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THREE-DIMENSIONAL OBJECT DEFORMING METHOD FOR VIDEO GAME, VIDEO GAME DEVICE AND COMPUTER READABLE RECORDING MEDIUM WITH RECORDED PROGRAM FOR VIDEO GAME

机译:视频游戏的三维对象变形方法,视频游戏设备和带有视频节目录制程序的计算机可读记录介质

摘要

PROBLEM TO BE SOLVED: To precisely deform a three-dimensional(3D) object in a virtual space by simple processing. SOLUTION: A non-processed cluster index and parallel moving amounts Tx, Ty and Tz are acquired (S33 and S35). In the case of the same frame, the order of clusters to be processed can be ignored. Next, concerning a non- processed apex corresponding to the acquired cluster index, an apex index and weight(w) of the relevant apex are acquired (S37-S43) On the basis of the parallel moving amounts and the weight(w) of the present frame, the coordinate value of an apex buffer is changed (S45). In this case, since the cluster is deformed by parallel moving, the order of clusters to be processed can be ignored and the apex coordinate after deformation can be calculated only by simple product and sum operation without performing matrix operation.
机译:解决的问题:通过简单的处理即可在虚拟空间中精确变形三维(3D)对象。解决方案:获取未处理的簇索引和平行移动量Tx,Ty和Tz(S33和S35)。在同一帧的情况下,可以忽略要处理的簇的顺序。接下来,关于与获取的聚类索引相对应的未处理顶点,获取顶点索引和相关顶点的权重(w)(S37-S43),基于并行移动量和对象的权重(w)。在当前帧中,顶点缓冲器的坐标值被改变(S45)。在这种情况下,由于簇通过平行移动而变形,因此可以忽略要处理的簇的顺序,并且仅通过简单的乘积和求和运算就可以计算变形后的顶点坐标,而无需执行矩阵运算。

著录项

  • 公开/公告号JP2001209823A

    专利类型

  • 公开/公告日2001-08-03

    原文格式PDF

  • 申请/专利权人 SQUARE CO LTD;

    申请/专利号JP20000018303

  • 发明设计人 SASAKI TAKANORI;

    申请日2000-01-27

  • 分类号G06T15/70;A63F13/00;G06T3/00;G09G5/36;

  • 国家 JP

  • 入库时间 2022-08-22 01:28:55

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