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| United States Patent | 5577960 |
| Link to this page | http://www.wikipatents.com/5577960.html |
| Inventor(s) | Sasaki; Kenji (Tokyo, JP) |
| Abstract | A real-time display type image synthesizing system which can display a 3-D
object with less polygons and with high resolution is provided.
The 3-D object data is stored in a 3-D object data storage unit 26 as shape
models having different degrees of precision. The closer the 3-D object is
to the view point in the view-point coordinate system, the object data of
the shape model of higher precision is read out.
Texture information applied to each polygon in each of the shape models is
stored in a texture information storage unit 32 as image information of
different resolution for every shape model and for every polygon in the
shape models.
An image forming unit 34 maps the texture information of precision
corresponding to each polygon in the 3-D object perspectively projected
and output by a 3-D calculation unit 22 onto the respective polygons to
synthesize and display an image on a display 40. |
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Title Information  |
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Drawing from US Patent 5577960 |
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Image synthesizing system and game playing apparatus using the same |
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| Publication Date |
November 26, 1996 |
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| Filing Date |
June 26, 1995 |
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| Priority Data |
Jun 10, 1993[JP]5-166495 |
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Title Information  |
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References  |
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| *references marked with an asterisk below are user-added references |
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U.S. References |
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| | Reference | Relevancy | Comments | Reference | Relevancy | Comments | 5469535 Jarvis 345/582 Nov,1995 |      Your vote accepted [0 after 0 votes] | | 5359526 Whittington 701/200 Oct,1994 |      Your vote accepted [0 after 0 votes] | | 5317689 Nack 345/505 May,1994 |      Your vote accepted [0 after 0 votes] | | 5261041 Susman 345/473 Nov,1993 |      Your vote accepted [0 after 0 votes] | | 5224208 Miller, Jr. 345/609 Jun,1993 |      Your vote accepted [0 after 0 votes] | | 5222204 Swanson 345/427 Jun,1993 |      Your vote accepted [0 after 0 votes] | | 4994989 Usami 345/420 Feb,1991 |      Your vote accepted [0 after 0 votes] | | 4953107 Hedley 345/422 Aug,1990 |      Your vote accepted [0 after 0 votes] | | 4845651 Aizawa 345/581 Jul,1989 |      Your vote accepted [0 after 0 votes] | | 4827252 Busbridge 345/427 May,1989 |      Your vote accepted [0 after 0 votes] | | 4821212 Heartz 345/426 Apr,1989 |      Your vote accepted [0 after 0 votes] | | 4727365 Bunker 345/427 Feb,1988 |      Your vote accepted [0 after 0 votes] | | 4692880 Merz 345/587 Sep,1987 |      Your vote accepted [0 after 0 votes] | | 4615013 Yan 345/582 Sep,1986 |      Your vote accepted [0 after 0 votes] | | 4343037 Bolton 345/582 Aug,1982 |      Your vote accepted [0 after 0 votes] | | 4213252 Sullivan 434/43 Jul,1980 |      Your vote accepted [0 after 0 votes] | | |
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Market Review  |
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Technical Review  |
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Claims  |
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I claim:
1. An image synthesizing system comprising:
3-D space processing means for perspectively projecting a 3-D object onto a
projection plane of a view point coordinate system from a view point, the
3-D object representing a shape model of a plurality of shape models, the
shape model being formed by a combination of polygons in a virtual 3-D
space;
texture information storage means for previously storing texture
information relating to images on the polygons of said 3-D object; and
image forming means coupled to the 3-D space processing means and the
texture information storage means for reading said texture information
corresponding to the polygons of said perspectively projected 3-D object
from said texture information storage means by mapping said texture
information onto the polygons for forming and displaying an image on a
display,
said 3-D space processing means comprising:
an object data storage unit for storing object data of said 3-D object,
said object data being represented by the plurality of shape models having
different degrees of precision;
an object data reading unit coupled to said object data storage unit for
selecting a series of said object data of increasing degrees of precision
as said 3-D object and said view point draw closer to each other, and for
reading said object data from said object data storage unit; and
a 3-D calculation unit coupled to said object data reading unit for
positioning in the virtual 3-D space the object data read from the object
data storage unit and corresponding to said 3-D object, and for
perspectively projecting said 3-D object onto the projection plane of the
view-point coordinate system,
said texture information storage means storing the texture information of
each of the polygons, the polygons forming respective members of the
plurality of shape models based on different degrees of precision of said
3-D object, and
said image forming means for reading from said texture information storage
means the texture information of the polygons forming the shape model of
the plurality of shape models, the shape model having a precision
corresponding to the polygons of said perspectively projected 3-D object,
said image forming means synthesizing the image to be displayed by mapping
said texture information onto the polygons.
