disclosure of which is incorporated by reference herein.
This application relates to a game device, an image display device, a stereoscopic image display method, and a computer-readable non-volatile information recording medium storing a program, whereby a stereoscopic image that is easy to view can be displayed adequately.
Conventionally, game devices (video game devices and/or the like) which allow a player to play action games and so on have been widespread. In such action games, for example, the player operates a player character (a main character and/or the like), which carries weapons such as a gun and sword, to move freely in a virtual space (a game field and/or the like) and battle enemy characters and so on. That is to say, these action games focus on battles.
On the other hand, there are also infiltration-type action games, which do not focus on battles and in which a player character is controlled to move rather to avoid battles. In such infiltration-type action games, for example, a player character having infiltrated into the enemy base is controlled to hide and move so as to not be found by enemy characters and to accomplish predetermined missions.
In these action games, when targeting an enemy character with an armed gun and/or the like, a marker that serves as a sight (a target, and/or the like) is displayed. That is to say, the player is able to strike an enemy character with a bullet by shooting in a state in which the marker overlaps with the enemy character.
As an example of a game to display such a marker, an invention of a game device (video game device) that allows a locked-on target to be changed easily is disclosed (for example, see Unexamined Japanese Patent Application KOKAI Publication No. 2002-95868).
Recently, game devices that allow an image to be displayed in stereoscopy (3D stereoscopy) have been developed. By displaying game images of the above-described action games using such a game device that allows stereoscopy, there is an expectation to provide a game with an improved realistic sensation.
However, there is a problem in that, when the marker described above is displayed in an action game utilizing stereoscopy in the same way as conventionally done, it is difficult to view stereoscopic images.
That is to say, when arranging a marker that serves as a sight upon shooting, if the marker is arranged in a predetermined depth coordinate in the center of the screen in the same way as conventionally done, without taking into account the depth of an object to be targeted (a target object such as an enemy character, for example), cases might occur where a gap is produced between the target object and the marker in the depth direction. In this case, the focus on the target object and the focus on the marker are not the same, and this results in a disadvantage that, if the focus is placed on one of the target object and the marker, the other one looks blurred in double.
This disadvantage not only makes a stereoscopic image difficult to view, but also raises problems by, for example, making it not possible to shoot a point which the player aims at and making screen sickness more likely.
Given these backgrounds, there is a demand to develop a game device and/or the like which can display a stereoscopic image that is easy to view, even when a marker and/or the like that serves as a sight is displayed.
The present invention has been made in view of the foregoing, and it is therefore an object of the present invention to provide a game device, an image display device, a stereoscopic image display method, and a computer-readable non-volatile information recording medium storing a program, whereby a stereoscopic image that is easy to view can be displayed adequately.
The game device according to the first aspect of the present invention displays a game image to view various objects arranged in a three-dimensional virtual space from a viewpoint in the three-dimensional virtual space in a way to allow stereoscopy, and is configured to include an acquirer, a generator, a synthesizer and a display controller.
First, the acquirer acquires depth information of an object that is specified by operations by the player. For example, the acquirer specifies an object that is present in a direction which the player arbitrarily points or in the current line-of-sight direction, and acquires depth information of that object (for example, information that represents the absolute position or relative positional relationship of the depth with respect to the viewpoint). Also, the generator generates a plurality of game images based on the viewpoint. For example, a plurality of virtual cameras (for example, the left and right virtual cameras) arranged at both ends of a predetermined interval, from the viewpoint, are set, and a plurality of game images (for example, the left eye-use image and right eye-use image) photographed from the respective virtual cameras having been set are generated. Based on the acquired depth information of the object, the synthesizer synthesizes a marker image to represent a sight in each generated game image. Then, the display controller controls the display of a stereoscopic game image based on each game image in which the marker image has been synthesized. For example, the display controller controls the display of the stereoscopic game image utilizing binocular parallax and/or the like.
In the stereoscopic game image displayed in this way, the marker image looks as if to be located right in front of the specified object, and the depths of the marker image and the object are the same. Consequently, the focus is placed on both, and the disadvantage of blurred double vision does not occur.
Even when a marker image to serve as a sight is displayed, it is still possible to adequately display a stereoscopic image that is easy to view.
Only when the depth information of the object that is acquired by the acquirer is within a predetermined range of depth, the synthesizer may synthesize the marker image to represent a sight in each game image generated, based on the acquired depth information of the object.
In this case, in the event the specified object (the object which is specified and whose depth information is acquired by the acquirer) is present within the predetermined range of depth, the marker image to represent a sight is synthesized in each game image generated based on the acquired depth information of the object. On the other hand, in the event the specified object is present outside the predetermined range of depth, the marker image is synthesized based on different depth information from that of the specified object. For example, the marker image may be synthesized based on depth information of the frontmost part and/or the rearmost part of the predetermined range of depth, or the marker image may be synthesized in the frontmost part where the depth is always 0.
