WO1998045004A1 - Method for generating 3d computer games, and computer games using the method - Google Patents

Method for generating 3d computer games, and computer games using the method Download PDF

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Publication number
WO1998045004A1
WO1998045004A1 PCT/IL1998/000137 IL9800137W WO9845004A1 WO 1998045004 A1 WO1998045004 A1 WO 1998045004A1 IL 9800137 W IL9800137 W IL 9800137W WO 9845004 A1 WO9845004 A1 WO 9845004A1
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WO
WIPO (PCT)
Prior art keywords
images
image
main
sequence
sequences
Prior art date
Application number
PCT/IL1998/000137
Other languages
French (fr)
Inventor
Shmuel Banitt
Original Assignee
Shmuel Banitt
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by Shmuel Banitt filed Critical Shmuel Banitt
Publication of WO1998045004A1 publication Critical patent/WO1998045004A1/en

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/10Processing, recording or transmission of stereoscopic or multi-view image signals
    • H04N13/106Processing image signals
    • H04N13/111Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation
    • H04N13/117Transformation of image signals corresponding to virtual viewpoints, e.g. spatial image interpolation the virtual viewpoint locations being selected by the viewers or determined by viewer tracking
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G3/00Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
    • G09G3/001Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes using specific devices not provided for in groups G09G3/02 - G09G3/36, e.g. using an intermediate record carrier such as a film slide; Projection systems; Display of non-alphanumerical information, solely or in combination with alphanumerical information, e.g. digital display on projected diapositive as background
    • G09G3/003Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes using specific devices not provided for in groups G09G3/02 - G09G3/36, e.g. using an intermediate record carrier such as a film slide; Projection systems; Display of non-alphanumerical information, solely or in combination with alphanumerical information, e.g. digital display on projected diapositive as background to produce spatial visual effects
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/10Processing, recording or transmission of stereoscopic or multi-view image signals
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/10Processing, recording or transmission of stereoscopic or multi-view image signals
    • H04N13/106Processing image signals
    • H04N13/139Format conversion, e.g. of frame-rate or size
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/66Methods for processing data by generating or executing the game program for rendering three dimensional images
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2300/00Aspects of the constitution of display devices
    • G09G2300/02Composition of display devices
    • G09G2300/026Video wall, i.e. juxtaposition of a plurality of screens to create a display screen of bigger dimensions
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2340/00Aspects of display data processing
    • G09G2340/04Changes in size, position or resolution of an image
    • G09G2340/0407Resolution change, inclusive of the use of different resolutions for different screen areas
    • G09G2340/0435Change or adaptation of the frame rate of the video stream
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2340/00Aspects of display data processing
    • G09G2340/04Changes in size, position or resolution of an image
    • G09G2340/045Zooming at least part of an image, i.e. enlarging it or shrinking it
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2340/00Aspects of display data processing
    • G09G2340/04Changes in size, position or resolution of an image
    • G09G2340/0492Change of orientation of the displayed image, e.g. upside-down, mirrored
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G2360/00Aspects of the architecture of display systems
    • G09G2360/04Display device controller operating with a plurality of display units
    • GPHYSICS
    • G09EDUCATION; CRYPTOGRAPHY; DISPLAY; ADVERTISING; SEALS
    • G09GARRANGEMENTS OR CIRCUITS FOR CONTROL OF INDICATING DEVICES USING STATIC MEANS TO PRESENT VARIABLE INFORMATION
    • G09G3/00Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
    • G09G3/001Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes using specific devices not provided for in groups G09G3/02 - G09G3/36, e.g. using an intermediate record carrier such as a film slide; Projection systems; Display of non-alphanumerical information, solely or in combination with alphanumerical information, e.g. digital display on projected diapositive as background
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/204Image signal generators using stereoscopic image cameras
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/261Image signal generators with monoscopic-to-stereoscopic image conversion
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/20Image signal generators
    • H04N13/286Image signal generators having separate monoscopic and stereoscopic modes
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04NPICTORIAL COMMUNICATION, e.g. TELEVISION
    • H04N13/00Stereoscopic video systems; Multi-view video systems; Details thereof
    • H04N13/30Image reproducers

Definitions

  • the present invention relates to the field of image processing. More
  • the invention relates to a method for generating computer
  • interactive games employ the power of the computer to cause
