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System and method for coloring polygon using dithering    
United States Patent5573402   
Link to this pagehttp://www.wikipatents.com/5573402.html
Inventor(s)Gray; Alan S. (Sunnyvale, CA)
AbstractA driver training system for a user of a simulated vehicle. The system includes input devices for controlling the simulated vehicle, a video display having three-dimensional graphics, modeling software for determining position information based on the input devices, atmospheric effects software to simulate time-of-day and weather conditions, and recursive training software to display a previous route through an environment simultaneously with a present route through the environment together with associated performance data. Another aspect of the recursive training software replays either the previous route or present route and controls one of the input devices to provide "hands-on" feedback to the user. The user then incrementally and recursively maximizes parameters associated with vehicle operation skill. The driver training system may be embodied as a vehicle simulator.
   














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Patent Text Patent PDF Print Page Summary File History
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Drawing from US Patent 5573402
System and method for coloring polygon using dithering - US Patent 5573402 Drawing
System and method for coloring polygon using dithering
Inventor     Gray; Alan S. (Sunnyvale, CA)
Owner/Assignee     Atari Games Corporation (Milpitas, CA)
Patent assignment
All assignments
Publication Date     November 12, 1996
Application Number     08/342,711
PAIR File History     Application Data   Transaction History
Image File Wrapper   Patent Term   Fees
Litigation
Filing Date     November 21, 1994
US Classification     434/69 345/419 345/620 434/307R 703/8
Int'l Classification     G09B 009/00 G09B 019/16
Examiner     Cheng; Joe
Assistant Examiner    
Attorney/Law Firm     Knobbe, Martens, Olson & Bear
Address
Parent Case     This application is a divisional of application Ser. No. 07/888,375, filed May 22, 1992, now U.S. Pat. No. 5,366,376.
Priority Data    
USPTO Field of Search     434/62 434/65 434/69 434/71 434/307 R 434/308 434/365 434/373 434/118 364/410 364/578 273/148 B 273/438 273/442 345/145 345/118 345/121 345/150 345/199 395/126 395/130 395/131 395/500
Patent Tags     coloring polygon dithering
   
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What is claimed is:

1. In a computer having a video display and a storage, a method of hazing a plurality of polygons, comprising the steps of:

selecting one of the polygons from the storage;

calculating a haze value as:

haze value=(z*kval)/dimval

where

z is the distance between a camera position and the selected polygon,

kval is a constant, and

dimval is the distance for full hazing;

calculating a shade value as the dot product of a sun vector and the normal to the polygonal plane;

indexing a dither table with the haze and shade values for dither color offsets;

adding a base color to the dither color offsets for dither colors;

determining a dither pattern of dither colors based on the position of the selected polygon; and

drawing the selected polygon on the video display using the dither pattern.

2. The method of claim 1, wherein the constant (kval) is selected based upon a rate at which colors change in a particular hazing condition.

3. The method of claim 1, wherein the step of determining the dither pattern comprises the steps of:

selecting a first dither pattern if the selected polygon begins on an even scan line of the video display; and

selecting a second dither pattern if the selected polygon begins on an odd scan line of the video display.

4. The method of claim 1, further including the step of comparing the polygon distance (z) to the hazing distance (dimval), wherein the shade value is calculated if the polygon distance (z) is less than the hazing distance (dimval).

5. A computerized method of modifying a base color of a polygon in a computer accessing a storage and a visual display to indicate a hazing condition, the method comprising the steps of:

selecting a polygon from the storage of the computer;

selecting a first distance representing a distance for full hazing;

calculating a second distance representing a distance between an observer and the polygon;

calculating a haze value from the first and second distances;

determining a shade value for the selected polygon based upon the position of the polygon in the video display and the relative position of at least one light source;

indexing a lookup table, stored in the computer, based upon the haze value and the shade value to obtain at least one color offset;

adding the at least one color offset to the base color of the polygon to determine dither colors for the polygon; and

drawing the selected polygon on the video display using the dither colors.

6. The method of claim 5, wherein the step of calculating the haze value comprises multiplying the second distance by a constant and then dividing the result by the first distance.