2. An image synthesizing system as defined in claim 1, wherein said texture
information storage means stores highly resolute texture information for
the polygons in an image part requiring high resolution and a high
precision shape model.
3. An image synthesizing system as defined in claim 1, wherein said texture
information storage means stores highly resolute texture information for
the polygons in an image part requiring high resolution.
4. An image synthesizing system as defined in claim 1, wherein said object
data storage unit forms and stores an image part requiring high resolution
for the shape model of high precision as independent polygons, and wherein
said texture information storage means stores highly resolute texture
information for the polygons in an image part requiring high resolution.
5. An image synthesizing system as defined in claim 1, wherein said object
data storage unit stores a predetermined 3-D object as object data
represented by the plurality of shape models for close-up, middle-range
and long-shot modes, and wherein said texture information storage means
stores highly resolute texture information for the polygons in an image
part requiring high resolution of a close-up shape model of the plurality
of shape models.
6. An image synthesizing system as defined in claim 1, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex, the texture coordinates being
used as texture information read-out addresses for all dots in the
polygons, the calculated texture coordinates being used as addresses to
read the texture information from said texture information storage means,
and the image forming means forming and displaying the image by mapping
the texture information read from the texture information storage means
onto a corresponding polygon of the polygons.
7. An image synthesizing system as defined in claim 2, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex, the texture coordinates being
used as texture information read-out addresses for all dots in the
polygons, the calculated texture coordinates being used as addresses to
read the texture information from said texture information storage means,
and the image forming means forming and displaying the image by mapping
the texture information read from the texture information storage means
onto a corresponding one of the polygons.
8. An image synthesizing system as defined in claim 3, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex the texture coordinates, the
texture coordinates being used as texture information read-out addresses
for all dots in the polygons, the calculated texture coordinates being
used as addresses to read the texture information from said texture
information storage means, and the image forming means forming and
displaying the image by mapping the texture information read from the
texture information storage means onto a corresponding one of the
polygons.
9. An image synthesizing system as defined in claim 5, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex texture coordinates, the texture
coordinates being used as texture information read-out addresses for all
dots in the polygons, the calculated texture coordinates being used as
addresses to read the texture information from said texture information
storage means, and the image forming means forming and displaying the
image by mapping the texture information read from the texture information
storage means onto a corresponding one of the polygons.
10. A game playing apparatus comprising:
a player's control unit; and
an image synthesizing system responsive to input signals from said player's
control unit and to a given game program for forming and displaying a game
image on a display,
said image synthesizing system comprising:
3-D space processing means for perspectively projecting a 3-D object onto a
projection plane of a view point coordinate system from a viewpoint, the
3-D object representing a shape model of a plurality of shape models
formed by a combination of polygons in a virtual 3-D space;
texture information storage means for previously storing texture
information relating to images on the polygons of said 3-D object; and
image forming means coupled to the 3-D space processing means and the
texture information storage means for reading said texture information
corresponding to the polygons of said perspectively projected 3-D object
from said texture information storage means by mapping the texture
information onto the polygons for forming and displaying the game image on
the display,
said 3-D space processing means comprising:
an object data storage unit for storing object data of said 3-D object,
said object data being represented by the plurality of shape models having
different degrees of precision;
an object data reading unit coupled to said object data storage unit for
selecting a series of said object data of increasing degrees of precision
as said 3-D object and said view point draw closer to each other, and for
reading said object data from said object data storage unit; and
a 3-D calculation unit coupled to said object data reading unit that
responds to the input signals from the player's control unit and to the
given game program for calculating a predetermined game, for controlling
said object data reading unit to read said object data, for positioning in
the virtual 3-D space the 3-D object by positioning the object data read
from the object storage unit and for perspectively projecting said 3-D
object onto the projection plane of the view-point coordinate system, the
object data being read from the object data storage unit and corresponding
to said 3-D object,
said texture information storage means storing the texture information of
each of the polygons, the polygons forming respective members of the
plurality of shape models based on different degrees of precision of said
3-D object, and
said image forming means for reading the texture information from said
texture information storage means, the texture information corresponding
to the polygons that form the shape model of the plurality of shape
models, the shape model having a precision corresponding to the polygons
of said perspectively projected 3-D object, said image forming means
synthesizing the game image to be displayed by mapping said texture
information onto the polygons.