By employing this configuration, although, in the event a specified object is present in the predetermined range of depth, the depths of the specified object and the marker image are the same, so that the focus is placed on both, without blur, and it is possible to view both, still, in the event the specified object is present outside the predetermined range of depth, the depths of the specified object and the marker image are not the same, and therefore the focus is placed on only one, and blurred double vision may be produced.
That is to say, it is possible to report to the player whether or not the specified object is outside the predetermined range of depth, depending on whether or not the specified object and the marker image, when viewed, look blurred in double.
The above game device may further include a changer that changes the shape of the marker image, in the event depth information of the object acquired by the acquirer is outside the predetermined range of depth.
In this case, in the event the specified object is present outside the predetermined range of depth, the shape of the marker (marker image) changes. Consequently, given that the depths of the marker and the specified object are the same, the situation where the focus is not articulated and the view is unclear does not occur, and it is still possible to report to the player that the specified object is present outside the range of depth based on the change in the shape of the marker.
Note that, as for change in the shape of the object, the sight object may be enlarged or reduced depending on the distance to the specified object from the frontmost part and/or the rearmost part of the predetermined range of depth. For example, in the event the depth of the specified object is present before the predetermined range of depth, depending on the distance from the frontmost part of the range of depth to the depth of the specified object, the marker in an enlarged state may be arranged at the depth position of the specified object. By this means, the focus is placed on the marker and the specified object and the view is made clear, and, displaying enlarged marker allows the player to understand that the specified object should not be selected.
As for the range of depth, different ranges may be set depending on the characteristics of the character operated by the player or depending on what items that character possesses.
Here, the characteristics of the character refers to, for example, the ability points and experience points, which change through the advancement of games, and items refers to the types of weapons currently equipped (for example, a hand gun, a rifle, and so on).
By employing this configuration, different ranges of depth are set depending on, for example, the progression of the character and change of items, and consequently whether or not the specified object is within a range of depth also changes. Then, in the event the specified object is present in the range of depth, the specified object and the marker have the same depth and appear in focus. On the other hand, in the event the specified object is present outside the range of depth, the specified object and the marker do not have the same depth and therefore appears blurred and in double.
That is to say, it is possible to report whether or not a range of depth (shooting range, for example), which corresponds to the characteristics of the character and the items the character possesses, is effective for the specified object, based on the way the specified object and the marker appear.
The game device according to a second aspect of the present invention displays a game image to view various objects arranged in a three-dimensional virtual space from a viewpoint in the three-dimensional virtual space in a way to allow stereoscopy, and is configured to include an acquirer, an arranger, a generator and a display controller.
First, the acquirer acquires depth information of an object that is specified by operations by the player. For example, the acquirer specifies an object that is present in a direction which the player arbitrarily points or in the current line-of-sight direction, and acquires depth information of that object (for example, information that represents the absolute position or relative positional relationship of the depth with respect to the viewpoint). Also, the arranger arranges the marker object to represent a sight based on the acquired depth information of the object. Also, based on the viewpoint, the generator generates a plurality of game images, in which objects in the view, including the marker object, are arranged. For example, a plurality of virtual cameras (for example, the left and right virtual cameras) arranged at both ends of a predetermined interval, from the viewpoint, are set, and a plurality of game images (for example, the left eye-use image and right eye-use image) photographed from the respective virtual cameras having been set are generated. Then, the display controller controls the display of a stereoscopic game image based on each generated game image. For example, the display controller controls the display of the stereoscopic game image utilizing binocular parallax and/or the like.
In the stereoscopic game image displayed in this way, the marker object looks as if to be located right in front of the specified object, and the depths of the marker object and the object are the same. Consequently, the focus is placed on both, and the disadvantage of blurred double vision does not occur.
Even when a marker object to serve as a sight is displayed, it is still possible to adequately display a stereoscopic image that is easy to view.
Only when the depth information of the object that is acquired by the acquirer is within a predetermined range of depth, the arranger may synthesize the marker object to represent a sight, based on the acquired depth information of the object.
In this case, in the event the specified object is present in the predetermined range of depth, the marker object is arranged based on the acquired depth information of the object. On the other hand, in the event the specified object is present outside the predetermined range of depth, the marker object is arranged based on different depth information from that of the specified object. For example, the marker object may be arranged based on depth information of the frontmost part and/or the rearmost part of the predetermined range of depth, or the marker object may be arranged in the frontmost part where the depth is always 0.
By employing this configuration, although, in the event a specified object is present in the predetermined range of depth, the depths of the specified object and the marker object are the same, so that the focus is placed on both, without blur, and it is possible to view both, still, in the event the specified object is present outside the predetermined range of depth, the depths of the specified object and the marker object are not the same, and therefore the focus is placed on only one, and blurred double vision may be produced.