7. The method of claim 6, wherein the constant is selected based upon a rate at which colors change in said hazing condition.

8. The method of claim 5, wherein the at least one light source comprises two light sources.

9. The method of claim 8, wherein the step of determining the shade value comprises:

calculating a first dot product of a vector of the first light source and a normal to the polygonal plane;

calculating a second dot product of a vector of the second light source and the normal to the polygonal plane;

summing components of the first and second dot products; and

adding a translation factor to the summed components to produce a range of positive values representative of intensity.

10. The method of claim 5, additionally comprising the step of determining a dither pattern based on the position of the polygon in the video display, and wherein the drawing step is based upon the dither colors and the dither pattern.

11. A method of coloring a polygon in a computer having a visual display comprising the steps of:

storing a plurality of color palettes in a memory of the computer;

selecting an atmospheric condition;

selecting one of the color palettes indicative of the atmosphere condition, wherein each color in the palette is associated with a different shade and haze value;

calculating a haze value for the polygon;

determining a shade value for the polygon;

indexing a dither table based upon the haze and shade values so as to provide dither color offsets;

determining dither colors for the polygon based on a base color and the dither color offsets;

selecting a dither pattern based upon the position of the selected polygon on the visual display;

modifying the user perceived color of the selected polygon in response to the selected dither colors and dither pattern; and

displaying the modified polygon on the display device.

12. The method of claim 11, further comprising the steps of: selecting a hazing distance (dimval) which is the distance that an observer must be from the selected polygon before color of the polygon is fully affected by the atmospheric condition; and

calculating a polygon distance (z) which is the distance between an observer and a selected point on the polygon.

13. The method of claim 12, wherein the haze value is calculated based upon the polygon distance (z)and hazing distance (dimval).

14. The method of claim 12, further including the step of comparing the polygon distance (z) to the hazing distance (dimval), wherein the shade value is calculated if the polygon distance (z) is less than the hazing distance (dimval).

15. The method of claim 11, wherein the shade value is determined based upon the dot product of a light source vector and a normal to the plane of the polygon.

16. The method of claim 11, wherein the step of selecting the dither pattern comprises the step of:

selecting a first dither pattern if the polygon begins on an even scan line of the visual display; and

selecting a second dither pattern if the polygon begins on an odd scan line of the visual display.

17. A method of coloring a polygon in a user-interactive system comprising the steps of:

selecting a simulated universe in response to a user input, wherein the simulated universe comprises a plurality of polygons, a type of haze and a thickness of haze;

selecting a dimming distance value (dimval) and a color change velocity value (kval) corresponding to the thickness of haze and the type of haze positioned between an observer and one of the polygons;

selecting a color palette for the polygon wherein each color of the palette is associated with a unique set of shade and haze values;

storing the color palette in a memory;

selecting characteristics of a plurality of light sources in the simulated universe;

calculating the distance (z) between the observer and a selected point on the polygon;

calculating a haze value based upon the dimming distance value (dimval) and distance (z);

comparing the distance (z) to the dimming distance (dimval);

determining a shade value representative of the relationship between the characteristics of the light sources and a normal to the polygonal plane if the distance (z) is less than the dimming distance value (dimval);

producing an index in response to the shade and haze values;

selecting first and second color offsets by addressing the memory according to the index and the color palette;

selecting a dither pattern based on a position of the polygon; and

displaying the polygon with a color determined by the selected color offsets and dither pattern.

18. The method of claim 17, wherein the haze value is representative of a percentage of full hazing, and wherein each color in the palette is selected to represent a polygon color modified by a different shade and haze percentage.

19. The method of claim 17, wherein the presenting step is performed on a visual display having a plurality of scan lines, and wherein the step of selecting the dither pattern comprises selecting a first dither pattern if the polygon beings on an even scan line and selecting a second dither pattern if the polygon begins on an odd scan line.

20. In a computer having a memory and a visual display, a method of coloring a polygon comprising the steps of:

selecting a color palette for the polygon wherein each color of the palette is associated with a different shade and haze value;

storing the color palette in the memory;

selecting a plurality of light sources in a computer generated universe;

producing a haze value based on a dimming distance value (dimval) and a polygon distance (z) between an observer and the polygon;

producing a shade value representative of the relationship between the light sources and a normal to the polygonal plane;

selecting color offsets into the color palette based upon the haze and shade values;

selecting a dither pattern based on a position of the polygon on the visual display;

modifying the color of the polygon in response to the selected color offsets and dither pattern; and

drawing the polygon on the visual display.