11. A game playing apparatus as defined in claim 10, wherein said texture
information storage means stores highly resolute texture information for
the polygons in an image part requiring high resolution and a high
precision shape model.
12. A game playing apparatus as defined in claim 10, wherein said texture
information storage means stores highly resolute texture information for
the polygons in an image part requiring high resolution.
13. A game playing apparatus as defined in claim 10, wherein said object
data storage unit forms and stores an image part requiring high resolution
for a high precision shape model as independent polygons, and wherein said
texture information storage means stores highly resolute texture
information for the polygons in the image part requiring high resolution.
14. A game playing apparatus as defined in claim 10, wherein said object
data storage unit stores a predetermined 3-D object as object data
represented by the plurality of shape models for close-up, middle-range
and long-shot modes, and wherein said texture information storage means
stores highly resolute texture information for the polygons in an image
part requiring high resolution of a close-up shape model of the plurality
of shape models.
15. A game playing apparatus as defined in claim 10, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex texture coordinates, the texture
coordinates being used as texture information read-out addresses for all
dots in the polygons, the calculated texture coordinates being used as
addresses to read the texture information from said texture information
storage means, and the image forming means forming and displaying the game
image by mapping the texture information read from the texture information
storage means onto a corresponding one of the polygons.
16. A game playing apparatus as defined in claim 11, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex texture coordinates, the texture
coordinates being used as texture information read-out addresses for all
dots in the polygons, the calculated texture coordinates being used as
addresses to read the texture information from said texture information
storage means, and the image forming means forming and displaying the game
image by mapping the texture information read from the texture information
storage means onto a corresponding one of the polygons.
17. A game playing apparatus as defined in claim 12, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex texture coordinates, the texture
coordinates being used as texture information read-out addresses for all
dots in the polygons, the calculated texture coordinates being used as
addresses to read the texture information from said texture information
storage means, and the image forming means forming and displaying the game
image by mapping the texture information read from the texture information
storage means onto a corresponding one of the polygons.
18. A game playing apparatus as defined in claim 14, wherein said object
data includes vertex texture coordinates for each vertex of the polygons
of said shape model, and wherein said image forming means calculates
texture coordinates based on the vertex texture coordinates, the texture
coordinates being used as texture information read-out addresses for all
dots in the polygons, the calculated texture coordinates being used as
addresses to read the texture information from said texture information
storage means, and the image forming means forming and displaying the game
image by mapping the texture information read from the texture information
storage means onto a corresponding one of the polygons. |
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Claims  |
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Description  |
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TECHNICAL FIELD
The present invention relates to an image synthesizing system using the
texture mapping technique and a game playing apparatus using such an image
synthesizing system.
BACKGROUND ART
Conventionally, an image synthesizing system for synthesizing a pseudo
three-dimensional (3-D) image through a computer graphic technique is
known. Such an image synthesizing system is broadly used as in various
video games, airplane and other vehicle maneuvering simulators.
FIG. 12 shows the principle of such an image synthesizing system. The image
synthesizing system previously stores image information relating to a 3-D
object 310 in a virtual 3-D space 300. The image information relating to
the 3-D object 310 previously stored in a memory as a shape model
comprises a plurality of polygons (1) to (6) (polygons (4) to (6) are not
shown).
If the image synthesizing system is used in a driving game, the 3-D object
310 may be in the form of a racing car which moves in the virtual 3-D
space 300 while competing with a player's car or in the form of a
stationary matter such as a road, house or the like which is disposed in
the virtual 3-D space.
When a steering wheel or the like in a control panel 314 is maneuvered by a
player 312, the view point of a driver (player) which is set in the
virtual 3-D space 300 corresponding to the player's car is varied in
position and direction. 3-D objects representing the racing car competing
with the player's car and the surrounding matters are perspectively
projected on a perspective projection screen 316 of view-point coordinate
system and displayed as a pseudo 3-D image 318. Thus, the 3-D objects
including the racing car and other matters can be rotated and translated
in real time by the player 312 to perform a simulation in the virtual 3-D
space while viewing it from the driver (player).