That is to say, it is possible for the player to understand whether or not the specified object is outside the predetermined range of depth, depending on whether or not the specified object and the marker object, when viewed, look blurred in double.
The above game device may further include a changer that changes the shape of the marker object, in the event depth information of the object acquired by the acquirer is outside the predetermined range of depth.
In this case, in the event the specified object is present outside the predetermined range of depth, the shape of the marker (marker object) changes. Consequently, given that the depths of the marker and the specified object are the same, the situation where the focus is not articulated and the view is unclear does not occur, and it is still possible for the player to understand that the specified object is present outside the range of depth based on change of the shape of the marker.
Note that, as for change of the shape of the object, the sight object may be enlarged or reduced depending on the distance to the specified object from the frontmost part and/or the rearmost part of the predetermined range of depth. For example, in the event the depth of the specified object is present before the predetermined range of depth, depending on the distance from the frontmost part of the range of depth to the depth of the specified object, the marker in an enlarged state may be arranged at the depth position of the specified object. By this means, the focus is placed on the marker and the specified object and the view is made clear, and, since displaying the enlarged marker allows the player to understand that the specified object should not be selected.
As for the range of depth, different ranges may be set depending on the characteristics of the character operated by the player or depending on what items that character possesses.
Here, the characteristics of the character refers to, for example, the ability points and experience points, which change during the advancement of games, and items refers to the types of weapons currently equipped (for example, a hand gun, a rifle, and so on).
By employing this configuration, different ranges of depth are set depending on, for example, the progression of the character and change of items, and consequently whether or not the specified object is within a range of depth also changes. Then, in the event the specified object is present within the range of depth, the specified object and the marker are at same depth and appear focused. On the other hand, in the event the specified object is present outside the range of depth, the specified object and the marker are not at the same depth and therefore appears blurred and in double.
That is to say, it is possible to indicate whether or not a range of depth (shooting range, for example), which corresponds to the characteristics of the character and the items the character has, is effective for the specified object, based on the way the specified object and the marker appear.
The image display device according to a third aspect of the present invention displays an image to view a three-dimensional virtual space in which objects are arranged from a predetermined viewpoint in a way to allow stereoscopy, and is configured to include an acquirer, a generator and a display controller.
First, the acquirer acquires depth information of an object (including, for example, objects such as a character object, icon and file) that is specified by operations by the player. For example, the acquirer specifies the object that is present in a direction which the player arbitrarily points or in the current line-of-sight direction, and acquires depth information of that object (for example, information that represents the absolute position or relative positional relationship of the depth with respect to the viewpoint). Also, based on the viewpoint, the generator generates a plurality of game images, in which a predetermined additional object (including, for example, a marker to represent a sight and a cursor represented by an arrow) is arranged, based on the depth information of the object acquired by the acquirer. For example, a plurality of virtual cameras (for example, the left and right virtual cameras) arranged at both ends of a predetermined interval, from the viewpoint, are set, and a plurality of game images (for example, the left eye-use image and right eye-use image) photographed from the respective virtual cameras having been set are generated. Then, the display controller controls the display of a stereoscopic image based on each generated image. For example, the display controller controls the display of the stereoscopic image utilizing binocular parallax and/or the like.
In the stereoscopic image displayed in this way, the additional object looks as if to be located right in front of the specified object, and the depths of the additional object and the object are the same. Consequently, the focus is placed on both, and the disadvantage of blurred double vision does not occur.
Even when a predetermined additional object is displayed, it is still possible to adequately display a stereoscopic image that is easy to view.
The stereoscopic image display method according to a fourth aspect of the present invention is the stereoscopic image display method in an image display device that includes an acquirer, a generator and a display controller, and that displays an image to view a three-dimensional virtual space in which objects are arranged from a predetermined viewpoint in a way to allow stereoscopy, and the stereoscopic image display method is configured to include an acquisition step, a generation step and a display control step.
First, in the acquisition step, depth information of an object that is specified by operations by the player is acquired. For example, in the acquisition step, an object that is present in a direction which the player arbitrarily points or in the current line-of-sight direction is specified, and depth information of that object (for example, information that represents the absolute position or relative positional relationship of the depth with respect to the viewpoint) is acquired. Also, in the generation step, based on the viewpoint, a plurality of game images, in which a predetermined additional object is arranged, are generated, based on the depth information of the object acquired in the acquisition step. For example, a plurality of virtual cameras (for example, the left and right virtual cameras) arranged at both ends of a predetermined interval, from the viewpoint, are set, and a plurality of game images (for example, the left eye-use image and right eye-use image) photographed from the respective virtual cameras having been set are generated. Then, in the display control step, the display of a stereoscopic image is controlled, based on each generated image. For example, in the display control step, the display of the stereoscopic image utilizing binocular parallax and/or the like is controlled.