21. The method of claim 20, wherein the step of calculating the haze value comprises multiplying the polygon distance (z) by a constant and then dividing the result by the dimming distance (dimval).

22. The method of claim 21, wherein the constant is selected based upon a rate at which colors change in said hazing condition.

23. The method of claim 21, wherein the step of determining the shade value comprises:

calculating a fist dot product of a vector of a first one of the plurality of light sources and the normal to the polygonal plane;

calculating a second dot product of a vector of a second one of the plurality of light sources and the normal to the polygonal plane;

summing components of the first and second dot products; and

adding a translation factor to the summed components to produce a range of positive values representative of intensity.

24. A system for coloring a polygon to indicate a hazing condition, comprising:

a computer accessing a storage;

an input device connected to the computer capable of selecting a polygon;

a color palette for the polygon wherein each color of the palette is associated with a different shade and haze value, said palette stored in the storage;

a plurality of simulated light sources generated by the computer;

a haze value determined by a dimming distance value (dimval) and a polygon distance (z) between an observer and the polygon;

a shade value representative of the relationship between the light sources and a normal to the polygonal plane;

a selector of color offsets into the color palette using the haze and shade values;

a visual display connected to the computer;

a dither pattern selected by the computer; and

a modifier to change the color of the polygon in response to the selected color offset and dither pattern;

wherein said modified polygon is drawn on the visual display.
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MICROFICHE APPENDIX

A microfiche appendix containing computer source code is attached. The microfiche appendix comprises one (1) sheet of microfiche having 29 frames, including one title frame.

The microfiche appendix contains material which is subject to copyright protection. The copyright owner has no objection to the reproduction of such material, as it appears in the files of the Patent and Trademark Office, but otherwise reserves all copyright rights whatsoever.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention generally relates to automated training and, more particularly, is concerned with vehicle simulators.

2. Description of the Prior Art

A vehicle simulator can be defined as a system that simulates the operating conditions of a vehicle in an environment. Where the vehicle simulated is a car, the environment would typically include a road. The environment in this case may also include weather conditions such as fog or snow. Besides cars, examples of other types of vehicles that may be simulated include airplanes, ships, submersibles and space vehicles.

Vehicle simulators provide the means to efficiently train operators. That is, a simulator can be used where an operator has a need to safely learn how to operate the particular vehicle being simulated. Rather than train an operator on a real-world vehicle, the simulator is used to avoid accidents. Clearly, experience garnered through making mistakes on a simulator is invaluable when compared to the inherent risks of vehicle damage, and moreover, operator injury, associated with making a driving error in a real-life situation. As an example, in a police training application, a student could learn the limits of a police cruiser or guidelines for pursuit, and be tested in these areas without the associated risks of real-life training.

In some sense, a simulator achieves a balance between testing the operator's knowledge of the "rules of the road" and testing the operator's use of a vehicle. Testing the operator's knowledge is typically and conveniently accomplished through written and/or verbal examinations. However, examinations are of limited usefulness for operator training. For example, operator reflexes are not tested at all, and, moreover, such examinations do not adequately address the skills necessary for real-time decision-making.

Besides concerns for operator safety, the other alternative, actual vehicle operation, has its pitfalls too. First, the cost of instructor time may be prohibitive. Furthermore, the actual vehicle itself, such as for space or undersea operation, may simply not be available. Lastly, there is always the risk of an accident when a student is training on an actual vehicle under realistic conditions. Although a certain amount of training may occur in benign environments, for example, learning to drive a car in an empty parking lot, there comes a time, early in the operator's training, where driving in an unrealistic environment is no longer useful and practical.

Vehicle simulators address the issue of presenting the operator with a realistic training environment. The principal shortcoming of existing training systems, however, is that they are not providing realistic feedback for incremental learning. For example, in most known systems there is no way to instantaneously gauge one's progress against a prior use of the vehicle while it is in operation.