There is also known an improved image synthesizing system using a so-called
texture mapping technique. As shown in FIG. 3, such an image synthesizing
system separates image information relating to a 3-D object 310
represented as a shape model which comprises in combination with a
plurality of polygons and graphic information to be applied to the
polygons forming the shape model (hereinafter called "texture
information") and stores the shape model and the graphic information. When
an image is output, texture data 340, 342 are applied to the respective
polygons to synthesize the image.
According to such a texture mapping technique, the patterns and colors of a
graphic can be processed intricately without increasing the number of
polygons to be processed.
It is desirable that such a real-time display type image synthesizing
system can synthesize a high-quality image while reducing the burden on
the hardware.
However, the image synthesizing system of the prior art has the following
problems.
First Problem
As for the image synthesizing system of the prior art, if the quality of a
graphic is to be improved, the amount of data processed by the hardware
increases, and the number of objects displayed per scene is limited.
In the driving game, for example, vehicles running on a road, buildings
arranged along the road and other scenery may be displayed as 3-D objects.
Each of these 3-D objects is formed as a shape model which comprises in
combination with a plurality of polygons. To increase the reality in the
3-D objects, the shape model must be represented by more combinations of
polygons.
In the computer graphics, however, the processing of polygons provides very
high burden on the hardware. Therefore, as the number of polygons required
to form one 3-D object multiplies, the burden on the hardware also
increases. In displaying the image in real time, number of display objects
per scene is so limited that the game scene can end up being monotonous.
Second Problem
In the driving game, a 3-D object may be enlarged partially and displayed
as when a car approaches to another car.
In such a case, if the texture data applied to the polygons have normal
resolution, the enlarged display 3-D object is extremely degraded, and the
reality in the game scene is damaged.
If the texture information for the enlarged display 3-D object has high
resolution, the memory capacity for storing the texture data becomes too
big, making the entire system costly.
For example, on improving the quality of enlarged display image in an image
synthesizing system capable of displaying a racing car on a circuit from
various angles, the shape model of a 3-D object representing the racing
car must first be formed by a number of polygons and the high-resolution
texture information for the polygons is prepared and stored in a memory.
This rises the manufacturing cost of the entire system, resulting in an
unreasonably expensive image synthesizer for game playing machines.
In view of such problems, an object of the present invention is to provide
an image synthesizing system which can form and display a 3-D object with
less polygons of high resolution and a game playing apparatus using such
an image synthesizing system.
DISCLOSURE OF THE INVENTION
To this end, the present invention provides an image synthesizing system
comprising:
3-D space processing means for perspectively projecting a 3-D object
representing a shape model formed by a combination of polygons in a
virtual 3-D space onto a projection plane of view-point coordinate system;
texture information storage means for previously storing texture
information relating to images on the polygons of said 3-D object; and
image forming means for reading texture information corresponding to the
polygons of said perspectively projected 3-D object from said texture
information storage means by mapping said texture information onto the
polygons for forming and displaying an image on a display,
said 3-D space processing means comprising:
an object data storage unit for storing data of said 3-D object as object
data represented by a plurality of shape models having different degrees
of precision;
an object data reading unit for selecting object data of a shape model of
higher precision as said 3-D object and a view point draw closer to each
other and for reading said object data from said object data storage unit;
and
a 3-D calculation unit for positioning the read 3-D object in a virtual 3-D
space and perspectively projecting said 3-D object onto the projection
plane of view-point coordinate system,
said texture information storage means for storing texture information of
each polygon forming respective shape models of different precision based
on said shape models having different degrees of precision of said 3-D
object, and
said image forming means for reading texture information of a shape model
of precision corresponding to the polygons of said perspectively projected
3-D object from said texture information storage means by mapping said
texture information onto the polygons for synthesizing an image to be
displayed.