  • a railroad track as they extend in the distance, movement of an object in a
  • Such devices include televisions, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion sensors, motion
  • At least one mirror to reflect the image from a projector onto a screen such that
  • object e.g., a room
  • object from different points of view, and to generate therefrom
  • the display is either non-realistic or
  • sequence of images is viewed, is to be understood to include display surfaces
  • display is equivalent to a plurality of single displays, each used to display a
  • the main sequence of images is preferably, but not limitatively, located in
  • image sequence is the standard by which the secondary image sequence is processed, and it will further be, in many instances, of higher quahty (in
  • image sequences and some of them can be located, e.g., above or below the
  • a secondary image sequence may border with a
  • the display on which the main sequence is viewed is positioned at an angle
  • curved displays may be
  • the secondary image sequences are processed in order to provide
  • sequences of images has been recorded at a time different from the time at
  • One or more of the secondary sequences of images may have been recorded
  • the images in a sequence of images are computer generated, and some are
  • images are recorded is selected from among film, video and digital data.
  • sequences the number of images in a first sequence, for a given sequence
  • display time may not match the number of images in a second sequence to
  • method further comprises matching the image sequences to be displayed
  • the secondary image sequences are processed to optimize their
  • the second type of apparent motion is that of an object within the image
  • main to secondary images may be sufficient.
  • image can be processed to improve the matching of the image sequences.
  • the pre-processing referred to in (d) above may be effected to obtain many
  • pre-processing can be aimed at optimizing
  • images of true-life origin is meant to indicate images which have been
  • joystick movement e.g., zooming in
  • image stored in the image bank has, associated with it, a set of parameters
  • used to characterize an image may vary from one game to another, and is
  • the selecting means are solely dictated by the needs of the specific game.
  • processing and/or mosaic artwork techniques is used to generate therefrom
  • the secondary images are processed, as a function of an input provided by a
  • main image and the secondary images are processed, as a function of an input provided by a player, so as to simulate the turning of an observer's head.
  • played or generated include any kind of stimuli that it is desired to
  • the sound played is
  • the main image and the secondary image are processed
  • the invention is also directed to a bank of selectable, composite, three-
  • the invention is d rected to a bank of
  • selectable secondary sequences of images suitable to be used as a
  • component of a computer game comprising a main image or a main sequence of images and at least one secondary image or sequence of images
  • the image displayed is only a fraction of the total image, so that portions of the image which are not displayed for one desired viewing angle will be
  • the invention also encompasses an interactive computer game comprising:
  • images or main sequences of images said images being images of
  • said main sequence said secondary sequences being selectable as
  • computer game comprises means for controlling the speed of display of the
  • the invention the means for processing the main image and the secondary
  • image as a function of an input provided by a player, comprise image
  • processing means suitable to generate from the image available from the
  • image bank an image corresponding to that seen by an observer from a
  • the computer game of the invention preferably, but non-limitatively,
  • a player comprise image processing means suitable to zoom in or out of the
  • the invention is further directed to visual display systems for playing three-
  • dimensional-like computer games comprising display means for displaying a main image or main sequence of images, and at least one additional
  • display means for displaying at least one secondary image or secondary
  • said display means for displaying a main image
  • Fig. 1 schematically illustrates the overlap between three movies to
  • Fig. 2 (2A and 2B) illustrates the operation of a game, according to
  • Fig. 3 illustrates the result of a joystick movement simulating the
  • FIG. 4 schematically illustrates the operation involved in image
  • output of this stage is three image sequences, given on a digital video cassette, or, preferably, on a random access data device such as a
  • large movie may be stored on a digital video cassette, or, preferably, on a
  • random access data device such as a computer hard disk, or on any other
  • the main computer 230 pulls
  • the three corresponding display means 241, 242, 243 which can be video
  • computer interaction means 220 is provided, such as a mouse or a joystick,
  • FIG. 2B illustrates the operation of a game according to a preferred
  • the main computer 270 extracts
  • main computer manipulates the side movie sequence(s) to represent the
  • Similar computer interaction means 260 is
  • a mouse or a joystick to allow interaction of the user
  • parameters are horizontal and vertical tilt (viewing angle), camera zoom,
  • virtual frames are generated in case when speed
  • zoom may induce compensations like, for
  • Fig. 1 schematically shown in Fig. 1.