In the stereoscopic image displayed in this way, the additional object looks as if to be located right in front of the specified object, and the depths of the additional object and the object are the same. Consequently, the focus is placed on both, and the disadvantage of blurred double vision does not occur.
Even when a predetermined additional object is displayed, it is still possible to adequately display a stereoscopic image that is easy to view.
The computer-readable non-transitory information recording medium storing a program, according to a fifth aspect of the present invention, is configured to allow a computer (including electronic devices) to function as the image display device described above.
This information recording medium stores a program on a non-transitory basis in a compact disk, a flexible disk, a hard disk, a magneto-optical disk, a digital-video disk, a magnetic tape, a semiconductor memory and/or the like. Then, the computer reads the program from the information recording medium and executes the program, and by this means can function as the above image display device.
The above program, apart from the computer on which this program is executed, can be distributed and sold via computer communication networks. Also, the above information recording medium can be distributed and sold separately from the above computer.
The present invention makes it possible to adequately display a stereoscopic image that is easy to view.
A more complete understanding of this application can be obtained when the following detailed description is considered in conjunction with the following drawings, in which:
Now, embodiments of the present invention will be explained below. Although, for ease of understanding, embodiments will be described below in which the present invention is applied to a portable game device (game device), it is equally possible to apply the present invention to information processing devices such as various computers, PDAs, mobile telephones, and so on. That is to say, the embodiments which will be explained below are for illustrative purposes only, and by no means limit the scope of the present invention. Consequently, although a person skilled in the art should be able to employ embodiments which replace each or all of these elements with equivalents, such embodiments are also covered by the scope of the present invention.
The processing controller 10 has a CPU (Central Processing Unit) core 10a, an image processor 10b, a DMA (Direct Memory Address) controller 10c, a VRAM (Video Random Access Memory) 10d, a WRAM (Work RAM) 10e, an LCD (Liquid Crystal Display) controller 10f and a touch panel controller 10g.
The CPU core 10a controls the overall operations of the information processing device 1, and is connected with each component to exchange control signals and data. To be more specific, in a state in which the cartridge 12 is plugged in the connector 11, the CPU core 10a reads the programs and data stored in the ROM (Read Only Memory) 12a inside the cartridge 12 and executes predetermined processes.
The image processor 10b processes and modifies data read from the ROM 12a inside the cartridge 12 and data processed in the CPU core 10a. For example, the image processor 10b photographs a three-dimensional virtual space from a plurality of virtual cameras (the left and right virtual cameras, which will be described later), performs perspective transformation of the photographed images, and generates a plurality of images (the left eye-use image and right eye-use image, which will be described later).
The DMA controller 10c transfers the images generated in the image processor 10b to the VRAM 10d and/or the like. For example, the VRAM 10d stores the left eye-use image and right eye-use image generated in the image processor 10b, adequately.
The VRAM 10d is a memory to store information for display use, and stores image information modified in the image processor 10b and/or the like. For example, as will be described later, when a stereoscopic image is displayed on the first display 18, the left eye-use image and the right eye-use image, generated in the image processor 10b, are stored in the VRAM 10d alternately.
The WRAM 10e stores work data that is necessary when the CPU core 10a executes various processes according to programs.
The LCD controller 10f controls the first display 18 and the second display 20 to display certain display images. For example, the LCD controller 10f makes the first display 18 and second display 20 display images by converting image information stored in the VRAM 10d into display signals at predetermined synchronization timing. Note that, when displaying the stereoscopic image on the first display 18, as will be described later, the parallax barrier 19 is controlled such that the left eye-use image is seen by the player's left eye and the right eye-use image is seen by the right eye.
When a touch pen or the player's finger is pressed against the touch panel 21, the touch panel controller 10g acquires the coordinates of the pressed position (input coordinates).
The connector 11 is a terminal that can be detachably connected to the cartridge 12, and, when the cartridge 12 is connected, transmits and receives predetermined data to and from the cartridge 12.
The cartridge 12 has a ROM 12a and a RAM (Random Access Memory) 12b.
The ROM 12a stores programs for implementing games, and image data, sound data, and/or the like, that accompany the games.
The RAM 12b stores various data to show, for example, the status of progression of games.
The wireless communicator 13 is a unit to perform wireless communication with the wireless communicator 13 of another information processing device 1, and transmits and receives predetermined data via an un-illustrated antenna (built-in antenna and/or the like).
Note that the wireless communicator 13 is also able to perform wireless communication with a predetermined wireless access point. Also, the wireless communicator 13 is assigned a unique MAC (Media Access Control) address.
The communication controller 14 controls the wireless communicator 13, and, following predetermined protocols, intermediates the wireless communication that is performed between the processing controller 10 and the processing controller 10 of another information processing device 1.