Video arcade games are another technology providing a certain degree of user feedback. Arcade games are typically placed in public areas such as arcade halls, theaters, airports and other such areas where the users can occupy time and entertain themselves by playing the game. Arcade games utilizing video displays have been around for some time now, beginning with the simplistic game of bouncing a ball across a line with paddles known as "Pong". However, with the passage of time, video arcade games have become ever more sophisticated and realistic.

Since arcade games have housings which occupy a limited space, the computer equipment of the game is subject to strict space constraints. In addition, the user's interest must be captured and maintained by the simulator, thus requiring that processing be accomplished in real-time. The competing space and time goals thus make the task of injecting realism into the games more difficult.

In many senses the arcade game called "Hard Drivin".TM.", manufactured and distributed by Atari Games Corp. of Milpitas, Calif., represents the state of the art in arcade game realism. The physical layout of the game includes clutch, brake and gas pedals, a gearshift and a steering wheel. The user, or driver, is provided feedback response from a video display having a three-dimensional graphical representation of the driving environment and from a speaker which generates realistic sounds of driving. A digital processor, comprising a number of microprocessors and a memory, is the interface between the user inputs and the feedback response.

The training potential of a simulator or arcade game is maximized when the student has user feedback. One form of feedback possible is a display of various performance numbers on a video monitor of the simulator or game. These performance numbers might be elapsed time for completing a track, top speed, points, and so forth. However, this type of information does not inform the student exactly what location(s) and what parameter(s) he may need to improve. Additionally, graphical feedback attracts and holds the student's attention better than a number or a series of numbers. Therefore, a need exists for graphical feedback of performance data that shows the student periodically how he compares to a standard set by an instructor or where and what parameters he needs to improve to attain a standard set by an instructor. A need also exists for realistic vehicle simulators and arcade games to provide personalized feedback, wherein the feedback may be personalized by either the operator/user or by an instructor/champion.

The training potential of a simulator or arcade game is also improved when the user controls or input devices feel and operate like those of a real vehicle. If the input devices feel and work like the real thing, the student should encounter minimal difficulties due to the input devices when moving from a simulator to a real vehicle. For a car, truck or similar vehicle, several controls are mounted on the steering column. These controls frequently are a shift lever and a turn signal lever. The turn signal lever is moved by the driver to activate a turn signal indicator until the turn is substantially complete, at which time a canceling mechanism deactives the turn signal indicator. The shift lever has an indicator, which moves in response to a shift of gear by the driver, that shows what gear is selected. Thus, a need exists for simulator or arcade game input devices that feel and work like those in a real vehicle.

Simulator training would be improved if accurate atmospheric conditions could be reproduced by a vehicle simulator. Atmospheric conditions caused by particles in the air or the position of the sun in the sky, for example, will mute and distort the environmental colors perceived by a driver. The change in coloration can be thought of as resulting from a screen or grid of haze being overlaid on the image. Such a visual cue of color change, henceforth termed hazing, would provide a greater degree of realism in simulators, allowing users to test their driving abilities under varying environmental conditions.

Night driving is another condition in which it is desirable to practice and test driving abilities. As objects are illuminated by the headlights, they become visible out of the darkness. Then, as the user approaches the objects, they appear brighter and easier to perceive. A problem some drivers may have is driving at a speed that doesn't allow safe stopping if an object would be in the roadway beyond the illumination range of the headlights. It would be desirable to safely experience such an effect on a simulator and therefore know how to handle the situation in real-life. Thus, a simulator which provides the capability to emulate time of day, e.g., dawn, day, dusk, or night, and weather, e.g., fog or snow, would give the user a chance to experience most any driving condition.

Hazing, or simulating non-optimal atmospheric conditions, is used in some present military simulators to simulate flying in fog, or some other form of haze. However, the known military simulators require expensive computer hardware, including high resolution video displays, to reproduce these effects.

Moreover, with infinite resolution on a video display, the simulation of atmospheric conditions such as fog, smog, dusk, and the like, would be perfect, i.e., fine droplets or granules could be interleaved with the view. Alternatively, the human eye could be deceived into seeing higher video resolutions than actually available by employing higher rates of video frame update. Unfortunately, most present video systems have limited resolution and slow rates of video update. In addition, the choice of colors in video displays is often limited due to constraints on video memory.

