Method for generating the left and right perspectives in a 3D videogame
DCFirst Claim
1. A method of displaying images in a videogame system that supports two-dimensional and three-dimensional display of the images, said method comprising the computer implemented steps of:
- clearing left and right backbuffers in the videogame system;
storing an image into the left backbuffer;
determining if the image is in a two-dimensional format or a three-dimensional format, wherein when the image is in a three-dimensional format, calculating the coordinates of a second view position of the image and storing a second view position image into the right backbuffer;
displaying the image stored in the left backbuffer onto one or more displays when the image is in a two-dimensional format; and
simultaneously displaying the images stored in the left and right backbuffers onto the one or more displays to create a three dimensional perspective of the image to a user when the image is in a three-dimensional format.
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.
53 Citations
19 Claims
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1. A method of displaying images in a videogame system that supports two-dimensional and three-dimensional display of the images, said method comprising the computer implemented steps of:
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clearing left and right backbuffers in the videogame system; storing an image into the left backbuffer; determining if the image is in a two-dimensional format or a three-dimensional format, wherein when the image is in a three-dimensional format, calculating the coordinates of a second view position of the image and storing a second view position image into the right backbuffer; displaying the image stored in the left backbuffer onto one or more displays when the image is in a two-dimensional format; and simultaneously displaying the images stored in the left and right backbuffers onto the one or more displays to create a three dimensional perspective of the image to a user when the image is in a three-dimensional format. - View Dependent Claims (2, 3, 4, 5, 6, 7)
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8. A method in a videogame system for displaying videogame images to a user, comprising the computer implemented steps of:
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opening first and second buffers in a memory of the videogame system; storing a videogame image in the first buffer; determining when the videogame image is a two-dimensional image or a three-dimensional image, wherein when the videogame image is a two-dimensioned image, displaying the videogame image stored in the first buffer to a user, and wherein when the videogame image is a three-dimensional image, calculating a second camera position view image from the videogame system, storing the second camera position view image in the second buffer, and simultaneously displaying the images in the first and second buffers to create a three dimensional perspective of the image to the user. - View Dependent Claims (9, 10, 11, 12, 13, 14)
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15. A videogame system for displaying videogame images to a user, comprising:
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means for opening first and second buffers in a memory of the videogame system; means for storing a videogame image in the first buffer; means for determining when the videogame image is a two-dimensional image or a three-dimensional image; means for displaying the videogame image stored in the first buffer to a user when the videogame image is a two-dimensional image; means for calculating a second camera position view image from the videogame system when the videogame image is a three-dimensional image; means for storing the second camera position view image in the second buffer when the videogame image is a three-dimensional image; and means for displaying the images simultaneously in the first and second buffers when the videogame image is a three-dimensional image, to create a three dimensional perspective of the image to the user.
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16. A videogame system comprising a processor configured to run instructions that when executed perform a method comprising the steps of:
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opening first and second buffers in a memory of the videogame system; storing a videogame image in the first buffer; determining when the videogame image is a two-dimensional image or a three-dimensional image, wherein when the videogame image is a two-dimensional image, displaying the videogame image stored in the first buffer to a user, and wherein when the videogame image is a three-dimensional image, calculating a second camera position view image from the videogame system, storing the second camera position view image in the second buffer, and simultaneously displaying the images in the first and second buffers to create a three dimensional perspective of the image to the user. - View Dependent Claims (17, 18, 19)
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Specification