Image generation system, program, and information storage medium
    1.
    发明授权
    Image generation system, program, and information storage medium 有权
    图像生成系统,程序和信息存储介质

    公开(公告)号:US07164421B2

    公开(公告)日:2007-01-16

    申请号:US10841602

    申请日:2004-05-10

    IPC分类号: G06T15/50 G06T15/60

    CPC分类号: G06T15/503 G06T15/506

    摘要: An image generation system, program, and information storage medium can realistically represent reflection of light on a given object or topographic surface with a reduced computation load. The image generation system includes a section which assigns, to a given object or topographic surface disposed in a virtual three-dimensional space, a virtual object which has at least one of nonuniform brightness or color and is used for representing a light reflection effect on the object or topographic surface; a section which determines a position of the virtual object so that the virtual object moves to follow a virtual camera or player's character, and disposes the virtual object at the determined position; and a section which generates an image of the virtual three-dimensional space viewed from the virtual camera by performing translucent blending processing of the object or topographic surface and the virtual object assigned to the object or topographic surface.

    摘要翻译: 图像生成系统,程序和信息存储介质可以用减少的计算负荷实际地表示给定对象或地形表面上的光的反射。 图像生成系统包括对设置在虚拟三维空间中的给定对象或地形表面分配具有不均匀亮度或颜色中的至少一个的虚拟对象并用于表示对该虚拟三维空间中的光反射效果的部分 物体或地形表面; 确定虚拟对象的位置使得虚拟对象移动以跟随虚拟相机或玩家角色的部分,并将虚拟对象放置在所确定的位置; 以及通过对对象或地形表面和分配给对象或地形表面的虚拟对象进行半透明混合处理来生成从虚拟相机观察的虚拟三维空间的图像的部分。

    Image generation system, program, and information storage medium
    2.
    发明申请
    Image generation system, program, and information storage medium 有权
    图像生成系统,程序和信息存储介质

    公开(公告)号:US20050001835A1

    公开(公告)日:2005-01-06

    申请号:US10841602

    申请日:2004-05-10

    CPC分类号: G06T15/503 G06T15/506

    摘要: An image generation system, program, and information storage medium can realistically represent reflection of light on a given object or topographic surface with a reduced computation load. The image generation system includes a section which assigns, to a given object or topographic surface disposed in a virtual three-dimensional space, a virtual object which has at least one of nonuniform brightness or color and is used for representing a light reflection effect on the object or topographic surface; a section which determines a position of the virtual object so that the virtual object moves to follow a virtual camera or player's character, and disposes the virtual object at the determined position; and a section which generates an image of the virtual three-dimensional space viewed from the virtual camera by performing translucent blending processing of the object or topographic surface and the virtual object assigned to the object or topographic surface.

    摘要翻译: 图像生成系统,程序和信息存储介质可以用减少的计算负荷实际地表示给定对象或地形表面上的光的反射。 图像生成系统包括对设置在虚拟三维空间中的给定对象或地形表面分配具有不均匀亮度或颜色中的至少一个的虚拟对象并用于表示对该虚拟三维空间中的光反射效果的部分 物体或地形表面; 确定虚拟对象的位置使得虚拟对象移动以跟随虚拟相机或玩家角色的部分,并将虚拟对象放置在所确定的位置; 以及通过对对象或地形表面和分配给对象或地形表面的虚拟对象进行半透明混合处理来生成从虚拟相机观察的虚拟三维空间的图像的部分。

    GAME APPARATUS AND GAME PROGRAM
    3.
    发明申请
    GAME APPARATUS AND GAME PROGRAM 有权
    游戏设备和游戏程序

    公开(公告)号:US20100323795A1

    公开(公告)日:2010-12-23

    申请号:US12542890

    申请日:2009-08-18

    IPC分类号: A63F13/06

    摘要: First, operation data is acquired from an input device that is operated by a user. Next, a target is configured, by utilizing the operation data, within a predetermined range which is frontward in a forward direction of a course where a user object should move along and which is defined based on the course. Next, a moving direction of the user object is determined based on a position of the user object and a position of the target. Next, the user object is moved toward the moving direction determined by a moving direction determining means.

