3D Videogame system
First Claim
1. A 3D videogame system capable of processing a video data stream by means of a graphic engine processing the 3D graphics requirements code, comprising:
- taking instructions from an OpenGL®
or DirecTX®
program or application within a game engine;
creating a pair of buffers or physical memory lines, corresponding to the left eye and the right eye;
representing the image from the left virtual camera in the left backbuffer or setting the left image as a function of the camera position;
calculating the position coordinates for the right view;
representing the image in the right backbuffer as a function of the position of the left virtual camera;
creating separate memory locations for the temporary graphics process or left and right backbuffers, in which an extra memory location is added when setting a right buffer located in an adjacent memory location different from the left buffer;
implementing an additional independent display device in the display buffer but sharing the memory in an immerse manner so it will be able to discriminate and take the corresponding backbuffer;
a graphics processing unit in addition to the graphics engine, where the RAM is increased for the independent left or right backbuffer;
a graphics card with dual video output;
generating left or right images in a different VGA or video channel.
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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.
57 Citations
11 Claims
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1. A 3D videogame system capable of processing a video data stream by means of a graphic engine processing the 3D graphics requirements code, comprising:
-
taking instructions from an OpenGL®
or DirecTX®
program or application within a game engine;
creating a pair of buffers or physical memory lines, corresponding to the left eye and the right eye;
representing the image from the left virtual camera in the left backbuffer or setting the left image as a function of the camera position;
calculating the position coordinates for the right view;
representing the image in the right backbuffer as a function of the position of the left virtual camera;
creating separate memory locations for the temporary graphics process or left and right backbuffers, in which an extra memory location is added when setting a right buffer located in an adjacent memory location different from the left buffer;
implementing an additional independent display device in the display buffer but sharing the memory in an immerse manner so it will be able to discriminate and take the corresponding backbuffer;
a graphics processing unit in addition to the graphics engine, where the RAM is increased for the independent left or right backbuffer;
a graphics card with dual video output;
generating left or right images in a different VGA or video channel. - View Dependent Claims (2, 3, 4, 5, 6, 7)
-
-
8. A 3D videogame system comprising an implementation of the videogame software programmed in any programming language using a source code and game logic responding to user actions and events by a series of graphics handling functions within a programming interface as OpenGL®
- and DirecTX® and
sending the images to the display surface, wherein a TDVision®
software comprises;
a subroutine that loads the surface information;
loads the meshes information;
creates a left and right backbuffer by means of a subroutine;
applies initial coordinates;
applies the game logic;
validates artificial intelligence;
calculates positions;
verifies collisions;
draws information in the left and right backbuffers and presents it on screen;
evaluates the game loop;
obtains the vectorial coordinates corresponding to the visualization of each left or right camera; and
displays the information in real-time by means of a series of graphics handling functions within a programming interface such as OpenGL®
or DirecTX® and
sending the images to the display surface. - View Dependent Claims (9, 10, 11)
- and DirecTX® and
Specification