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1. WO2001055969 - GAME SYSTEM AND IMAGE CREATING METHOD

Publication Number WO/2001/055969
Publication Date 02.08.2001
International Application No. PCT/JP2001/000408
International Filing Date 23.01.2001
IPC
G06T 15/00 2011.01
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D  image rendering
G06T 15/40 2011.01
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D  image rendering
10Geometric effects
40Hidden part removal
G06T 15/50 2011.01
GPHYSICS
06COMPUTING; CALCULATING OR COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D  image rendering
50Lighting effects
G09G 5/02 2006.01
GPHYSICS
09EDUCATING; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
5Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
02characterised by the way in which colour is displayed
G09G 5/06 2006.01
GPHYSICS
09EDUCATING; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
5Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
02characterised by the way in which colour is displayed
06using colour palettes, e.g. look-up tables
G09G 5/39 2006.01
GPHYSICS
09EDUCATING; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
5Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
36characterised by the display of individual graphic patterns using a bit-mapped memory
39Control of the bit-mapped memory
CPC
A63F 2300/66
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
60Methods for processing data by generating or executing the game program
66for rendering three dimensional images
A63F 2300/8017
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
2300Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
80specially adapted for executing a specific type of game
8017Driving on land or water; Flying
G06T 15/005
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D [Three Dimensional] image rendering
005General purpose rendering architectures
G06T 15/04
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D [Three Dimensional] image rendering
04Texture mapping
G06T 15/40
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D [Three Dimensional] image rendering
10Geometric effects
40Hidden part removal
G06T 15/405
GPHYSICS
06COMPUTING; CALCULATING; COUNTING
TIMAGE DATA PROCESSING OR GENERATION, IN GENERAL
153D [Three Dimensional] image rendering
10Geometric effects
40Hidden part removal
405using Z-buffer
Applicants
  • NAMCO LTD. [JP]/[JP] (AllExceptUS)
  • KITSUTAKA, Shigeru [JP]/[JP] (UsOnly)
Inventors
  • KITSUTAKA, Shigeru
Agents
  • FUSE, Yukio
Priority Data
2000-2046428.01.2000JP
2000-21372514.07.2000JP
2000-21398814.07.2000JP
Publication Language Japanese (JA)
Filing Language Japanese (JA)
Designated States
Title
(EN) GAME SYSTEM AND IMAGE CREATING METHOD
(FR) SYSTEME DE JEU ET PROCEDE DE CREATION D'IMAGE
Abstract
(EN)
A game system and a program for creating a focused image such as an image corrected by a video filter, for example, $g(g)-correction or an image viewed in the real world with a light processing load. Original image information (R, G, B, and Z values) is defined as index numbers for a look-up table (LUT) for index color texture mapping. The look-up table (LUT) is used for texture mapping of a polygon having a display screen size (division block size) to conduct $g(g)-correction. The Z value of each pixel of the original picture is defined as an index number of the look-up table (LUT). Texture mapping of a virtual object is conducted. The $g(a) value is so determined as to correspond to the Z value of each pixel of the original image. The original image and a blurred image are combined. Adjustment data for adjusting the luminance of the monitor is determined according to the operation data inputted by the player by means of a game controller and saved in a saving information storage device to convert the original image according to the adjustment data.
(FR)
L'invention concerne un système de jeu et un programme pour la création d'une image mise au point, telle qu'une image corrigée par un filtre vidéo, par exemple, par correction $g(g) d'une image vue dans le monde réel par une charge de traitement lumineuse. Les informations relatives à l'image originale (valeurs R, V, B et Z) sont définies comme des indices pour une table de consultation (LUT) pour le mappage indice-couleur-texture. La table de consultation (LUT) est utilisée pour le mappage de texture d'un polygone possédant la taille d'un écran (taille bloc de division), pour la correction $g(g). La valeur Z de chaque pixel de l'image originale est définie comme un indice de la table de consultation (LUT). Le mappage de texture d'un objet virtuel est mené à bien. La valeur $g(a) est déterminée, de sorte qu'elle corresponde à la valeur Z de chaque pixel de l'image originale. L'image originale et une image floue sont combinées. Des données de réglage pour le réglage de la luminance du moniteur sont déterminées en fonction des données de fonctionnement entrées par le joueur au moyen d'un pilote de jeu, et sont mémorisées dans un dispositif de stockage d'informations, de manière que l'image originale soit convertie en fonction des données de réglage.
Also published as
GBGB0123285.9
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