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    • 1. 发明申请
    • Image processing program and image processing device
    • 图像处理程序和图像处理装置
    • US20070116326A1
    • 2007-05-24
    • US11498772
    • 2006-08-04
    • Eiji AonumaYoichi YamadaHajime NakamuraHiroshi Umemiya
    • Eiji AonumaYoichi YamadaHajime NakamuraHiroshi Umemiya
    • G06K9/00G06K9/36
    • A63F13/577A63F13/10A63F2300/64A63F2300/643
    • A video game device calculates an angle of an object 71, etc., with respect to a reference direction in a three-dimensional space. Then, the video game device defines a virtual cylindrical model for each of a plurality of objects so that a bottom surface of each cylindrical model is perpendicular to the reference direction. The video game device defines a plurality of cylindrical models for a predetermined object if the inclination of the predetermined object with respect to the reference direction is greater than a predetermined angle. Then, the video game device determines whether or not the defined cylindrical models have an overlap therebetween. Then, if two cylindrical models are determined to be overlapping with each other, the video game device gives a predetermined change to the two objects in response to the collision.
    • 视频游戏装置相对于三维空间中的参考方向计算对象71等的角度。 然后,视频游戏装置为多个对象中的每一个定义虚拟圆柱模型,使得每个圆柱模型的底表面垂直于参考方向。 如果预定对象相对于参考方向的倾斜大于预定角度,则视频游戏装置为预定对象定义多个圆柱模型。 然后,视频游戏装置确定所定义的圆柱模型是否在它们之间具有重叠。 然后,如果确定两个圆柱模型彼此重叠,则视频游戏装置响应于冲突给予两个对象预定的改变。
    • 3. 发明申请
    • Image processing program and image processing device
    • 图像处理程序和图像处理装置
    • US20100073367A1
    • 2010-03-25
    • US12591635
    • 2009-11-25
    • Eiji AonumaYoichi YamadaHajime NakamuraHiroshi Umemiya
    • Eiji AonumaYoichi YamadaHajime NakamuraHiroshi Umemiya
    • G06T15/00
    • A63F13/577A63F13/10A63F2300/64A63F2300/643
    • A video game device calculates an angle of an object 71, etc., with respect to a reference direction in a three-dimensional space. Then, the video game device defines a virtual cylindrical model for each of a plurality of objects so that a bottom surface of each cylindrical model is perpendicular to the reference direction. The video game device defines a plurality of cylindrical models for a predetermined object if the inclination of the predetermined object with respect to the reference direction is greater than a predetermined angle. Then, the video game device determines whether or not the defined cylindrical models have an overlap therebetween. Then, if two cylindrical models are determined to be overlapping with each other, the video game device gives a predetermined change to the two objects in response to the collision.
    • 视频游戏装置相对于三维空间中的参考方向计算对象71等的角度。 然后,视频游戏装置为多个对象中的每一个定义虚拟圆柱模型,使得每个圆柱模型的底表面垂直于参考方向。 如果预定对象相对于参考方向的倾斜大于预定角度,则视频游戏装置为预定对象定义多个圆柱模型。 然后,视频游戏装置确定所定义的圆柱模型是否在它们之间具有重叠。 然后,如果确定两个圆柱模型彼此重叠,则视频游戏装置响应于冲突给予两个对象预定的改变。
    • 4. 发明授权
    • Collision detection having cylindrical detection regions
    • 具有圆柱形检测区域的碰撞检测
    • US07653262B2
    • 2010-01-26
    • US11498772
    • 2006-08-04
    • Eiji AonumaYoichi YamadaHajime NakamuraHiroshi Umemiya
    • Eiji AonumaYoichi YamadaHajime NakamuraHiroshi Umemiya
    • G06K9/36
    • A63F13/577A63F13/10A63F2300/64A63F2300/643
    • A video game device calculates an angle of an object 71, etc., with respect to a reference direction in a three-dimensional space. Then, the video game device defines a virtual cylindrical model for each of a plurality of objects so that a bottom surface of each cylindrical model is perpendicular to the reference direction. The video game device defines a plurality of cylindrical models for a predetermined object if the inclination of the predetermined object with respect to the reference direction is greater than a predetermined angle. Then, the video game device determines whether or not the defined cylindrical models have an overlap therebetween. Then, if two cylindrical models are determined to be overlapping with each other, the video game device gives a predetermined change to the two objects in response to the collision.
    • 视频游戏装置相对于三维空间中的参考方向计算对象71等的角度。 然后,视频游戏装置为多个对象中的每一个定义虚拟圆柱模型,使得每个圆柱模型的底表面垂直于参考方向。 如果预定对象相对于参考方向的倾斜大于预定角度,则视频游戏装置为预定对象定义多个圆柱模型。 然后,视频游戏装置确定所定义的圆柱模型是否在它们之间具有重叠。 然后,如果确定两个圆柱模型彼此重叠,则视频游戏装置响应于冲突给予两个对象预定的改变。