Also, when the information processing device 1 connects to the Internet via a nearby wireless access point and/or the like, for example, the communication controller 14 intermediates the wireless communication performed between the processing controller 10 and the wireless access point and/or the like, following a protocol that complies with wireless LAN.
The sound amplifier 15 amplifies the sound signals generated in the processing controller 10, and supplies amplified signals to the speaker 16.
The speaker 16 includes, for example, a stereo speaker and/or the like, and outputs predetermined music sounds, sound effects and/or the like in accordance with the sound signals amplified in the sound amplifier 15.
The operation keys 17 are formed with various key switches and/or the like adequately arranged on the information processing device 1, and accepts predetermined command inputs in accordance with operations by the user.
The first display 18 and second display 20 are formed with LCDs and/or the like, controlled by the LCD controller 10f, and displays game images and/or the like adequately. Note that the first display 18 is able to display the stereoscopic image by means of the parallax barrier 19 and/or the like.
The parallax barrier 19 is formed with, for example, a filter and/or the like that can electrically control light beams to be blocked and transmitted, and, as illustrated in
Note that, when displaying a normal flat image, the parallax barrier 19 is controlled to be ineffective (OFF), and allows light beams other than that via the slits St to transmit. Consequently, light beams form the same pixels enter both the left eye Le and the right eye Re.
Referring back to
For example, the touch panel 21 is formed with a touch sensor panel of a resistive film manner, detects the press (depression) by the player's finger, the touch pen and/or the like, and outputs information (signals and/or the like) corresponding to the coordinates of the pressed position.
As illustrated in
Note that, as will be described later, it is possible to group the setter 130 and image generator 140 together to function as one generator.
First, the virtual space information storage 110 stores, for example, object information 111 and viewpoint information 112.
The object information 111 is information about various objects (player characters, enemy characters, etc.) arranged in the three-dimensional virtual space. For example, the object information 111 includes graphic information such as polygons and textures, and position information such as the current position and orientation.
The position information (the current position and orientation) in this object information 111 can be changed as appropriate. For example, the player character's position information is changed as appropriate according to operations by the player. Also, position information of enemy characters is changed as appropriate based on predetermined logic and/or the like.
The viewpoint information 112 is information about the viewpoint to serve as the basis when viewing (photographing) the three-dimensional virtual space, and includes, for example, information about the current position, the line-of-sight direction, and/or the like. The position and direction of this viewpoint information 112 can be changed according to operations by the player, for example.
Note that the above-described ROM 12a and WRAM 10e might function as this virtual space information storage 110.
The acquirer 120 specifies an object based on operations by the player, and acquires depth information of the specified object. For example, with reference to the above-described viewpoint information 112, which is changed according to operations by the player, the object to collide with first on the line which extends from the current viewpoint to the line-of-sight direction is specified.
To be more specific, as illustrated in the plan view of
Then, the acquirer 120 acquires depth information of the specified object. This depth information is, for example, information to represent the absolute position or relativize positional relationship of the depth with respect to the viewpoint. In the following, depth information will be described as a depth position (Z position, for example) for ease of understanding.
Also, when the background part or the back clip plane is arrived at without collision with objects, depth information of that background part and/or the like is acquired.
Note that the above-described CPU core 10a and image processor 10b might function as this acquirer 120.
Referring back to
For example, as illustrated in the plan view of
Also, the arrangement of virtual cameras is not limited to the parallel arrangement illustrated in
A case will be described with the following explanation where the setter 130 arranges the left and right virtual cameras VC-L and VC-R in parallel as illustrated in
Note that the above-described CPU core 10a and image processor 10b might function as this setter 130.
Referring back to
For example, the image generator 140 references the above-described object information 111, and, as illustrated in
Likewise, as illustrated in
Then, the image generator 140 performs the overlaying process with respect to the generated left eye-use image GL and right eye-use image GR. That is to say, as explained earlier with the above-described
To be more specific, the overlaying process is performed as illustrated in
When this takes place, outer areas that are unnecessary from the relationship of parallax are removed, and, finally, the image generator 140 generates the left eye-use image GL illustrated in
Note that the above-described image processor 10b might function as this image generator 140.
Now, although the setter 130 and image generator 140 have been described above separately with this embodiment for ease of understanding of the invention, the setter 130 and image generator 140 may be grouped to function as one generator.
Referring back to
Note that the above-described VRAM 10d and/or the like might function as this generated image storage 150.
Based on the depth position of the object acquired by the acquirer 120, the synthesizer 160 synthesizes a marker image representing a sight, at a position corresponding to the parallax of each game image.
For example, as illustrated in the above-described
Then, as illustrated in
Note that the above-described image processor 10b might function as this synthesizer 160.
