Abstract:
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 modeled using multiple independent layers (1002) can be dynamically adjusted in response to real time events (1006). 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 (1008) to provide automatic level of detailing and generating a minimal number of polygons (1010). The visual effects of water droplets and other coatings on see-through surfaces can be modeled and provided using indirect texturing.
Abstract:
An image synthesizer capable of displaying an image of a three-dimensional object with a small number of polygons in real time with a high resolution. The information about a three-dimensional object is stored in an object data storage (26) as object information for displaying the object using a plurality of shape models of different accuracies. The object information accuracy of shape modles is higher as the distance between the viewpoint of a viewpoint coordinate system and the three-dimensional object is shorter. The texture information attached to the polygons of the shapes is stored in a texture information storage (32) as image information having different resolutions according to the shape models and the polygons constituting the shape models. An image forming part (34) synthesizes an image to be displayed by mapping the texture information of accuracies corresponding to the polygons of a three-dimensional object on the polygons of the object generated by a three-dimensional arithmetic part (22) by transformation of perspective projection, and displays it on the display (40).
Abstract:
A three-dimensional simulator which can form a high quality image on a real time basis even when a large number of display objects gather in the vicinity of a visual point. An object image information memory section (212) stores a plurality of kinds of object image information including the number of different polygons (preciseness). First setting means (120) sets the preciseness in such a manner that the smaller the range of a serial number in which the serial numbers of display objects lie, the higher becomes the preciseness of the display objects. Second setting means (122) sets the preciseness in such a manner that the smaller the range of the distance in which the display objects are positioned, the higher becomes the preciseness of the display objects. The setting of the second setting means (122) is changed by the result of setting by the first setting means (120).
Abstract:
A portable device comprises a viewing direction sensor configured to determine the viewing direction of a user of the portable device in the real world and a position determiner configured to determine a position of the user in the real world. Furthermore, the portable device comprises a processing unit configured to generate - based on the viewing direction of the user and the position of the user in the real world - a virtual world in which a change of the viewing direction in a 3D coordinate system of the real world leads to a change of the viewing direction in a 3D coordinate system of the virtual world. The portable device further comprises a display configured to display the generated virtual world to the user while blocking a view of the real world.
Abstract:
A three-dimensional simulator in which a sub-screen can be provided on the main screen and the formation of the sub-screen does not exert a bad influence upon the main image. A virtual three-dimensional space computation unit (100) performs computation for defining first and second virtual three-dimensional spaces in which objects of polygons having different numbers of sides are arranged in the same position or in the same position and direction. An image generating unit (200) generates images of the fields of vision from arbitrary viewpoints in the first and second virtual three-dimensional spaces on the basis of the results of computation. The image in the first virtual three-dimensional space is displayed on the main screen of a CRT (10), and the image in the second virtual three-dimensional space on the sub-screen (rear-view mirror). During the formation of the main screen and sub-screen, texture information is commonly used.
Abstract:
The present invention provides a method and system for providing scene data of a virtual world, wherein the method comprises: receiving a request for downloading scene data from a content requesting party, said request includes information on an object group in the scene data and Level of Detail (LoD) information on an object in the object group; packing LoD contents of the object in the object group, based on the information on the object group in the scene data and the LoD information on the object; and transmitting the packed LoD contents corresponding to the object group to the content requesting party. The present invention can make a user of the virtual world see the effective information on the scene in a short response time. On the other hand, the transmission data amount over the network is reduced.
Abstract:
The present invention provides a method and system for providing scene data of a virtual world, wherein the method comprises: receiving a request for downloading scene data from a content requesting party, said request includes information on an object group in the scene data and Level of Detail (LoD) information on an object in the object group; packing LoD contents of the object in the object group, based on the information on the object group in the scene data and the LoD information on the object; and transmitting the packed LoD contents corresponding to the object group to the content requesting party. The present invention can make a user of the virtual world see the effective information on the scene in a short response time, which improves the user experience. On the other hand, the transmission data amount over the network is effectively reduced, which improves the network transmission efficiency.
Abstract:
In one embodiment, the present invention includes a method for identifying a deformable object of a scene of a computer game that is visible by an artificial intelligence (AI) character of the game, requesting a speculative physics simulation associated with the deformable object to determine a result of an action to the deformable object by the AI character, and selecting an action to be performed by the AI character, where the selection is based at least in part on the speculative physics simulation. Other embodiments are described and claimed.