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    • 4. 发明授权
    • Image processing device, control method for image processing device and information recording medium
    • 图像处理装置,图像处理装置的控制方法和信息记录介质
    • US08319786B2
    • 2012-11-27
    • US12441655
    • 2007-08-29
    • Masashi EndoToru NagaiEiji SuzukiTadaaki Tsunashima
    • Masashi EndoToru NagaiEiji SuzukiTadaaki Tsunashima
    • G09G5/00
    • G06T15/04A63F13/10A63F13/52A63F2300/64A63F2300/66A63F2300/8011G06T15/80
    • To provide an image processing device capable of attaining shade expression on a surface of an object while reducing image processing load, and of reducing a sense of discomfort which the user may feel. A shading process execution unit (62) executes a shading process on the surface of the object, based on a pseudo-normal vector for each pixel of a texture image to be mapped onto the surface of the object. A shading process execution restraining unit (66) restrains execution of the shading process by the shading process execution unit (62), based on the distance from a viewpoint to the object. A pseudo-normal vector obtaining unit (60) stores information correlating the distance from the viewpoint with pseudo-normal vector information for obtaining a pseudo-normal vector of each pixel. Then, the pseudo-normal vector obtaining unit (60) obtains a pseudo-normal vector of each pixel, based on the pseudo-normal vector information correlated to the distance from the viewpoint to the object.
    • 为了提供能够在减少图像处理负荷的同时在物体表面上获得阴影表达并且减少用户可能感觉到的不适感的图像处理装置。 阴影处理执行单元(62)基于要映射到对象的表面上的纹理图像的每个像素的伪法线向量,在对象的表面上执行阴影处理。 遮蔽处理执行抑制单元(66)基于从视点到对象的距离来限制着色处理执行单元(62)执行遮蔽处理。 伪法线向量获取单元(60)存储与来自视点的距离相关联的信息与用于获得每个像素的伪法线矢量的伪法线矢量信息。 然后,伪法线向量获取单元(60)基于与从视点到对象的距离相关联的伪法线向量信息,获得每个像素的伪法线向量。
    • 5. 发明申请
    • IMAGE PROCESSING DEVICE, CONTROL METHOD FOR IMAGE PROCESSING DEVICE AND INFORMATION RECORDING MEDIUM
    • 图像处理装置,图像处理装置的控制方法和信息记录介质
    • US20100020079A1
    • 2010-01-28
    • US12441655
    • 2007-08-29
    • Masashi EndoToru NagaiEiji SuzukiTadaaki Tsunashima
    • Masashi EndoToru NagaiEiji SuzukiTadaaki Tsunashima
    • G06T15/50
    • G06T15/04A63F13/10A63F13/52A63F2300/64A63F2300/66A63F2300/8011G06T15/80
    • To provide an image processing device capable of attaining shade expression on a surface of an object while reducing image processing load, and of reducing a sense of discomfort which the user may feel. A shading process execution unit (62) executes a shading process on the surface of the object, based on a pseudo-normal vector for each pixel of a texture image to be mapped onto the surface of the object. A shading process execution restraining unit (66) restrains execution of the shading process by the shading process execution unit (62), based on the distance from a viewpoint to the object. A pseudo-normal vector obtaining unit (60) stores information correlating the distance from the viewpoint with pseudo-normal vector information for obtaining a pseudo-normal vector of each pixel. Then, the pseudo-normal vector obtaining unit (60) obtains a pseudo-normal vector of each pixel, based on the pseudo-normal vector information correlated to the distance from the viewpoint to the object.
    • 为了提供能够在减少图像处理负荷的同时在物体表面上获得阴影表达并且减少用户可能感觉到的不适感的图像处理装置。 阴影处理执行单元(62)基于要映射到对象的表面上的纹理图像的每个像素的伪法线向量,在对象的表面上执行阴影处理。 遮蔽处理执行抑制单元(66)基于从视点到对象的距离来限制着色处理执行单元(62)执行遮蔽处理。 伪法线向量获取单元(60)存储与来自视点的距离相关联的信息与用于获得每个像素的伪法线矢量的伪法线矢量信息。 然后,伪法线向量获取单元(60)基于与从视点到对象的距离相关联的伪法线向量信息,获得每个像素的伪法线向量。
    • 7. 发明授权
    • Game device, game device control method, program, and information storage medium
    • 游戏装置,游戏装置控制方法,程序和信息存储介质
    • US08851991B2
    • 2014-10-07
    • US12663453
    • 2008-02-05
    • Tomoki KondaTadaaki Tsunashima
    • Tomoki KondaTadaaki Tsunashima
    • A63F13/00G06T13/40A63F13/40
    • A63F13/56A63F13/10A63F13/533A63F13/812A63F2300/6018A63F2300/6607G06T13/40
    • To provide a game device having a character transformation function and in which prevention of unnatural display of change of posture and facial expression of a character object is realized while suppressing increase in an amount of data and an amount of work related to motion data. In the present invention, a skeleton part (joint or bone) which is set for a character object placed in a virtual three-dimensional space is rotated so that a position of a predetermined vertex of the character object changes from a first position to a second position. In the present invention, a player is guided to change at least one of the first position and the second position. In a case where at least one of the first position and the second position is changed by the player, the position of the skeleton part is corrected so that the position of the predetermined vertex of the character object changes from the first position to the second position in a case where the skeleton part is rotated by a predetermined angle (S103, S104).
    • 本发明提供一种具有字符变换功能的游戏装置,同时抑制数据量的增加和与运动数据有关的工作量的增加,防止了人物对象的姿势变化和面部表情的不自然显示。 在本发明中,对设置在虚拟三维空间中的字符对象设置的骨架部(关节或骨)进行旋转,使得角色对象的预定顶点的位置从第一位置变为第二位置 位置。 在本发明中,玩家被引导以改变第一位置和第二位置中的至少一个。 在第一位置和第二位置中的至少一个由玩家改变的情况下,对骨骼部分的位置进行校正,使得角色对象的预定顶点的位置从第一位置改变到第二位置 在骨架部旋转预定角度的情况下(S103,S104)。