  • the images are numbered 1-3, from right to
  • Each of the images 1, 2 and 3 recovered from the data bank, contain
  • each image is masked so that
  • the images are rotated according to the aforementioned (or
  • the mask also rotates to the

Abstract

There is provided a method for generating a composite, three-dimensional-like computer game, by interactive assembly and processing of two or more separate image sequences. A bank containing a plurality of main sequences of true-life origin is provided. These sequences being shot separately, or extracted from one source. Secondary sequences are shot separately or extracted from one source, whereas their contents are at least roughly related to the contents of the main sequence, and stored in another bank. The secondary sequences are selected as a function of the selected main sequences. The positioned relationship of the secondary sequence and the main sequence is selected, and each secondary sequence is processed. The player selects the main sequence which is displayed together with its related secondary sequence(s). The main and secondary sequences are processed on-line according to inputs provided by the player. Optionally, computer-generated images are displayed with the main or secondary images.

Description

METHOD FOR GENERATING 3D COMPUTER GAMES.AND COMPUTER GAMES USING THE METHOD
Field of the Invention
The present invention relates to the field of image processing. More
particularly, the invention relates to a method for generating computer
games, to computer games using the method, and to display means for
playing the game.
Background of the Invention
Computer games are widespread nowadays. They typically employ a bank
of computer-generated images and of sounds, which are either recorded or
computer generated, and which are combined according to predetermined
rules, to produce a sequence of actions related to actions taken by the
player. Thus, interactive games employ the power of the computer to cause
a specific occurrence, or a specific series of occurrences, to take place as a
result of input provided by the player.
The technology employed in the art suffers from several severe drawbacks,
the most important of which being: 1) that there is only a limited feehng of
reality, no matter how high the quality of the image; and 2) more
importantly, the cost of generating computer images is very high. Even in some instances, where computer-generated images have been
substituted by real shots, the feehng of reality is minimal, because no
depth of the scene is obtained, and in this respect the situation is even
worse than with computer generated images, where 3D-like images can be
produced. Furthermore, only a small number of shots can be used, because
of image processing hmitations, which affects the feeling of continuity of
the game. Above all, however, the existing computer games employing
real-life shots are uninteresting, because they lack reality and 3D feehng,
and because they are made of a narrow choice of repetitive sequences of
events.
In a copending patent apphcation (WO 95/33340), the description of which
is incorporated herein by reference, several considerations pertaining in
general to the generation of 3D-like sequences of images are detailed. These
are further briefly discussed below, for ease of reference.
There are several known methods to perceive depth. Examples are
stereoscopic perception of depth, psychological perception of depth using
visual cues and the use of changing focus to perceive depth. A viewer
viewing a scene in which the focal point changes will perceive that the scene
has depth. Stereoscopic depth perception requires that the viewer views a scene from
two different locations at the same time. In real life, this means that he
sees the same scene using both his left eye and right eye, each eye
perceiving a somewhat different image. When two dimensional visual
images are substituted for real life, it requires the use of two images taken
from different right eye and left eye locations respectively.
