3d videogame system
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.
Claims
exact text as granted — not AI-modified1 . A method in a videogame system for displaying three-dimensional images, comprising the computer implemented steps of:
setting first eye view position coordinates of a first eye view of an object in the videogame; capturing a first eye view image from the first eye view position coordinates; calculating, with a processor, second position coordinates of a second eye view of the object, wherein the first eye view position and the second eye view position are a predetermined distance apart; obtaining a second eye view image of the object from the calculated second position coordinates; 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.
2 . The method according to claim 1 , wherein calculating the second position coordinates of a second eye view of the object comprises calculating the second position coordinates with respect to the first position coordinates.
3 . The method according to claim 1 , wherein the first eye view image corresponds to a first virtual object in the videogame.
4 . The method according to claim 1 , wherein the first position coordinates and the second position coordinates have a same y coordinate value.
5 . The method according to claim 1 , wherein calculating the second position coordinates comprises holding the y coordinate of the second eye view constant so that there is no deviation in the height of the second eye view in relation to the height of the first eye view.
6 . The method according to claim 1 , wherein displaying the first eye view image and second eye view image comprises generating left and right images on different video channels.
7 . The method according to claim 1 , further comprising storing the first eye view image to a first buffer and storing the second eye view image to a second buffer to reduce flicker in the displaying of the first eye view image and the second eye view image.
8 . The method according to claim 1 , wherein the first eye view image and the second eye view image are two offset renderings of an identical image of the object.
9 . The method according to claim 1 , further comprising:
redrawing a scene comprising the object; obtaining coordinates of a new perspective of the object; and redisplaying the object at the new perspective.
10 . A videogame system for displaying three-dimensional images, comprising one or more computing devices configured to:
set first position coordinates of a first eye view of an object in the videogame; capture a first eye view image from the calculated first position coordinates; calculate, with a processor, second position coordinates of a second eye view of the object, wherein the first eye view position and the second eye view position are a predetermined distance apart; obtain a second eye view image of the object from the calculated second position coordinates; and display 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.
11 . The videogame system of claim 10 , wherein the one or more computing devices comprise a videogame card in a computer.
12 . The videogame system of claim 10 , wherein the videogame system comprises a personal computer.
13 . The videogame system of claim 10 , wherein the processor calculates the second position coordinates of a second eye view of the object by calculating the second position coordinates with respect to the first position coordinates.
14 . The videogame system of claim 10 , further comprising first and second buffers configured to store the first eye view image and second eye view image.
15 . The videogame system of claim 10 , wherein the display of the first eye view image and second eye view image are to a stereoscopic visor connected to the videogame system.
16 . A videogame system for displaying three-dimensional images, comprising:
means for setting first position coordinates of a first eye view of an object in the videogame; means for capturing a first eye view image from the calculated first position coordinates; means for calculating second position coordinates of a second eye view of the object, wherein the first eye view position and the second eye view position are a predetermined distance apart; means for obtaining a second eye view image of the object from the calculated second position coordinates; and means for 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.
17 . The videogame system of claim 16 , wherein the means for displaying comprises a stereoscopic visor.
18 . The videogame system of claim 16 , wherein the means for calculating first position coordinates comprises a programmed digital signal processor.
19 . The videogame system of claim 16 , wherein the means for calculating the second position coordinates of a second eye view of the object comprises a processor configured to calculate the second position coordinates with respect to the first position coordinates.Join the waitlist — get patent alerts
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