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    • 1. 发明申请
    • GAME DEVICE, GAME CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM
    • 游戏设备,游戏控制方法,信息记录媒体和程序
    • US20090253502A1
    • 2009-10-08
    • US11909925
    • 2006-03-23
    • Masahiro KiyomotoKentaro Nagayama
    • Masahiro KiyomotoKentaro Nagayama
    • A63F13/00A63F9/24
    • A63F13/57A63F13/10A63F13/5375A63F2300/303A63F2300/305A63F2300/64
    • In a game device (301) for showing to a player the directions in which movement may be possible in a game where a character is moved between objects in a virtual world, an input receiving unit (305) receives an instruction input for moving a character within the object where the character is located or to another object, an index calculation unit (303) calculates an index indicating the degree to which movement will fail in a case where movement from the object where the character is located to another object is presumed, an image display unit (304) that displays an image associated with the calculated index in a location associated with the direction of the other object, and a character moving unit (306) that moves the character on the object where the character is located, or moves the character to another object, or fails to move the character to another object.
    • 在游戏装置(301)中,输入接收单元(305)向游戏者显示在虚拟世界中的物体之间移动角色的游戏中可能移动的方向,接收用于移动角色的指令输入 在字符位于的对象或另一对象的对象内,索引计算单元(303)计算表示在从假定角色所在的对象移动到另一对象的情况下运动将失败的程度的索引, 将与所计算的索引相关联的图像显示在与其他对象的方向相关联的位置的图像显示单元(304),以及移动该角色位于该对象上的角色的角色移动单元(306),或者 将角色移动到另一个对象,或者将角色移动到另一个对象。
    • 2. 发明授权
    • Computer-readable recording medium recording image display control program, and image display control device and method
    • 计算机可读记录介质记录图像显示控制程序,以及图像显示控制装置和方法
    • US07327359B2
    • 2008-02-05
    • US09994356
    • 2001-11-26
    • Kentaro NagayamaMasahiro Kiyomoto
    • Kentaro NagayamaMasahiro Kiyomoto
    • G06T15/00
    • A63F13/52A63F13/10A63F2300/66G06T15/30
    • To achieve a display across a broad display area, without losing polygons projected towards the foreground of the screen, in particular. An image display control device divides a virtual three-dimensional space consisting of a plurality of three-dimensional models into a grid shape, stores the image data for the three-dimensional models in each block thus divided in a display memory 8, and stores the three-dimensional models in the field of view of a virtual camera positioned in the virtual three-dimensional space in a display memory of a RAM 8, whereupon the three-dimensional models are displayed on a monitor 2. The display control device has a block identifying section 112 for identifying the block where the virtual camera is positioned; a block selecting section 113 for selecting five mutually adjoining blocks from the blocks adjoining the periphery of the identified block, on the basis of the position information and line of sight direction information for the virtual camera; and an image processor 12 for transferring the image data for the three-dimensional models in the identified block and selected blocks to the display area of the RAM 8.
    • 为了在广泛的显示区域上实现显示,特别地,不会丢失朝向屏幕的前景投影的多边形。 图像显示控制装置将由多个三维模型构成的虚拟三维空间划分为网格形状,将分割为每个块的三维模型的图像数据存储在显示存储器8中,并存储 位于RAM8的显示存储器中的虚拟三维空间中的虚拟摄像机的视野中的三维模型,于是三维模型显示在监视器2上。 显示控制装置具有用于识别虚拟相机所在的块的块识别部112; 块选择部分113,用于根据所述虚拟相机的位置信息和视线方向信息,从与所识别的块的周边相邻的块中选择五个相邻的块; 以及用于将所识别的块和所选块中的三维模型的图像数据传送到RAM8的显示区域的图像处理器12。
    • 7. 发明申请
    • IMAGE GENERATION DEVICE, AUTOMATIC ARRANGEMENT METHOD, RECORDING MEDIUM, AND PROGRAM
    • 图像生成装置,自动布置方法,记录介质和程序
    • US20090036206A1
    • 2009-02-05
    • US11814786
    • 2006-01-23
    • Kentaro Nagayama
    • Kentaro Nagayama
    • G06F17/00
    • G06T19/20A63F13/10A63F13/52A63F2300/6009A63F2300/66G06T2219/2004
    • A parts model storage unit (203) stores a plurality of parts models. A combination data storage unit (204) stores combination data prescribing a combination part composed by combining the parts models. A contour generation unit (201) generates a contour of each cell for arrangement of parts. The parts arrangement evaluation unit (205) evaluates whether the prescribed combination part can be arranged on each cell, and stores the combination data or the like that are evaluated as being arrangeable, to an arrangement candidate storage unit (206). A parts selection unit (207) selects one combination part from combination data or the like stored in the arrangement candidate storage unit (206). Then, the image rendering unit (208) renders a three-dimensional image in which the selected combination part is arranged on a cell.
    • 零件模型存储单元(203)存储多个零件模型。 组合数据存储单元(204)存储规定通过组合零件模型组成的组合部分的组合数据。 轮廓生成单元(201)生成用于配置零件的每个单元的轮廓。 零件布置评估单元(205)评估规定的组合部分是否可以布置在每个单元上,并将被评估为可排列的组合数据等存储到排列候选存储单元(206)。 零件选择单元(207)从安排候选存储单元(206)中存储的组合数据等中选择一个组合部分。 然后,图像再现单元(208)将选择的组合部分布置在单元上的三维图像呈现。
    • 10. 发明授权
    • Video game apparatus, method of controlling animation display in video game, and computer-readable storage medium storing animation display controlling program of video game
    • 视频游戏装置,视频游戏中的动画显示控制方法以及存储视频游戏的动画显示控制程序的计算机可读存储媒体
    • US06319128B1
    • 2001-11-20
    • US09401360
    • 1999-09-21
    • Takemasa MiyoshiKentaro Nagayama
    • Takemasa MiyoshiKentaro Nagayama
    • A63F1300
    • A63F13/818A63F13/10A63F13/52A63F13/537A63F2300/303A63F2300/40A63F2300/8005A63F2300/8035
    • A video game apparatus implementing a simulating fishing game displays an animation image representing behavior of a fish hooked on a lure. The video game apparatus has a first determining unit determines that a first condition has been met, when a fish is hooked on a lure by the operation of a game procedure controlling unit, or when the fish under the control of the game procedure controlling unit exhibits such a behavior as to apply a strong tension on the fishing line or to jump up above the water surface. An animation display controlling unit causes a monitor to display an animation image which has been stored in a storage medium and which represents a fished hooked on a fishing line, in such a manner as to enable identification of the fisher character who has hit the fish. A switching unit switches the game display screen displayed on the monitor from the fishing image to the animation image, when the first determining unit has determined that the first condition is met.
    • 实现模拟钓鱼游戏的视频游戏装置显示代表诱饵上钓鱼的行为的动画图像。 视频游戏装置具有第一确定单元,当通过游戏程序控制单元的操作捕捉鱼类时,或当游戏程序控制单元的控制下的鱼呈现时,确定已满足第一条件 这样一种行为,即在钓鱼线上施加强烈的紧张度或跳到水面以上。 动画显示控制单元使得监视器以能够识别已经击中鱼的渔夫角色的方式使监视器显示已经存储在存储介质中并且代表钓鱼钓鱼钓鱼的动画图像。 当第一确定单元已经确定满足第一条件时,切换单元将显示器上显示的游戏显示屏幕从钓鱼图像切换到动画图像。