On the other hand, a viewer can perceive depth by virtue of a number of
psychological depth perception cues which are present in both real life and
in two dimensional visual images. Common cues include effects where the
change of coloring or softening of the shapes gives a feeling of distance to far
objects, distribution of light and shade on an object, overlapping of contours
as when a near object hides part of a more distant object, geometrical
perspective for example in the case of the converging of the parallel rails of
a railroad track as they extend in the distance, movement of an object in a
visual image either towards or away from the viewer or audience, and
movement for stimulating the Pulfrich effect
This is true of all the various devices in which two dimensional visual
images are projected onto screens. Such devices include televisions, motion
picture theaters, training simulators, multi-media systems and so on having
applications in the areas of entertainment, work, education, exhibitions,
training, etc. A number of devices had been proposed to permit a viewer or an audience to
view three dimensional visual images or at least the illusion of three
dimensional visual images when viewing two dimensional visual images.
These broadly fall into three groups: those which provide stereoscopic
viewing, those which help create the psychological illusion of depth and
those which display images on a three-dimensional display system, such as
a surrounding screen.
Devices providing stereoscopic viewing generally require the projection of
two pictures of the same view, taken simultaneously by more than one
camera from shghtly different angles, to emulate the binocular vision of
normal eyes. Several examples are shown in U.S. Patent Nos. 4,420,230 to
McElveen, 4,714,319 to Zeevi, and 5,225,861 to Marks. The use of a
vibrating mirror or screen is shown in U.S. Patent Nos. 4,130,832 to Sher
and 3,814,513 to Nims et al. Other systems require special spectacles to be
worn by the viewer or other devices which direct the proper view to the
proper eye. All these systems are cumbersome and costly to use. Also, they
tend to cause an uneasy feeling in the observer often resulting in headaches
that may become severe. Thus these systems have failed to become popular.
The second approach is shown in U.S. Patents 4,651,219 to Rickert,
3,582,961 to Shindo and 4,000,367 to Field wherein depth perception is provided by isolating the image to be viewed. In this way, the stereoscopic
cues of the space surrounding the image are suppressed so that the inherent
psychological depth indicators in the picture can be sensed by the observer
who perceives a two dimensional visual image as a three dimensional scene.
Other devices which produce a similar result are described in U.S. Patent
No. 3,820,873 to Redington et al., U.S. Patent No. 4,154,514 to Harvey
which utilize a curved screen, and U.S. Patent No. 4,941,041 to Kenyon
which utilizes the Pulfrich illusion.
Other devices for providing three dimensional viewing are also described in
the following U.S. Patents:
U.S Patent No. 2,468,046 to de los Monteros discloses an apparatus for
projecting and viewing images with a depth effect through the use of at
least one mirror to reflect the image from a projector onto a screen such that
a degree of displacement between the images produces the illusion of
stereoscopy.
U.S. Patent 3,514,871 to Tucker discloses a wide angle visual display for a
training simulator which eliminates distracting discontinuities found in
many wide angle displays. It does so by providing three virtual image lenses
between the viewing point and the two dimensional displays and by
providing substantial duphcation of the projected computer generated image on the marginal portions of the displays. This creates binocular
vision at the corners of the displays which gives the illusion of three
dimensionality.
U.S. Patent 5,274,405 to Webster describes a device into which the head is
placed wherein images are projected both to the area of visual attention and
the area of peripheral vision of each eye. The images are focused on the
screens to provide sharp stereoscopic viewing throughout the field of view.
