Video game play using panoramically-composited depth-mapped cube mapping
First Claim
Patent Images
1. A video game playing method comprising:
- loading a pre-determined environment-cube-mapped image having multiple planar projected images and associated depth maps;
receiving real-time interactive inputs from a user;
at least in part in response to said real-time interactive user inputs, compositing at least one additional three-dimensional object, having plural non-coplanar surfaces, into a scene comprising said environment-cube-mapped images;
in response to said received user input, moving said three-dimensional object having said plural non-coplanar surfaces within said environment-cube-mapped images, said compositing using said depth maps to selectively render at least portions of said three-dimensional object to provide a composite image;
said compositing performing depth comparisons between depth values associated with said plural non-coplanar surfaces of said three-dimensional object and said depth maps associated with said environment-cube-mapped multiple planar projected images so as to selectively allow said three-dimensional object surfaces to be partially occluded by portions of said environment-cube-mapped images as said user inputs cause said three-dimensional object to move and to thereby interact with said environment-cube-mapped images; and
using a three-dimensional graphics engine to panoramically render said composite image using a desired viewing angle to provide interactive 3D video game play.
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Abstract
Video game play rendered using a panoramic view of a cube map style rendering uses an associated depth map to supply three-dimensionality to the pre-rendered scene. The resulting panoramic rendering may be indistinguishable from rendering the original scene in real-time except that the background is of pre-rendered quality.
56 Citations
22 Claims
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1. A video game playing method comprising:
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loading a pre-determined environment-cube-mapped image having multiple planar projected images and associated depth maps; receiving real-time interactive inputs from a user; at least in part in response to said real-time interactive user inputs, compositing at least one additional three-dimensional object, having plural non-coplanar surfaces, into a scene comprising said environment-cube-mapped images; in response to said received user input, moving said three-dimensional object having said plural non-coplanar surfaces within said environment-cube-mapped images, said compositing using said depth maps to selectively render at least portions of said three-dimensional object to provide a composite image; said compositing performing depth comparisons between depth values associated with said plural non-coplanar surfaces of said three-dimensional object and said depth maps associated with said environment-cube-mapped multiple planar projected images so as to selectively allow said three-dimensional object surfaces to be partially occluded by portions of said environment-cube-mapped images as said user inputs cause said three-dimensional object to move and to thereby interact with said environment-cube-mapped images; and using a three-dimensional graphics engine to panoramically render said composite image using a desired viewing angle to provide interactive 3D video game play. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9)
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10. A computer readable storage medium storing instructions that, when executed by a home video game system or personal computer, provide interactive real-time video game play on a display at least in part in response to user input, said storage medium storing:
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at least one pre-rendered cubic environment map; at least one pre-rendered depth map corresponding to said cubic environment map; instructions that, when executed, composite at least portions of said pre-rendered cubic environment map with at least one dynamically-generated three-dimensional object having plural non-coplanar surfaces, said compositing based at least in part on said pre-rendered depth map; instructions that, in response to received user inputs, interactively move said three-dimensional object within said cubic environment map; said compositing performing depth comparisons between said plural non-coplanar surfaces of said three-dimensional object and said cubic environment map so as to selectively allow said three-dimensional object surfaces to be partially occluded by portions of said cubic environment map as said user input causes said three-dimensional object to move within and interact with said cubic environment map; and instructions that control a three-dimensional graphics engine to generate a rendered panoramic image based at least in part on said depth comparisons. - View Dependent Claims (11, 12, 13)
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14. A video game playing system comprising:
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means for loading a pre-determined environment-cube-mapped image having multiple planar projected images and associated multiple depth maps; means for, at least in part in response to real-time interactive user input, compositing into said mapped images at least one additional three dimensional object having plural non-coplanar surfaces;
said compositing means using said depth maps to selectively render at least portions of said three-dimensional object within the cube mapped image to provide a composited mapped image;means for receiving interactive inputs from a user; means for moving said three-dimensional object within said mapped image at least in part in response to said received user inputs, said compositing means dynamically performing depth comparisons between said plural non-coplanar surfaces of said three-dimensional object and said mapped image so as to selectively allow said three-dimensional object surfaces to be partially hidden by portions of said mapped image as said user input moves said three-dimensional object within said mapped image; and means for using a three-dimensional graphics engine to panoramically render said composited mapped image using a desired viewing angle to provide interactive 3D video game play. - View Dependent Claims (15, 16, 17, 18, 19, 20, 21)
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22. A video game playing system comprising:
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means for loading a pre-determined environment-mapped image having multiple planar projected images and associated multiple depth map images; means for at least in part in response to real-time interactive user input, compositing at least one additional object into said mapped images, said compositing using said depth map to selectively render at least portions of said object into the cube mapped image to provide a composited mapped image; and means for panoramically rendering said composited mapped image using a desired viewing angle and frustum to provide interactive video game play, wherein said multiple depth map images are biased towards using background Z value as the representative Z value for pixels whose RGB is a mixture of foreground and background colors.
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Specification