摘要:
Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
摘要:
A method has steps tracking states for objects in a virtual world by software (SW) executed by a processor from a non-transitory physical medium, noting that physics simulation is necessary to determine a change in display for a particular object, noting characteristics of the particular object, selecting from a plurality of modules, a specific physics simulation module optimized for objects having the characteristics of the particular object, and applying the physics simulation module selected to determine display change for the particular object.
摘要:
Techniques are described for providing a painting and thinning mechanic within a computer-generated environment (e.g., in a video game). The painting and thinning mechanic allows geometry within the computer-generated environment to be “painted” or “thinned.” Painting and thinning refers to a mechanic that involves making parts of the virtual environment visibly and collidably transparent (thinning) or visibly and collidably opaque (painting). The painting/thinning mechanic may be achieved using binary space partitioning (BSP) trees.
摘要:
An object is detected in images of a live event by storing and indexing templates based on representations of the object from previous images. For example, the object may be a vehicle which repeatedly traverses a course. A first set of images of the live event is captured when the object is at different locations in the live event. A representation of the object in each image is obtained, such as by image recognition techniques, and a corresponding template is stored. When the object again traverses the course, for each location, the stored template which is indexed to the location can be retrieved for use in detecting the object in a current image. The object's current location may be obtained from GPS data from the object, for instance, or from camera sensor data, e.g., pan, tilt and zoom, which indicates a direction in which the camera is pointed.
摘要:
A representation of an object in a live event is detected in an image of the event. A location of the object in the live event is translated to an estimated location in the image based on camera sensor and/or registration data. A search area is determined around the estimated location in the image. A direction of motion of the object in the image is also determined. A representation of the object is identified in the search area by detecting edges of the object, e.g., perpendicular to the direction of motion and parallel to the direction of motion, performing morphological processing, and matching against a model or other template of the object. Based on the position of the representation of the object, the camera sensor and/or registration data can be updated, and a graphic can be located in the image substantially in real time.
摘要:
The rendering of avatars in a virtual universe is selectively controlled by the avatar owner. Avatar ranking by several criteria, operating either jointly or independently, is employed to control avatar rendering in ways intended to reduce computational loading while not significantly impacting the virtual universe experience.
摘要:
Water surface and other effects are efficiently simulated to provide real time or near real time imaging on low-capacity computer graphics computation platforms. Water and other surfaces are modeled using multiple independent layers can be dynamically adjusted in response to real time events. The number of layers used in a given area can be adjusted to reduce computational loading as needed. Different algorithms can be employed on different layers to give different effects. The multiple layer modeling is preferably converted to polygons using an adaptive polygon mesh generator based on camera location and direction in the 3D world to provide automatic level of detailing and generating a minimal number of polygons. The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
摘要:
Camera registration and/or sensor data is updated during a live event by determining a difference between an estimated position of an object in an image and an actual position of the object in the image. The estimated position of the object in the image can be based on an estimated position of the object in the live event, e.g., based on GPS or other location data. This position is transformed to the image space using current camera registration and/or sensor data. The actual position of the object in the image can be determined by template matching which accounts for an orientation of the object, a shape of the object, an estimated size of the representation of the object in the image, and the estimated position of the object in the image. The updated camera registration/sensor data can be used in detecting an object in a subsequent image.
摘要:
An image generating device for displaying a model comprised of a plurality of polygons set in a virtual 3D space and simulating an object having at least one flat plane, the image generating device comprises: polygon storage means for storing coordinates of uneven polygon set; texture storage means for storing object textures to be adhered to the respective polygons of the uneven polygon set; coordinate processing means for moving the uneven polygon set by a specified amount in a specified direction; and texture displacement control means for displacing the adhering coordinates of the object textures to the respective polygons by the specified amount in an opposite direction from the specified direction.
摘要:
A method and a video game device are provided which are capable of controlling enemy characters who are originally programmed to attack a main character, to injure each other for a predetermined time period when a user instructs a predetermined action to the main character. The predetermined action may be an action of throwing a smoke screen ball.