Another technique which is also known in the art is to take pictures of an
object, e.g., a room, from different points of view, and to generate therefrom
sets of spatial parameters, or database for novel view synthesis. Such a
method is described, e.g., in "S. Avidan and A. Shashua, Novel View
Synthesis in Tensor Space, Hebrew University Technical Report, 1996" (also
available from the World Wide Web at http://www.cs.huji.ac.il). This method
permits to generate three-dimensional images of the object, and to generate
new images extrapolating from the parameters so obtained. This method
(called hereinafter "the parameters method", for the sake of brevity) is a
suitable method also for generating games according to the present
invention, as will be understood from the description to follow. It suffers,
however, from the drawback that substantial computational power is
required to carry it out. Nevertheless, as less expensive computing power is made available to the public constantly, the aforesaid parameters method is
a suitable candidate for the purposes of the invention.
Other methods for producing three-dimensional moving images are based
on computer generated images. An example is U.S. Patent 5,184,956 to
Langlais et al., where computer generated data is used to produce a three-
dimensional display for the purposes of driving training. It is easy to
appreciate by any one skilled in this field that it is not difficult to adapt
computer generated imaging techniques to many types of display systems
such as stereoscopic display, wide angle display, and also three-
dimensional display. This is so because the entire information required of
each part of the image is known to the computer's program - including all
the three-dimensional structure of each object, its surface color, texture, and
so on. This seeming advantage is also the major disadvantage of such
systems: the preparation of a realistic image requires painful and elaborate
design of each and every detail. Thus the display is either non-realistic or
else extremely expensive and laborious.
The method for generating a composite, three-dimensional-like image
sequence according to WO 95/33340, by the assembly of two or more
separate image sequences, comprises the steps of: (a) providing a main sequence of images;
(b) providing at least one secondary sequence of images the contents
of which are at least roughly related to the contents of said main
sequence;
(c) selecting the positioned relationship of each of said at least one
secondary sequence of images and of said main sequence of
images;
(d) processing each of said at least one secondary sequence of images
so as to optimize its matching with said main sequence in the
selected positioned relationship with it; and
(e) displaying said main sequence of images and said secondary
sequences of images at the same time and in substantially the
same positioned relationship as selected in step (c) above.
The term "three-dimensional-like" as used herein (also referred to herein as
"three dimensional", for the sake of brevity), is meant to indicate a sequence
of images which is displayed in more than one plane, and which thereby
evokes the feeling of real action taking place around the spectator. This
feehng, more fully described herein, gives the viewer the feeling of being "in
the movie", and provides a sense of reahty unattainable by regular movies
which are displayed in one plane only, as hereinafter defined. The three-
dimensional-like image sequence of the invention is "composite", inasmuch
as, in order to obtain the said effect, more than one image is displayed, as said, on different planes, the resulting whole image being composed of said
different displayed images.
The term "plane", used herein in relation to the display mean on which a
sequence of images is viewed, is to be understood to include display surfaces
in general, even if they are curved to some extent, and the term "plane"
should not be interpreted as meaning that concave or convex surfaces are
excluded. Similarly, when reference is made to an image which hes
substantially on one plane, this should be understood to include also an
image which is displayed on a curved display, as explained above.
Furthermore, it should be understood that it is possible to use curved
displays essentially made of one piece, onto which a main sequence of
images is displayed, along with one or more secondary sequences of images,
each sequence of images occupying a different portion of the curved display
or screen. As will be apparent to a skilled person, such a single, curved
display is equivalent to a plurality of single displays, each used to display a
single sequence of images. Furthermore, such a single curved display would
necessarily be made of sections which substantially he in different "planes", as defined above, when using curved displays.
The main sequence of images is preferably, but not limitatively, located in
the central part of the composite displayed image. This is because the main
image sequence is the standard by which the secondary image sequence is processed, and it will further be, in many instances, of higher quahty (in
terms of resolution, number of frames, etc.) than the secondary image
sequences. However, it is permissible to position the display displaying the
main image sequence at some other position relative to the center of the
picture, if technical or aesthetic requirements demand it.