Referring back to
That is to say, the display controller 170 controls the left eye-use image GL illustrated in
To be more specific, the display controller 170 associates the left eye-use image GL with the left eye-use pixels LCD-L of the first display 18 illustrated in
By this means, an image such as the one illustrated in
Note that the above-described LCD controller 10f and parallax barrier 19 and/or the like might function as this display controller 170.
Now, the operations of the game device 100 with such configuration will be explained below with reference to the accompanying drawings. As an example, the operations of the game device 100 in an action game will be explained with reference to
First, the game device 100 specifies an object and acquires the depth position of that object (step S201).
That is to say, the acquirer 120 references viewpoint information 112 stored in the virtual space information storage 110 and specifies the object to collide with first on the line which extends from the current viewpoint to the line-of-sight direction. For example, as illustrated in
The game device 100 sets a plurality of virtual cameras based on the current viewpoint (step S202).
That is to say, the setter 130 references the viewpoint information 112 and sets the left and right virtual cameras arranged based on the current viewpoint. For example, as illustrated in
The game device 100 generates a plurality of game images photographed by the set virtual cameras respectively (step S203).
That is to say, the image generator 140 references object information 111 stored in the virtual space information storage 110, and generates images photographed by the left and right virtual cameras set by the setter 130. For example, the image generator 140 generates left eye-use image GL illustrated in
Also, the image generator 140 performs the overlaying process illustrated in
The game device 100 synthesizes the marker image in each game image based on the depth position of the object acquired in step S201 (step S204).
That is to say, based on the depth position acquired by the acquirer 120, the synthesizer 160 synthesizes the marker image in positions corresponding to the parallax in the left eye-use image GL and the right eye-use image GR. For example, based on the acquired depth position of the object Oja, as illustrated in
Then, the game device 100 generates a stereoscopic game image based on each game image in which the marker image is synthesized (step S205).
That is to say, the display controller 170 controls the left eye-use image GL illustrated in
By means of this stereoscopic image generation process of
Even when the marker image to serve as a sight is displayed, it is still possible to display the stereoscopic image that is easy to view.
A case has been described above with the first embodiment where, after each game image (the left eye-use image GL and the right eye-use image GR) is generated, and the synthesizer 160 synthesizes (overwrites) the marker image MK therein. However, instead of performing such synthesis, it is equally possibly to generate each game image in a state in which a marker object to represent a sight is arranged as adequate in a three-dimensional virtual space.
Now, a game device 300 which has a feature of arranging a marker object in a three-dimensional virtual space as adequate will be explained with reference to
As illustrated in
That is to say, the arranger 360 is provided instead of the synthesizer 160 of the above-described game device 100. Note that the configurations of the virtual space information storage 110 through the generated image storage 150 and the display controller 170 are substantially the same as the corresponding configurations in the game device 100 described above.
That is to say, in the same way as described above, the acquirer 120 references the viewpoint information 112 and specifies the object to collide with first on the line which extends from the current viewpoint to the line-of-sight direction. Then, the acquirer 120 acquires the depth position of the specified object.
Also, the setter 130 sets a plurality of virtual cameras that are arranged based on the current viewpoint, with reference to the viewpoint information 112 as described above.
Based on the depth position of the object acquired by the acquirer 120, the arranger 360 arranges the marker object to represent a sight in a position to be right in front of that object.
That is to say, the object information 111 includes information about the marker object, and the arranger 360 sets position information of the marker object in a depth position to be right in front of that object, based on the acquired depth position.
To be more specific, as illustrated in the plan view of
Also, the image generator 140 likewise generates a plurality of game images photographed respectively from the virtual cameras set by the setter 120. That is to say, images in which objects including the marker object arranged by the above-described arranger 360 (that is, objects in the view frustum) are photographed from the left and right virtual cameras, are generated.
When this takes place, for example, the image generator 140 makes the Z value of the marker object in a Z buffer the minimum value, so that the marker object is not hidden by other objects (that is, placed frontmost).
Finally, after performing the overlaying process and/or the like likewise, the image generator 140 generates the left eye-use image GL and the right eye-use image GR including the marker object.
Then, the display controller 170 controls the display of a stereoscopic game image utilizing binocular parallax based on each game image.
To be more specific, the display controller 170 associates the left eye-use image GL with the left eye-use pixels LCD-L of the first display 18 illustrated in
By this means, an image such as the one illustrated in
Even when the marker object to serve as a sight is displayed, it is still possible to display the stereoscopic image that is easy to view.
Cases have been described above with the first and second embodiments where a stereoscopic image which, regardless of in which position in a three dimensional space the depth position of a specified object is, the appearance is such that a marker image (marker object) is arranged in front of a specified object. However, to improve the gaming aspect, it is equally possible to change the depth position of the marker image as appropriate depending on whether or not a specified object is present within a predetermined range of depth, which is, for example, a range of depth associated with the weapon currently equipped by a player character (for example, a shooting range or striking distance).