Due to the above-mentioned problems, users desiring realistic training having visual cues which change colors according to atmospheric conditions have either had to have access to expensive equipment or have had to simply do without. A driving simulator having the capability to approximate atmospheric conditions using many readily available and reasonably priced video display systems would therefore be a great benefit in training drivers.

SUMMARY OF THE INVENTION

The aforementioned needs are satisfied by the present invention which includes a driver training system for a user of a simulated vehicle, comprising a plurality of simulated input devices for controlling the simulated vehicle, a video display for presenting the user with a view of a simulated environment, modeling means responsive to the input devices for determining position information of the simulated vehicle in the simulated environment, means responsive to the position information for displaying on the video display a present route of the simulated vehicle through the simulated environment, and means responsive to at least one of the simulated input devices for displaying on the video display a plurality of states of the input device at selected times in the present route.

In another aspect of the present invention there is a driver training system for a user of a simulated vehicle, comprising a plurality of simulated input devices for controlling the simulated vehicle, a video display for presenting the user with a view of a simulated environment, modeling means responsive to the input devices for determining position information of the simulated vehicle in the simulated environment, means responsive to the position information for displaying on the video display a present route of the simulated vehicle through the simulated environment, means for storing the present route and a plurality of states of at least one input device in a memory, and means for replaying the present route on the video display and moving the input device according to the states stored in the memory.

In another aspect of the present invention, there is a computer having a video display, a method of hazing a plurality of polygons, comprising the steps of selecting one of the polygons, calculating a haze value as:

haze value=(z,kval)/dimval

where

z is the distance between the camera position and the polygon,

kval is a constant, and

dimval is the distance for full hazing,

calculating a shade value as the dot product of a sun vector and the normal to the polygonal plane, indexing a dither table with the haze and shade values for dither color offsets, adding a base color to the dither color offsets for dither colors, determining a dither pattern of dither colors based on the position of the selected polygon, and drawing the selected polygon on the video display using the dither pattern.

In another aspect of the present invention, there is a turn signal assembly for a steering wheel, comprising a lever, a frame, a retainer plate rigidly connecting to one end of the lever and axially coupled to the frame about a pivot point, a plunger mounted in a bore in the frame wherein the plunger is biased, means in the assembly for selectively engaging detents in the retainer plate, and a cancel pin connected to a hub area, the hub area connected to the steering wheel so that the cancel pin forces the plunger into the bore when the hub area is turned one direction, and pushes against the released plunger when the hub area is turned the other direction thereby forcing detent disengagement and reengagement.

In yet another aspect of the present invention, there is a low frequency sound generator, comprising a set of input devices, a computer for receiving input signals from the input devices, a control process executed by the computer for selectively converting the input signals into output signals indicative of a simulated environment, a low pass filter for filtering the output signals, an amplifier for amplifying the filtered signals, a speaker for receiving the amplified signals and generating low frequency sounds, and a housing having a bladder filled with air wherein the speaker is secured to the housing so as to be in mechanical communication with the air in the bladder.

These and other objects and features of the present invention will become more fully apparent from the following description and appended claims taken in conjunction with the accompanying drawings.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a block diagram of one presently preferred driver training system of the present invention;

FIG. 2 is a user's view while maneuvering through a lane change course on a steering track corresponding to a video screen display provided by the driver training system of FIG. 1;

FIG. 3 is a top plan view of the lane change course shown in FIG. 2;

FIG. 4a is a diagram of a summary evaluation screen of an instructor's path through the lane change course shown in FIG. 3;

FIG. 4b is a diagram of a summary evaluation screen of a student's path superimposed upon the instructor's path through the lane change course shown in FIG. 3;

FIG. 5 is a diagram of the user's view while in replay mode through the lane change course shown in FIG. 3;

FIG. 6 is a `bird's-eye` view of a user's simulated vehicle while in replay mode through the lane change course shown in FIG. 3;

FIG. 7 is a diagram of a main menu screen of the driver training system shown in FIG. 1;