Once the position of the main image sequence is selected, it is necessary to
select the location of the secondary image sequences within the composite
picture. There is no theoretical hmitation to the location of the secondary
image sequences, and some of them can be located, e.g., above or below the
display which displays the main image sequence. (These alternative
positions are not shown in the appended drawings, for the sake of brevity, since they are self evident from the description provided for the illustrative
geometries). Furthermore, a secondary image sequence may border with a
second secondary image sequence, and not with the main image sequence,
whereby said second secondary image sequence borders, e.g., with the main
image sequence. However, for most apphcations, when it is desired to
simplify and reduce the cost of both the process of creating the three-
dimensional image sequence, and of displaying it, it is preferred to position
the secondary sequences beside the main sequence.
As stated, in order to provide a three-dimensional-like image, it is necessary
that different image sequences be displayed on different planes. Typically, -li¬
the display on which the main sequence is viewed is positioned at an angle
with the one or more displays on which the at least one secondary sequence
is viewed. The term "positioned at an angle", however, should be interpreted
here to indicate that at least a major portion of the secondary image
sequences hes on planes (as hereinbefore defined) which intersect the plane
on which the main image sequence is displayed, no matter what the actual
interface between the display means of the secondary image sequences and
of the main image sequence are. Thus, for instance, curved displays may be
used, if desired, where the transition from the display of the main image
sequence to that of the secondary image sequences is smoother than when
using two fully planar displays, positioned at an angle with respect to one
another.
As stated, the secondary image sequences are processed in order to provide
a matching with the main image sequence. Therefore, according to one
preferred embodiment of the invention one or more of the secondary
sequences of images has been recorded at a time different from the time at
which the main sequence of images has been recorded.
One or more of the secondary sequences of images may have been recorded
at a location different from the location at which the main sequence of
images has been recorded. Furthermore, one or more of the secondary sequences of images may be
computer generated. It is also possible to mix images of different origin.
Thus, for instance, in one particular embodiment of the invention some of
the images in a sequence of images are computer generated, and some are
images acquired by movie or NCR equipment.
According to a preferred embodiment of WO 95/33340, the main sequence of
images and the secondary sequences of images are recorded on different
media. Typically, but non limitatively, the media on which the sequences of
images are recorded is selected from among film, video and digital data.
In many cases, and particularly when different recording and/or displaying
methods are used for the main image sequence and for the secondary image
sequences, the number of images in a first sequence, for a given sequence
display time, may not match the number of images in a second sequence to
be displayed together with said first sequence, for the same display time.
According to a preferred embodiment of WO 95/33340, therefore, the
method further comprises matching the image sequences to be displayed
together so as to reach essentially identical starting and ending times of
display for all sequences.
As stated, the secondary image sequences are processed to optimize their
matching to the main sequence of images. According to a preferred embodiment of WO 95/33340, the processing of a secondary sequence of
images comprises matching the field of view of said secondary sequence to
that of the main sequence. According to another preferred embodiment of
WO 95/33340, the processing of a secondary sequence of images to optimize
its matching to the main sequence of images comprises matching the
apparent motion of said secondary sequence to that of the main sequence.
As will be apparent to a person skilled in the art, the term "apparent
motion" embraces two different types of movements: the first, is the
movement that the camera appears to make relative to the scene being
recorded, as viewed by the observer. For instance, if the camera rotates 0.3°
per frame in the main sequence, to concentrate on an object that was
previously at the edge of its field of view, the images in the neighboring
secondary sequences must likewise rotate, at the same angular rate.
The second type of apparent motion is that of an object within the image
sequence. If, for instance, there is a road extending from the main sequence
into a secondary sequence, and a car travels on that road, it cannot appear
to change speed abruptly when it reaches the edge of the main sequence,
but its movement must continue smoothly on the display of the secondary
image sequence. However, in some cases less accuracy of transitions from
main to secondary images may be sufficient. For example, for scenes which
comprise many objects (more than 100), accuracy and smooth transition is required for the ensemble of aU objects in general, but less accuracy may be sufficient for every individual object of said ensemble appearing in the
scene.