Now, variations of game devices 100 and 300 having a feature of arranging a marker image as appropriate in accordance with the shooting range of weapons will be described.
First, the game device 100 will be explained.
Note that prescriptive information related to each weapon is added to object information 111. This prescriptive information prescribes information about, for example, the shooting range (striking distance) and hit probability of each weapon which the player character can equip.
Then, whether or not the depth position of an object acquired by the acquirer 120 is within the prescribed shooting range is determined, and, in the event the object is within the shooting range, the synthesizer 160 synthesizes the marker image on each game image based on the depth position of that object. On the other hand, in the event the object is not within the shooting range, the synthesizer 160 synthesizes the marker image on each game image based on a different position from the depth position of that object, which is, for example, the position of the frontmost part or rearmost part of the shooting range.
To be more specific, as illustrated in
On the other hand, as illustrated in
Then, the display controller 170 controls the display of stereoscopic game images illustrated in
That is to say, in the event the depth position of the object Oja is far beyond the shooting range Rn, the display controller 170 controls the display of the stereoscopic game image illustrated in
On the other hand, in the event the depth position of the object Oja does not represents near side of the shooting range Rn, the display controller 170 controls the display of the stereoscopic game image illustrated in
Next, the game device 300 will be explained.
Likewise, prescriptive information (including the shooting range) related to each weapon is added to object information 111.
Then, whether or not the depth position of the object acquired by the acquirer 120 is within the prescribed shooting range is determined, and, in the event the object is within the shooting range, the arranger 360 arranges the marker object based on the depth position of that object. On the other hand, in the event the object is not within the shooting range, the arranger 360 arranges the marker object based on a different position from the depth position of that object, which is, for example, the position of the frontmost part or rearmost part of the shooting range.
To be more specific, similar to
On the other hand, as illustrated in
Then, the display controller 170 controls the display of stereoscopic game images as in
That is to say, in the event the depth position of the object Oja is far beyond the shooting range Rn, the display controller 170 similarly controls the display of the stereoscopic game image illustrated in
On the other hand, in the event the depth position of the object Oja represents near side of the shooting range Rn, the display controller 170 similarly controls the display of the stereoscopic game image illustrated in
Note that, although in the above variation the range of depth (the shooting range, for example) has been set depending on the weapon equipped by the player character, it is equally possible to set the range of depth depending on the characteristics of the player character. For example, the range of depth may be set depending on the player character's ability point, experience point and so on.
To explain this in more detail, in the event the player character is a character of great long-distance attack ability, depending on this ability point, a range of depth based on a distant position from the viewpoint is set. On the other hand, in the event the player character is a character of great short-distance attack ability, depending on this ability point, a range of depth based on a close position from the viewpoint is set.
In this way, by setting the range of depth depending on the player character's characteristics, even when the player is operating the character of great long-distance attack ability, even if the object located somewhat far from the viewpoint is specified, that object is within the range of depth. That is to say, the marker image is synthesized or the marker object is arranged based on the depth position of the specified object, so that the focus is placed on both the object and the marker, and neither looks blurred in double. On the other hand, in the event the player is operating the character of great short-distance attack ability, even if the object located somewhat close to the viewpoint is specified, that object is excluded from the range of depth. That is to say, since the marker image is synthesized or the marker object is arranged based on a different position from the depth position of the specified object, the focus is placed on only one and blurred double vision is produced. That is to say, depending on whether or not the specified object looks blurred in double, it is possible to indicate the character's characteristics to the player.
Note that it is equally possible to expand a corresponding range of depth in accordance with the growth of the player character (for example, increases of the ability points, the experience points, etc.) over the progression of a game.
Also, in the above-described first and second embodiments, the marker image is synthesized or the marker object is arranged based on the depth position of the specified object, even if the marker in the same size is used, if the depth position to be arranged or synthesized changes, the size of the marker seen from the viewpoint might change. Then, by enlarging and/or reducing the size of the marker image or marker object depending on the depth position to be arranged or synthesized, the size of the marker seen from the viewpoint may be changed to look constant.
Furthermore, with the above variations and embodiments, it is equally possible to set a predetermined range of depth, and, in the event the object is present outside this range of depth, to reshape (for example, enlarge, reduce, and so on) the marker image or marker object depending on the distance from the frontmost part or rearmost part of the range of depth.
To be more specific, in the event this specified object is present in front of the predetermined range of depth, it is possible to enlarge the size of the marker image to be synthesized or the marker object to be arranged, depending on the distance from the frontmost part of that range of depth to the depth position of the specified object. By this means, the marker image is synthesized or the marker object is arranged based on the depth position of the specified object, so that, although the view blurs in double and becomes difficult to see, the size of the marker looks enlarged. Consequently, depending on the marker's size, it is possible to indicate the depth position where the specified object is present.
