INFORMATION PROCESSING APPARATUS, CONTROL METHOD, PROGRAM, AND RECORDING MEDIUM
    3.
    发明公开
    INFORMATION PROCESSING APPARATUS, CONTROL METHOD, PROGRAM, AND RECORDING MEDIUM 审中-公开
    VERFAHREN ZUR INFORMATIONSVERARBEITUNG,STEUERUNGSVERFAHREN,PROGRAMM UND AUFZEICHNUNGSMEDIUM

    公开(公告)号:EP3030968A4

    公开(公告)日:2017-05-10

    申请号:EP14834332

    申请日:2014-08-01

    发明人: IWASAKI TETSUJI

    IPC分类号: A63F13/355 G06F11/28

    摘要: An information processing apparatus acquires a rendering command used to cause a rendering apparatus to render a screen and records the acquired rendering command. The information processing apparatus outputs the recorded rendering command to the rendering apparatus for rendering the screen.

    摘要翻译: 信息处理设备获取用于使渲染设备渲染屏幕并记录所获取的渲染命令的渲染命令。 信息处理装置将记录的绘制命令输出到绘制装置以绘制屏幕。

    METHOD AND SYSTEM OF CREATING AND ENCODING VIDEO GAME SCREEN IMAGES FOR TRANSMISSION OVER A NETWORK
    6.
    发明公开
    METHOD AND SYSTEM OF CREATING AND ENCODING VIDEO GAME SCREEN IMAGES FOR TRANSMISSION OVER A NETWORK 审中-公开
    方法和系统生成和编码的视频游戏截屏传输时经由网络

    公开(公告)号:EP3092798A1

    公开(公告)日:2016-11-16

    申请号:EP14877888.9

    申请日:2014-01-09

    发明人: PERRIN, Cyril

    摘要: A method of creating and encoding images, which comprises identifying a set of objects in a scene to be rendered; rendering the objects into at least two groups of images. Each of the groups of images comprises at least one image respective to that group. The method further comprises encoding the images in each group in accordance with an encoding process common to that group, and outputting the encoded images via an interface. Also provided is a non-transitory computer-readable medium storing instructions for execution by at least one processor of at least one computing device, wherein execution of the instructions by the at least one processor of the at least one computing device causes the at least one computing device to implement the aforementioned method. Also provided is at least one video game server with components adapted to perform the aforementioned method.

    ONLINE GAME SERVER ARCHITECTURE USING SHARED RENDERING
    7.
    发明公开
    ONLINE GAME SERVER ARCHITECTURE USING SHARED RENDERING 审中-公开
    服务器架构为网络游戏使用联合演示

    公开(公告)号:EP3092623A1

    公开(公告)日:2016-11-16

    申请号:EP14878116.4

    申请日:2014-01-09

    IPC分类号: G06T15/00 A63F13/355

    摘要: A server arrangement for controlling a video game viewable by game participants at a plurality of respective terminals. The server arrangement has a game engine to output graphical scenes collectively representing a virtual world with game characters, each graphical scene describing a portion of the virtual world. The server arrangement also has a shared-rendering engine for associating game participants with respective graphical scenes and for performing a shared-rendering operation on the graphical scenes to generate respective moving-image data streams, the shared-rendering operation being common for the game participants that are associated by the shared-rendering engine with the same graphical scene.

    RENDERING DEVICE
    10.
    发明公开
    RENDERING DEVICE 审中-公开
    RENDERINGVORRICHTUNG

    公开(公告)号:EP3046079A1

    公开(公告)日:2016-07-20

    申请号:EP14844965.5

    申请日:2014-06-19

    发明人: IWASAKI, Tetsuji

    IPC分类号: G06T15/00 G06T1/20

    摘要: A first GPU of a rendering apparatus, after rendering by a second GPU that renders a second depth range that is closer to the viewpoint than a first depth range that the first GPU renders is performed, receives the image rendered by the second GPU and the identifying information that identifies the pixels for which rendering objects are rendered in the image. After the reception, the first GPU, when rendering a rendering object included in the first depth range in accordance with the viewpoint, performs rendering of pixels, from the image rendered by the second GPU, that are not identified by the identifying information, and does not perform rendering of pixels identified by the identifying information.

    摘要翻译: 渲染装置的第一GPU在第二GPU呈现呈现比第一GPU呈现的第一深度范围更接近视点的第二深度范围的第二GPU之后,接收由第二GPU渲染的图像和识别 标识渲染对象在图像中呈现的像素的信息。 在接收之后,第一GPU在根据视点呈现包括在第一深度范围内的渲染对象时,从不由识别信息识别的由第二GPU渲染的图像执行像素的渲染,并且 不执行由识别信息识别的像素的呈现。