    摘要翻译: 首先,从由用户操作的输入装置获取操作数据。 接下来,通过利用操作数据,在用户对象应该移动的路线的向前方的前方的预定范围内,基于该路线来定义目标。 接下来,基于用户对象的位置和目标的位置来确定用户对象的移动方向。 接下来,使用户物体朝向由移动方向确定装置确定的移动方向移动。

    Storage medium storing a game program, game apparatus, and game controlling method
    4.
    发明申请
    Storage medium storing a game program, game apparatus, and game controlling method 有权
    存储游戏程序,游戏装置和游戏控制方法的存储介质

    公开(公告)号:US20080064498A1

    公开(公告)日:2008-03-13

    申请号:US11701358

    申请日:2007-02-02

    申请人: Yuichiro Okamura

    发明人: Yuichiro Okamura

    IPC分类号: A63F13/00

    摘要: A game system includes a game apparatus and a controller, and the controller is furnished with an acceleration sensor. For example, a player performs a boxing game according to an acceleration input by throwing a hook or straight punch while holding the controller. When it is determined that an acceleration input is started, it is assumed that the kind is a straight although the kind of the input has not been identified yet, and a drawing of a glove object moving along a path of a straight is started. When it is determined that the kind is a hook on the basis of the acceleration acquired thereafter, the glove object moving along a hook path is drawn.

    摘要翻译: 游戏系统包括游戏装置和控制器,并且控制器配备有加速度传感器。 例如,玩家通过在握住控制器的同时通过投掷钩或直冲来根据加速度输入执行拳击游戏。 当确定加速度输入开始时,假设该类型是直的,尽管尚未识别输入的种类,并且开始沿着直线的路径移动的手套物体的图形。 当基于其后获得的加速度确定该种类是钩子时,绘制沿着钩形路径移动的手套物体。

    Storage medium storing a game program, game apparatus, and game controlling method

    公开(公告)号:US20080064109A1

    公开(公告)日:2008-03-13

    申请号:US11701359

    申请日:2007-02-02

    申请人: Yuichiro Okamura

    发明人: Yuichiro Okamura

    IPC分类号: G06F19/00 G01C17/00 G01C9/00

    摘要: A game system includes a game apparatus and a controller. The controller is furnished with an acceleration sensor for detecting accelerations in at least two axis directions. Game processing corresponding to the kind of an acceleration input by means of the controller is executed. For determining the kind, reference timing when acceleration in a first-axis direction is below a threshold value to take on a minimum value is detected. Then, it is determined whether or not an angle between acceleration change vectors before and after the reference timing is equal to or more than a predetermined angle. When the angle is not equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in any one of the two-axis directions, and when the angle is equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in a direction including the two-axis directions as components.

    Storage medium having stored thereon information processing program and information processing apparatus
    6.
    发明授权
    Storage medium having stored thereon information processing program and information processing apparatus 有权
    存储有信息处理程序和信息处理装置的存储介质

    公开(公告)号:US09501158B2

    公开(公告)日:2016-11-22

    申请号:US12621813

    申请日:2009-11-19

    摘要: A data obtaining unit repeatedly obtains acceleration data. An acceleration vector generation unit generates first acceleration vector in accordance with first acceleration data obtained by the data obtaining unit, and generates second acceleration vector in accordance with second acceleration data time-sequentially obtained by the data obtaining unit following the first acceleration data. A cross product direction calculation unit calculates a direction of a cross product between the first acceleration vector and the second acceleration vector. A swing direction identification unit identifies a swing direction in which the input device is swung in accordance with the direction of the cross product.

    摘要翻译: 数据获取单元反复获得加速度数据。 加速度矢量生成部根据由数据取得部获得的第一加速度数据,生成第一加速度矢量,根据与第一加速度数据相对应的数据获取部件按时间顺序获取的第二加速度数据生成第二加速度矢量。 十字产品方向计算单元计算第一加速度向量与第二加速度向量之间的交叉乘积的方向。 摆动方向识别单元根据十字积的方向识别输入装置摆动的摆动方向。

    Game apparatus and game program
    7.
    发明授权
    Game apparatus and game program 有权
    游戏机和游戏程序

    公开(公告)号:US08353769B2

    公开(公告)日:2013-01-15

    申请号:US13331297

    申请日:2011-12-20

    申请人: Yuichiro Okamura

    发明人: Yuichiro Okamura

    摘要: The game apparatus obtains angular velocity data and acceleration data from an input device equipped with at least an angular velocity sensor and an acceleration sensor, and determines whether or not a ball has been thrown in accordance with the angular velocity data. When it is determined that ball-throwing is fulfilled, the game apparatus calculates the intensity of swinging the input device and a curve amount. The game apparatus applies a force and a curve to a ball in accordance with the calculated intensity of swinging and the curve amount, and performs a process of causing the ball to move and curve in a predetermined direction.