Note that the reshaping of the marker is not limited to enlargement and reduction, and it is equally possible to change the color, shape and so on. Furthermore, as explained with the above variations, it is possible to set a predetermined range of depth based on the characteristics of the player character or the weapon which the player character possesses.
Although cases have been described above with the first and second embodiments where the present invention is applied to a game device, the present invention is equally applicable to a device other than such game devices.
For example, the present invention is applicable to an image display device that displays objects such as icons and/or the like in stereoscopy and displays images that can be selected using a cursor.
Such an image display device can be realized by configurations nearly the same as the game device 100 of
Note that the image display device may use a cursor instead of a marker, and this cursor may be able to be moved as appropriate, in any directions not only in the line-of-sight direction, in accordance with operations by the user.
To be more specific, the acquirer 120 acquires the depth position of an object such as an icon specified by operations by the user. Then, in the event the same configuration as the game device 100 is employed, the synthesizer 160 synthesizes a cursor image, based on the depth position of the object acquired by the acquirer 120. Also, in the event the same configuration as the game device 300 is employed, the arranger 360 arranges a cursor object, based on the depth position of the object acquired by the acquirer 120. By this means, in the same way as described above, the cursor is displayed in accordance with the depth position of the icon. That is to say, the image display device displays a stereoscopic image that looks as if a cursor were arranged at the depth position of an icon to which the cursor has moved.
Also, this image display device may provide such display that guides a cursor to a specific icon (an object manipulated by the creator).
For example, in the event there is a desire to select a specific icon from a plurality of icons all arranged at different depth positions in a three-dimensional virtual space, the image display device may fixedly display a cursor at the same depth position as that of the icon to be selected.
Also, the above-described predetermined range of depth may be set with respect to a predetermined object alone. That is to say, when the acquirer 120 specifies an object by operations by the player, whether or not that object is the predetermined object is determined. Then, in the event the specified object is the predetermined object, based on the acquired depth position of that object, the synthesizer 160 synthesizes a cursor image (in the event the same configuration as the game device 100 is employed), or the arranger 360 arranges a cursor object (in the event the same configuration as the game device 300 is employed). On the other hand, in the event the specified object is not the predetermined object, based on a different position from the depth position of that object, the synthesizer 160 synthesizes the cursor image, or the arranger 360 arranges the cursor object.
That is to say, only when a move (superimposition) to an icon to be selected is made, the depths of the cursor and the icon are made to be the same. By this means, although a move to a different icon produces a blur, a move to the specific icon clears up that blur, so that it is possible to naturally guide a cursor to an icon desired to be selected.
Also, although the parallax barrier method has been described with the above embodiments as an example, other methods to produce parallax can also be applied as appropriate. For example, it is possible to use lenticular lenses and/or the like, or it is possible to produce parallax using liquid crystal shatter glasses and/or the like.
Also, although cases have been described with the above embodiments where the right eye-use image and the left eye-use image are generated by taking photographs from a plurality of virtual cameras that are spaced apart, the method of generating the right eye-use image and the left eye-use image is by no means limited to this and can be adopted on an arbitrary basis. For example, it is possible to perform data conversion of images photographed from a single virtual camera and generate the right eye-use image and the left eye-use image.
Also, although cases have been described with the above embodiments where a stereoscopic image is displayed utilizing binocular parallax, the method of displaying the stereoscopic image is not limited to this and can be adopted on an arbitrary basis. For example, it is possible to display the stereoscopic image utilizing holograms (holography).
Also, although cases have been described with the above embodiments where a stereoscopic image is displayed in binocular stereoscopy, this binocular stereoscopy is by no means limiting, and it is equally possible to display a stereoscopic image that is easy to view using different stereoscopy including multi-view stereoscopy.
Also, cases have been described with the above embodiments where the image display device of the present invention is applied to the information processing device 1 (for example, a portable game device) including the parallax barrier 19 and the first display 18. That is to say, although cases to display a stereoscopic image on a display in a device have been described, it is equally possible to display the stereoscopic image on an external display (an external display device).
For example, the display controller 170 may control the external display device such that the left eye-use image GL illustrated in
To be more specific, with reference to the above-described
Note that, upon controlling the external display device, the display controller 170 may control the external display device via cable or wireless communication.
Having described and illustrated the principles of this application by reference to one or more preferred embodiments, it should be apparent that the preferred embodiments may be modified in arrangement and detail without departing from the principles disclosed herein and that it is intended that the application be construed as including all such modifications and variations insofar as they come within the spirit and scope of the subject matter disclosed herein.
Number | Date | Country | Kind |
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2011-126219 | Jun 2011 | JP | national |