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    • 47. 发明授权
    • Storage medium for storing animation data, image processing method using same, and storage medium storing image processing programs
    • 用于存储动画数据的存储介质,使用其的图像处理方法以及存储图像处理程序的存储介质
    • US06690376B1
    • 2004-02-10
    • US09661033
    • 2000-09-13
    • Tomoaki SaitoKazuyoshi HaraHideki KudoYutaka AokiTakashi AndoAtsushi SeimiyaKenei Unoki
    • Tomoaki SaitoKazuyoshi HaraHideki KudoYutaka AokiTakashi AndoAtsushi SeimiyaKenei Unoki
    • G06T1700
    • A63F13/52A63F13/10A63F2300/66G06T13/80
    • A storage medium for a game relating to the present invention contains: (1) a game program for calling up drawing functions for prescribed scenes in accordance with the progress of the game; (2) animation data including sprite data forming two-dimensional still images, and motion data capable of generating animations by causing the sprites to change with each frame; and (3) a drawing program for generating rendering data (drawing commands) positions, colours, texture co-ordinates, and the like, for each sprite in a frame (display screen), according to the animation data specified by the drawing function. In general terms, animation data is data capable of generating moving images (animations) of characters as intended by a designer, and this animation data can be developed separately from the game program. Moreover, a drawing program is a generic drawing library capable of interpreting the animation data and generating rendering data, including position data for each sprite in a frame, for each respective frame. A game program simply calls up a drawing function (library function) which specifies animation data so as to be capable of causing the drawing library to interpret the specified animation data and generate rendering data accordingly.
    • 本发明的游戏用存储媒体包含:(1)游戏程序,用于根据游戏的进度调出规定场景的绘图功能; (2)包括形成二维静止图像的子画面数据的动画数据以及能够通过使每个画面改变精灵而产生动画的运动数据; 以及(3)根据由绘图功能指定的动画数据,针对帧(显示画面)中的每个子画面生成绘制数据(绘制命令)位置,颜色,纹理坐标等的绘图程序。 一般来说,动画数据是能够根据设计者的意图生成字符的运动图像(动画)的数据,并且该动画数据可以与游戏程序分开开发。 此外,绘图程序是能够解释动画数据并生成渲染数据的通用绘图库,包括针对每个相应帧的帧中的每个子画面的位置数据。 一个游戏程序只需调用一个绘制函数(库函数),该函数指定动画数据,以便能够使绘图库解释指定的动画数据并相应地生成渲染数据。