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Prop input device and method for mapping an object from a two-dimensional camera image to a three-dimensional space for controlling action in a game program

  • US 6,795,068 B1
  • Filed: 07/21/2000
  • Issued: 09/21/2004
  • Est. Priority Date: 07/21/2000
  • Status: Expired due to Term
First Claim
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1. A method for controlling a game program comprising the steps of:

  • manipulating a physical object within a field of view of a single video camera connected to a processing unit having a memory area and a display wherein said physical object comprises a cylinder having a solid color;

    supplying two-dimensional pixel information picked up by said video camera to said processing unit;

    extracting at least one pixel group from said two-dimensional pixel information which corresponds to the physical object;

    determining a set of parameters from said at least one pixel group which define a two-dimensional geometric shape wherein said geometric shape defined by said extracted pixel group is a four-sided polygon;

    executing a predetermined algorithm on said set of parameters to map the definition of said two-dimensional geometric shape to a three-dimensional definition of a geometric volume, thereby providing a description of said geometric volume in three dimensions which corresponds to the position and orientation of the said manipulated physical object wherein said predetermined algorithm comprises the steps of;

    determining a length l of said pixel group;

    determining at least two widths w1 and w2 of said pixel group at different lengths along said pixel group;

    determining an inclination θ

    of the object in the X-Y plane of the image between the Y axis and said length l;

    determining an inclination Φ

    of the object in the Y-Z plane based on a ratio w1;

    w2 of said two widths; and

    determining a depth Z of the object based on a phi-weighted length lφ

    of the pixel group or a phi-weighted number Nφ

    of the total number of pixels making up the pixel group;

    storing said three-dimensional definition in said memory; and

    using said description of said geometric volume to control action shown on said display.

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