FIG. 8 is a diagram of a track menu screen of the driver training system shown in FIG. 1;

FIG. 9 is a diagram of a vehicle menu screen of the driver training system shown in FIG. 1;

FIG. 10 is a diagram of a weather menu screen of the driver training system shown in FIG. 1;

FIG. 11 is a diagram of an instruction options menu screen of the driver training system shown in FIG. 1;

FIG. 12 is a flow diagram of the "executive.sub.-- control" function which forms a portion of the control process shown in FIG. 1;

FIG. 13 is a flow diagram of the "init.sub.-- precord" function used by the "executive.sub.-- control" function shown in FIG. 12;

FIG. 14 is a flow diagram of the "cones" function used by the "executive.sub.-- control" function shown in FIG. 12;

FIG. 15 is a flow diagram of the "summary.sub.-- evaluation" function used by the "cones" function of FIG. 14;

FIG. 16 is a flow diagram of the "replay.sub.-- ideal.sub.-- path" function used by the "cones" function of FIG. 14;

FIG. 17 is a flow diagram of the "replay.sub.-- student.sub.-- top.sub.-- view" function used by the "cones" function shown in FIG. 14;

FIG. 18 is a flow diagram of the "save.sub.-- ideal.sub.-- path" function used by the "cones" function shown in FIG. 14;

FIG. 19 is a flow diagram of the "replay.sub.-- speed" function used by the "cones" function shown in FIG. 14;

FIGS. 20a, 20b and 20c are diagrams of screen displays showing the approximation of atmospheric conditions aspect of the driver training system shown in FIG. 1;

FIG. 21 is a flow diagram of the approximation of atmospheric conditions or "atmospheric.sub.-- effects" function used by the "display.sub.-- objects" function of the "executive.sub.-- control" function shown in FIG. 12;

FIG. 22 is a diagram of a set of mechanical input devices and an instrument panel for the simulated vehicle of the driver training system shown in FIG. 1;

FIG. 23 is a diagram of a turn signal assembly for the turn signal lever shown in FIG. 22; and

FIG. 24 is a side elevational view of a seat and low frequency speaker assembly for the driver training system shown in FIG. 1.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

Reference is now made to the drawings wherein like numerals refer to like parts throughout.

FIG. 1 shows one presently preferred embodiment of a driver training system 100 of the present invention. The driver training system 100 is operated by a user or student 102 (shown schematically), who desires to improve driving performance. It should be understood that the driver training system 100 as hereinafter described is applicable to any type of vehicle that is operated by a human. The present invention includes a personalized feedback response that is easily generalized to driver training systems for all kinds of simulated vehicles and types of driving.

The more specific embodiment of the driver training system 100 as presented in the following figures and description is presented as a vehicle simulator for police training. At times, the user 102 will be an instructor, rather than the student, when it is desired to establish an `ideal` path, as will be described hereinbelow.

In FIG. 1, the user 102 preferably sits in a booth or housing (not shown) such as the one described in the assignee's U.S. patent entitled "Rear Entry Booth and Adjustable Seat Apparatus for a Sit-Down Arcade Video Game", U.S. Pat. No. 4,960,117. In that way, distractions are minimized and the user 102 can concentrate on self-improvement. The sitting position also better simulates the actual conditions associated with driving a vehicle.

In the driver training system 100, the user 102 moves a turn signal lever 104, and depresses a brake pedal 106 and gas pedal 108 in the customary manner. In addition, an automatic transmission shifter 110 is manipulated by the user 102 to select a reverse gear or one of a plurality of forward gears. A steering wheel 112 is turned by the user 102 so as to guide the simulated vehicle in the desired direction of travel.

The mechanical inputs provided by the user 102 to the input devices 104, 106, 108, 110 and 112 are translated by transducers into electrical signals which are fed into a computer 114. In the presently preferred embodiment, the computer 114 includes a general purpose microprocessor such as a Motorola 68000 (not shown) or another member of the Motorola 680x0 microprocessor family. One function of the 68000 microprocessor is palette manipulation. In addition to the 68000 microprocessor, the computer 114 preferably includes a model processor (DSP), such as an AT&T