The present invention also provides a game playing apparatus comprising:
a player's control unit; and
an image synthesizing system responsive to input signals from said player's
control unit and to a given game program for forming and displaying a game
image on a display,
said image synthesizing system comprising:
3-D space processing means for perspectively projecting a 3-D object
representing a shape model formed by a combination of polygons in a
virtual 3-D space onto a projection plane of view-point coordinate system;
texture information storage means for previously storing texture
information relating to images on the; polygons of said 3-D object; and
image forming means for reading texture information corresponding to the
polygons of said perspectively projected 3-D object from said texture
information storage means by mapping the texture information onto the
polygons for forming and displaying an image on a display,
said 3-D space processing means comprising:
an object data storage unit for storing data of said 3-D object as object
data represented by a plurality of shape models having different degrees
of precision;
an object data reading unit for selecting object data of a shape model of
higher precision as said 3-D object and a view point draw closer to each
other and for reading said object data from said object data storage unit;
and
a 3-D calculation unit responsive to the input signals from the player's
control unit and to the given game program for calculating a predetermined
game and controlling said object data reading unit to read said object
data, said 3-D calculation unit being further operative to position the
read 3-D object in a virtual 3-D space and perspectively project said 3-D
object onto the projection plane of view-point coordinate system,
said texture information storage means for storing texture information of
each polygon forming respective shape models of different precision based
on said shape models having different degrees of precision of said 3-D
object, and
said image forming means for reading texture information of a shape model
of precision corresponding to the polygons of said perspectively projected
3-D object from said texture information storage means by mapping said
texture information onto the polygons for synthesizing an image to be
displayed.
It is preferred that said texture information storage means stores highly
resolute texture information for polygons in an image part requiring high
resolution and a shape model of high precision.
It is also preferred that said texture information storage means stores
highly resolute texture information for polygons in an image part
requiring high resolution.
It is further preferred that said object data storage unit forms and stores
an image part requiring high resolution for a shape model of high
precision as independent polygons, and wherein said texture information
storage means stores highly resolute texture information for polygons in
an image part requiring high resolution.
It is further preferred that said object data storage unit stores a
predetermined 3-D object as object data represented by shape models for
close-up, middle-range and long-shot modes, and wherein said texture
information storage means stores highly resolute texture information for
polygons in an image part requiring high resolution of said close-up shape
model.
It is further preferred that said object data includes vertex texture
coordinates set for each vertex in the respective polygons of said shape
mode 1, and wherein said image forming means calculates texture
coordinates used as texture information read-out addresses for all dots in
the polygons from input polygon vertex texture coordinates, the calculated
texture coordinates being then used as addresses to read texture
information from said texture information storage unit by mapping the read
texture information onto the corresponding polygon for forming and
displaying an image.
According to the present invention, part or all of the 3-D objects in the
3-D object data stored in the object data storage unit are previously
stored as object data representing a plurality of shape models having
different degrees of precision. As the view point in the view-point
coordinate system and the 3-D object draw closer, the object data
represented by a shape model of higher precision is read out.
If the 3-D object is far away from the view point, the 3-D object is
displayed as a simple shape model formed by less polygons. Thus, the
burden on the hardware can be reduced and it is possible to display more
3-D objects on the display.
Particularly, in a real-time computer graphic system in which the number of
polygons to be displayed is limited, objects continuously changing their
orientation and distance can be displayed with minimum number of polygons
with the technique of the present invention. As a result, the image can be
displayed in real time even if a scene requires many more polygons.
In addition, it is preferred that the texture information applied to the
polygons each forming a shape model of a 3-D object is stored as image
data of different resolution for each shape model and further for each of
the polygons forming the shape model, rather than all the texture
information having the same resolution.
In other words, the image synthesizing system of the present invention
stores the texture information for each of the polygons forming each of
the 3-D object shape models which have different degrees of precision.
Among polygons forming a shape model, a polygon representing an image part
requiring high resolution is formed to provide texture information of
corresponding high resolution. Thus, with a shape model of high precision,
the texture information corresponding to all polygons forming such a shape
model is stored as information of low resolution when an enlarged display
object does not require very high resolution and as information of high
resolution when an enlarged display object requires high resolution,
rather than all the stored texture information having the same resolution.
Therefore, the entire texture data can be compressed such that an image of
high resolution can be displayed with little increase in the memory
capacity for storing the texture information.
When the present invention is applied to display a 3-D object constantly
varying in orientation and distance in the 3-D image space, the memory
capacity used in the entire system can be saved more effectively.
By applying the present invention to a game playing apparatus, it is
possible to provide an inexpensive game apparatus which can display many
3-D objects.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a block diagram of an image synthesizing system constructed in
accordance with the embodiment of the present invention.
FIG. 2 is a schematic view illustrating the principle of the image
synthesizing system using a texture mapping technique.
