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    • 12. 发明公开
    • 게임 장치, 게임 장치의 제어 방법, 및 정보 기억 매체
    • 游戏设备,游戏设备控制方法,程序和信息记忆媒体
    • KR1020090079971A
    • 2009-07-22
    • KR1020097011256
    • 2008-02-05
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 신히데유키오쿠보다케시
    • A63F13/00A63F13/55A63F13/812
    • G06T15/50A63F2300/64A63F2300/6607
    • It is an object to provide a game device that realizes the expressing of such a situation that circumferential portions of the eyes of a character object change to bring into line with a viewing direction of the character object, wherein the game device, at the same time, is configured to reduce a data amount and a working amount for making out the data. Vertex position specifying data (data to specify vertexes of circumferential portions of the eyes) corresponding to each of a plurality of basic viewing directions, blend control data (data consisting of viewing direction information and blend ratio information of the plurality of vertex position specifying data corresponding to each other) are stored. The blend ratio information corresponding to the viewing direction is acquired in accordance with the blend control data (S108). A plurality of the vertex position specifying data are blended in accordance with the blend ratio information, so that the vertex position specifying data corresponding to the viewing direction are acquired (S109). A game screen is displayed in accordance with the vertex position specifying data corresponding to the viewing direction (S113).
    • 本发明的目的是提供一种游戏装置,其实现了表达角色对象的眼睛的周向部分变化以与角色对象的观看方向一致的情况,其中游戏装置同时 被配置为减少数据量和用于输出数据的工作量。 对应于多个基本观察方向中的每一个的顶点位置指定数据(用于指定眼睛的圆周部分的顶点的数据),混合控制数据(由观察方向信息和对应于多个顶点位置指定数据的混合比信息组成的数据 相互存储)。 根据混合控制数据获取与观察方向对应的混合比例信息(S108)。 根据混合比率信息混合多个顶点位置指定数据,从而获取与观看方向对应的顶点位置指定数据(S109)。 根据与观看方向对应的顶点位置指定数据显示游戏画面(S113)。
    • 15. 发明公开
    • 화상 처리 장치, 화상 처리 장치의 제어 방법 및 정보 기억매체
    • 图像处理装置,图像处理装置的控制方法和信息记录介质
    • KR1020090040898A
    • 2009-04-27
    • KR1020097003654
    • 2007-08-29
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 엔도마사시나가이도루스즈키에이지츠나시마다다아키
    • G06T15/00G06T15/50
    • G06T15/04A63F13/10A63F13/52A63F2300/64A63F2300/66A63F2300/8011G06T15/80
    • An image processing device is provided for enabling the realization of a shading expression on an object surface while promoting the ease of a load of image processing and for enabling the promotion of ease of wrongness that users feel. A shading process executing unit (62) carries out shading of the object surface in accordance with a quasi normal vector of each pixel of a texture image subjected to mapping on the object surface. A shading process execution limiting unit (66) limits the execution of shading process by the shading process executing unit (62) in accordance with a distance from a view point to the object. A quasi normal vector acquiring unit (60) stores information to make the distance from the view point correspond to quasi normal vector information to acquire a quasi normal vector of each pixel. Further, the quasi normal vector acquiring unit (60) acquires the quasi normal vector of each pixel in accordance with the quasi normal vector information corresponding to the distance from the view point to the object.
    • 提供了一种图像处理装置,用于在物体表面上实现阴影表达,同时促进了图像处理的容易性,并且能够促进用户感觉到的错误的容易性。 遮蔽处理执行单元(62)根据在物体表面上进行映射的纹理图像的每个像素的准法向量,执行物体表面的阴影。 遮蔽处理执行限制单元(66)根据从观察点到对象的距离来限制着色处理执行单元(62)的阴影处理的执行。 准法线矢量获取单元(60)存储使得从视点的距离对应于准法向量信息的信息,以获取每个像素的准法向量。 此外,准法线矢量取得部(60)根据与从观察点到物体的距离对应的准法线向量信息,取得各像素的准法线矢量。
    • 16. 发明公开
    • 게임 프로그램을 기록한 컴퓨터로 읽을 수 있는 매체, 게임 장치 및 게임 제어 방법
    • 游戏程序,游戏设备和游戏控制方法
    • KR1020080114839A
    • 2008-12-31
    • KR1020087028220
    • 2007-05-10
    • 가부시키가이샤 코나미 데지타루 엔타테인멘토
    • 나가하마히데키사카모토아츠노리코시야마코사쿠
    • A63F13/00A63F13/216A63F13/2145
    • A63F13/422A63F13/10A63F13/5372A63F13/573A63F13/812A63F2300/306A63F2300/6054A63F2300/64A63F2300/8011
    • Provided is a game program for enabling a player to execute an instruction to a character promptly. In this game program, a character (102) and a moving element (110) at the time when a game space is viewed in a first direction are displayed in an image display unit (3) at those positions of the character and the moving element (110), which are recognized by a control unit (1). It is judged by the control unit (1) whether or not the moving direction of the moving element (110) has changed in response to the action of the character (102) displayed in the image display unit (3). In case it is judged by the control unit (1) that the moving direction of the moving element (110) has changed in response to the action of the character (102), a character (103A) near that orbit (150) of the moving element (110), which is to be determined in the moving direction, as has changed, of the moving element (110), is recognized as a first target character. Information (200) corresponding to the first target character is displayed in the image display unit (3). ® KIPO & WIPO 2009
    • 提供了一种游戏程序,用于使玩家能够迅速地对角色执行指令。 在该游戏程序中,在图像显示单元(3)中,在字符和移动元件的那些位置处显示在第一方向上观看游戏空间时的字符(102)和移动元件(110) (110),其由控制单元(1)识别。 控制单元(1)判断移动元件(110)的移动方向是否响应于在图像显示单元(3)中显示的字符(102)的动作而改变。 在由控制单元(1)判断移动元件(110)的移动方向已经响应于字符(102)的动作而改变的情况下,在该轨迹(150)附近的字符(103A) 被确定为移动元件(110)已经改变的移动方向上的移动元件(110)被识别为第一目标字符。 在图像显示单元(3)中显示与第一目标人物对应的信息(200)。 ®KIPO&WIPO 2009