3D videogame system
DCFirst Claim
1. A method in a videogame system for displaying three-dimensional images, comprising the computer implemented steps of:
- providing left and right backbuffers;
calculating first position coordinates of a first eye view;
storing a first eye view image captured virtually from the calculated first position coordinates of the first eye view of an object in the videogame into the left backbuffer;
calculating, with a processor of the videogame system, second position coordinates of a second eye view of the object in three dimensional space using the calculated first position coordinates of the first eye view;
determining a second eye view image of the object captured virtually from the calculated second position coordinates of the second eye view;
storing the second eye view image in the right backbuffer; and
displaying the first eye view image and the second eye view image to the user to provide a three dimensional perspective of the object from the videogame system to a user.
1 Assignment
Litigations
1 Petition
Accused Products
Abstract
A 3D videogame system capable of displaying a left-right sequences through a different, independent VGA or video channel, with a display device sharing a memory in an immerse manner. The system has a videogame engine controlling and validating the image perspectives, assigning textures, lighting, positions, movements and aspects associated with each object participating in the game; creates left and right backbuffers, creates images and presents the information in the frontbuffers. The system allows handling the information of data associated to the xyz coordinates of the object'"'"'s image in real-time, increases the RAM for the left-right backbuffer, with the possibility to discriminate and take the corresponding backbuffer, whose information is sent to the frontbuffer or additional independent display device sharing a memory in an immerse manner.
70 Citations
19 Claims
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1. A method in a videogame system for displaying three-dimensional images, comprising the computer implemented steps of:
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providing left and right backbuffers; calculating first position coordinates of a first eye view; storing a first eye view image captured virtually from the calculated first position coordinates of the first eye view of an object in the videogame into the left backbuffer; calculating, with a processor of the videogame system, second position coordinates of a second eye view of the object in three dimensional space using the calculated first position coordinates of the first eye view; determining a second eye view image of the object captured virtually from the calculated second position coordinates of the second eye view; storing the second eye view image in the right backbuffer; and displaying the first eye view image and the second eye view image to the user to provide a three dimensional perspective of the object from the videogame system to a user. - View Dependent Claims (2, 3, 4, 5, 6)
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7. A method in a videogame system for displaying three-dimensional images, comprising the computer implemented steps of:
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providing first and second buffers; calculating first position coordinates of a first eye view; storing a first eye view image captured virtually from the calculated first position of the first eye view of a virtual object in the videogame into the first buffer; calculating, with a processor of the videogame system, second spatial coordinates of a second eye view of the virtual object in the videogame in three dimensional space by coordinate transformation equations using the calculated first position coordinates of the first eye view and the position of the virtual object in the videogame; determining a second eye view image of the virtual object based on the calculated second spatial coordinates; storing the second eye view image in the second buffer; and outputting the first eye view image from the first buffer and the second eye view image from the second buffer to a display to provide a three dimensional perspective of the virtual object from the videogame system to a user. - View Dependent Claims (8, 9, 10, 11, 12, 13, 14, 15)
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16. A videogame system for displaying three-dimensional images, comprising:
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first and second buffers; means for calculating first position coordinates of a first eye view of a virtual object in the videogame system; means for storing a first eye view image captured virtually from the calculated first position of the first eye view of the virtual object in the videogame into the first buffer; means for calculating second spatial coordinates of a second eye view of the virtual object in the videogame in three dimensional space by coordinate transformation equations using the calculated first position coordinates of the first eye view and the position of the virtual object in the videogame; means for determining a second eye view image of the virtual object captured virtually from the calculated second spatial coordinates of the second eye view; means for storing the second eye view image in the second buffer; and means for outputting the first eye view image from the first buffer and the second eye view image from the second buffer to a display to provide a three dimensional perspective of the virtual object from the videogame system to a user. - View Dependent Claims (17, 18, 19)
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Specification