FIG. 3 is a view illustrating the principle of a texture mapping in the
image synthesizing system of the embodiment.
FIGS. 4A, 4B and 4C illustrate various shape models of a 3-D object used in
the image synthesizing system of the embodiment.
FIGS. 5A, 5B and 5C illustrate game scenes formed by using the shape models
of FIGS. 4A, 4B and 4C.
FIGS. 6A and 6B illustrate a close-up game scene formed by the shape models
and the enlarged game scene thereof.
FIG. 7 is a view illustrating a texture information storage unit used in
the image synthesizing system of the embodiment.
FIGS. 8A, 8B and 8C illustrate the details of texture information stored in
the image synthesizing system of the embodiment.
FIGS. 9A and 9B illustrate the relationship between texture information
used in a close-up model and positions of the model on which the texture
information is applied.
FIG. 10 illustrates the relationship between middle-range texture
information and a shape model on which the texture information is applied.
FIG. 11 illustrates the relationship between long-shot texture information
and a shape mode 1 on which the texture information is applied.
FIG. 12 illustrates the principle of a conventional image synthesizing
system.
BEST MODES FOR CARRYING OUT THE INVENTION
The present invention will now be described in detail with reference to the
drawings.
FIG. 2 shows one preferred embodiment of a real-time display type image
synthesizing system constructed in accordance with the present invention,
in which parts similar to those of the aforementioned prior art are
designated by identical reference numerals.
The image synthesizing system perspectively projects a 3-D object 310 which
is represented as a shape model comprising a combination of a plurality of
polygons in a virtual 3-D space 300, onto a given perspective projection
plane 316 in a view-point coordinate system. Thus, a pseudo 3-D image 318
is displayed on a display.
In such an image synthesis, the image synthesizing system uses a technique
known as texture mapping. As shown in FIG. 3, the image information of the
3-D object 310 is separated into image information for respective polygons
320-1, 320-2, 320-3 and so on and graphic information to be applied to the
respective polygons (which is called "texture information" hereinafter)
and is stored. When an image is to be output, texture information 340 and
342 are applied to the respective corresponding polygons 320-1, 320-2,
320-3 and so on so as to synthesize the image. Such an application of the
texture information 340 and 342 is accomplished after the 3-D object 310
is perspectively projected onto the projection plane.
As described, the number of polygons which can be displayed in one second
is limited to a certain degree when an image is to be displayed in real
time through a 3-D computer graphic system. The present invention is
characterized by that the real-time display type computer graphic system
having limited number of polygons to be displayed in which a 3-D object
continuously varying in orientation and distance can be displayed with
less polygons and high resolution.
FIG. 1 is a block diagram of an image synthesizing system to which the
present invention is applied.
The image synthesizing system comprises a player's control unit 10, a 3-D
game space processing unit 20, a sorting unit 28 and an image synthesizing
unit 30. The synthesized image is displayed on a display 40.
The player's control unit 10 is located on a control panel 314 so that a
player 312 may input various control signals. In a driving game, for
example, the player's control unit 10 may include a steering wheel, brake
pedal, accelerator pedal and others, all of which are disposed on and near
the control panel 31.
The 3-D game space processing unit 20 is responsive to the input signals
from the player's control unit 10 and to a previously stored game program
for processing a game playing various 3-D objects 310 in a virtual 3-D
space 300.
Each of the 3-D objects 310 is represented as a shape model comprising a
combination of a plurality of polygons. The 3-D object 310 is
perspectively projected onto a perspective projection plane 316 in a
moving view-point coordinate system, the information of the perspectively
projected 3-D object being then output toward the sorting unit 28.
To accomplish such a processing, the game processing unit 20 comprises a
3-D calculation unit 22, an object data reading unit 24 and an object data
storage unit 26.
The object data storage unit 26 stores image information of various 3-D
objects represented as shape models each comprising a combination of a
plurality of polygons. In this embodiment, particularly, 3-D object data
representing racing cars played in various scenes are stored as plural
object data represented by a plurality of shape models having different
degrees of precision.
FIGS. 4A, 4B and 4C show shape models of object data of a racing car which
is to be stored in the object data storage unit 26. As shown in FIGS. 4A,
4B and 4C, the object data storage unit 26 stores the object data for
close-up, middle-range and long-shot modes, respectively.
The close-up object data shown in FIG. 4A represents the details | | |