    摘要翻译: 游戏装置从配备有至少角速度传感器和加速度传感器的输入装置获取角速度数据和加速度数据,并根据角速度数据判断是否已投掷球。 当确定球投满足时,游戏装置计算输入装置的摆动强度和曲线量。 游戏装置根据计算的摆动强度和曲线量向球施加力和曲线,并且执行使球移动并沿预定方向弯曲的处理。

    GAME APPARATUS AND GAME PROGRAM
    8.
    发明申请
    GAME APPARATUS AND GAME PROGRAM 有权
    游戏设备和游戏程序

    公开(公告)号:US20100248833A1

    公开(公告)日:2010-09-30

    申请号:US12491622

    申请日:2009-06-25

    申请人: Yuichiro Okamura

    发明人: Yuichiro Okamura

    IPC分类号: A63F9/24

    摘要: The game apparatus obtains angular velocity data and acceleration data from an input device equipped with at least an angular velocity sensor and an acceleration sensor, and determines whether or not a ball has been thrown in accordance with the angular velocity data. When it is determined that ball-throwing is fulfilled, the game apparatus calculates the intensity of swinging the input device and a curve amount. The game apparatus applies a force and a curve to a ball in accordance with the calculated intensity of swinging and the curve amount, and performs a process of causing the ball to move and curve in a predetermined direction.

    摘要翻译: 游戏装置从配备有至少角速度传感器和加速度传感器的输入装置获取角速度数据和加速度数据,并根据角速度数据判断是否已投掷球。 当确定球投满足时,游戏装置计算输入装置的摆动强度和曲线量。 游戏装置根据计算的摆动强度和曲线量向球施加力和曲线,并且执行使球移动并沿预定方向弯曲的处理。

    Game apparatus and game program
    9.
    发明授权
    Game apparatus and game program 有权
    游戏机和游戏程序

    公开(公告)号:US08523678B2

    公开(公告)日:2013-09-03

    申请号:US12542890

    申请日:2009-08-18

    IPC分类号: G07F17/32

    摘要: First, operation data is acquired from an input device that is operated by a user. Next, a target is configured, by utilizing the operation data, within a predetermined range which is frontward in a forward direction of a course where a user object should move along and which is defined based on the course. Next, a moving direction of the user object is determined based on a position of the user object and a position of the target. Next, the user object is moved toward the moving direction determined by a moving direction determining means.

    摘要翻译: 首先,从由用户操作的输入装置获取操作数据。 接下来,通过利用操作数据,在用户对象应该移动的路线的向前方的前方的预定范围内,基于该路线来定义目标。 接下来,基于用户对象的位置和目标的位置来确定用户对象的移动方向。 接下来,使用户物体朝向由移动方向确定装置确定的移动方向移动。

    Storage medium storing a game program, game apparatus, and game controlling method
    10.
    发明授权
    Storage medium storing a game program, game apparatus, and game controlling method 有权
    存储游戏程序,游戏装置和游戏控制方法的存储介质

    公开(公告)号:US07412348B2

    公开(公告)日:2008-08-12

    申请号:US11701359

    申请日:2007-02-02

    申请人: Yuichiro Okamura

    发明人: Yuichiro Okamura

    IPC分类号: A63F9/22

    摘要: A game system includes a game apparatus and a controller. The controller is furnished with an acceleration sensor for detecting accelerations in at least two axis directions. Game processing corresponding to the kind of an acceleration input by means of the controller is executed. For determining the kind, reference timing when acceleration in a first-axis direction is below a threshold value to take on a minimum value is detected. Then, it is determined whether or not an angle between acceleration change vectors before and after the reference timing is equal to or more than a predetermined angle. When the angle is not equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in any one of the two-axis directions, and when the angle is equal to or more than the predetermined angle, it is determined that the acceleration input is an acceleration input in a direction including the two-axis directions as components.

    摘要翻译: 游戏系统包括游戏装置和控制器。 控制器配备有加速度传感器,用于检测至少两个轴向的加速度。 执行与通过控制器的加速度输入的种类对应的游戏处理。 为了确定该种类,检测第一轴方向上的加速度低于阈值以获得最小值的参考定时。 然后,确定基准定时前后的加速度变化矢量之间的角度是否等于或大于预定角度。 当角度不等于或大于预定角度时,确定加速度输入是在两个轴方向中的任一个方向上的加速度输入,并且当角度等于或大于预定角度时 确定加速度输入是包括两轴方向的方向作为分量的加速度输入。