Three-dimensional image processing system having dynamically changing character polygon number
    111.
    发明授权
    Three-dimensional image processing system having dynamically changing character polygon number 失效
    三维图像处理系统具有动态变化的字符多边形数

    公开(公告)号:US06241610B1

    公开(公告)日:2001-06-05

    申请号:US08858341

    申请日:1997-05-19

    IPC分类号: A63F922

    摘要: A video game system includes a game cartridge which is pluggably attached to a main console having a main processor, a coprocessor, and player controllers. A multifunctional peripheral processing subsystem external to the game microprocessor and coprocessor is described which executes commands for handling player controller input/output to thereby lessen the processing burden on the graphics processing subsystem. A player controlled character may be controlled in a multitude of different ways utilizing the combination of the joystick and/or cross-switch and/or control keys. The controlled character's pace may be varied between walking by slight controller joystick movement or running through a greater angular displacement of the joystick, while at the same time controlling the direction of the character's movement over 360 degrees in the three-dimensional world. The number of polygons utilized to display a player-controlled character is modified depending upon the speed of movement of the character, whereby the number of polygons is reduced at higher speed. At low level speeds, the character is drawn with a predetermined number of polygons and at higher level speeds the character is drawn with a reduced number of polygons, except that the polygons used for drawing the face remains the same as at the first level speed. In this fashion, the character is simulated in a manner designed to appear to be most realistic to the user, who is more likely to focus on the character face, rather than the body during animated character motion.

    摘要翻译: 视频游戏系统包括可插拔地连接到具有主处理器,协处理器和播放器控制器的主控制台的游戏盒。 描述了游戏微处理器和协处理器外部的多功能外围处理子系统,其执行用于处理播放器控制器输入/输出的命令,从而减轻图形处理子系统的处理负担。 使用操纵杆和/或交叉开关和/或控制键的组合可以以多种不同的方式来控制玩家控制的角色。 受控角色的步调可以通过轻微的控制杆操纵杆移动或者通过操纵杆的更大的角位移来行进,同时控制角色在三维世界中360度的运动方向。 用于显示玩家控制角色的多边形的数量根据角色的移动速度而改变,从而以更高的速度减少多边形的数量。 在低级速度下,以预定数量的多边形绘制角色,并且在较高级别的速度下,除了用于绘制面部的多边形与第一级速度相同之外,以减少数量的多边形绘制角色。 以这种方式,以被设计成对用户最为现实的方式模拟角色,用户在动画角色运动期间更可能专注于角色面部而不是身体。