3D VIDEOGAME SYSTEM
First Claim
1. A method in a videogame system for displaying three-dimensional images, comprising the computer implemented steps of:
- providing left and right backbuffers;
storing a first image corresponding to a first eye view into the left backbuffer;
calculating the position coordinates of a second eye view of the first image in three dimensional space;
determining a second eye view image based on the calculated position coordinates;
storing the second eye view image in the right backbuffer; and
displaying the first image and the second eye view image to the user to provide a three dimensional perspective of the image to a user.
1 Assignment
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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.
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Citations
18 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; storing a first image corresponding to a first eye view into the left backbuffer; calculating the position coordinates of a second eye view of the first image in three dimensional space; determining a second eye view image based on the calculated position coordinates; storing the second eye view image in the right backbuffer; and displaying the first image and the second eye view image to the user to provide a three dimensional perspective of the image 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 videogame images to a user, comprising:
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determining the spatial coordinates of a primary camera; determining the spatial coordinates of a target object in the videogame; determining the angle of a line from the primary camera to the target object; recalculating the primary camera to the origin; calculating the coordinates of a second camera by placing the second camera at the same angle as the primary camera and in a position corresponding to 6.5-7.0 cm apart from the primary camera; and displaying a three-dimensional view of the object corresponding to the view from the primary camera and the secondary camera. - View Dependent Claims (8, 9, 10, 11, 12)
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13. A videogame system configured to display three-dimensional objects to a user, the videogame comprising instructions that when executed perform a method of comprising:
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determining the spatial coordinates of a primary camera; determining the spatial coordinates of a target object in the videogame; determining the angle of a line from the primary camera to the target object; recalculating the primary camera to the origin; calculating the coordinates of a second camera by placing the second camera at the same angle as the primary camera and in a position corresponding to 6.5-7.0 cm apart from the primary camera; and displaying a three-dimensional view of the object corresponding to the view from the primary camera and the secondary camera. - View Dependent Claims (14, 15, 16, 17, 18)
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Specification