In yet another preferred embodiment of WO 95/33340 the processing of a
secondary sequence of images to optimize its matching to the main sequence
of images comprises matching the displayed action of said secondary
sequence to that of the main sequence.
As will be apparent to a person skilled in the art, other parameters of the
image can be processed to improve the matching of the image sequences.
For instance, in a preferred embodiment of WO 95/33340 the processing of a
secondary sequence of images to optimize its matching to the main sequence
of images comprises matching the colors and shades of said secondary
sequence to that of the main sequence.
One advantage of the invention described in WO 95/33340 is that it is not
necessary to provide in all cases image sequences of high quahty and
resolution. According to one preferred embodiment, for instance, the
resolution of the images in a secondary sequence of images may be lower
than the resolution of images in the main sequence of images.
It has now been found, and this is an object of the invention, that it is
possible to generate computer games which exploit the three-dimensional like effect obtained by the method described above, and which lead to
substantially improved visual quahty and lower costs.
It is an object of the invention to provide a method for generating 3D-like
computer games, which employ real shots.
It is another object of the invention to provide computer games which
employ the method of the invention.
It is a further object of the invention to provide means for playing the
computer games generated according to the invention.
Other objects and advantages of the invention will become apparent as the
description proceeds.
SUMMARY OF THE INVENTION
The method for generating a composite, three-dimensional-like image
sequence, by the interactive assembly and processing of two or more
separate image sequences comprises the steps of:
(a) providing a bank containing a plurality of individually selectable
main images or main sequences of images, said images being
images of true-life origin and said images or sequences being shot
separately, or extracted from one source; (b) providing at least one bank of secondary images or sequences of
images, said images or sequences being shot separately or
extracted from one source, the contents of which are at least
roughly related to the contents of said main sequence, said
secondary sequences being selectable as a function of the selected
main images or sequences of images;
(c) selecting the positioned relationship of each of said at least one
secondary images or sequences of images and of said main images
or sequences of images;
(d) pre-processing each of said at least one secondary image or
secondary sequence of images so as to provide a desired processed
image;
(e) providing selecting means to select a main image or a main
sequence of images, as the result of an input provided by a player,
wherein said selected main image or main sequence of images is
displayed together with its related secondary image(s) or
sequence(s) of images, at the same time and in substantially the
same positioned relationship as selected in step (c) above;
(f) providing means for on-line processing said main image and said
secondary image, as a function of an input provided by a player;
(g) optionally, playing a sound related to said main sequence of
images and said secondary sequences of images, and/or playing or generating additional outputs related to such sequences of
images; and
(h) optionally, displaying at the same time non-real life, computer-
generated images in superimposed positioned relationship with
the main or secondary images.
The pre-processing referred to in (d) above may be effected to obtain many
different results. For instance, pre-processing can be aimed at optimizing
the matching of the image with said main image or main sequence of
images in the selected positioned relationship with it, or to create a
database of image parameters, or to change one or more of its
characteristics, etc.
By "images of true-life origin" is meant to indicate images which have been
recorded with a camera or the like recording means, and which are not
drawings or computer-generated images, but which may have been
processed, or combined with other images, or drawn on. The bank of images
contains shots taken by the various cameras, which are organized in
sequences, but which can also be utilized singularly. Thus, for instance,
when it is desired to generate an image on a side screen, or as a result of a
joystick movement, e.g., zooming in, it is possible to utilize an out-of-
sequence shot, taken from the bank, whenever this is suitable to create the
desired result. Various combinations of shots and sequences are of course possible, as will be appreciated by the skilled person, and such options are
therefore not reviewed herein in detail, for the sake of brevity. Thus, each
image stored in the image bank has, associated with it, a set of parameters
which define it, in terms which are related to the type of game being played,
and which permit easily and quickly to locate it, when needed for a given
purpose, within the image bank. The number and nature of the parameters
used to characterize an image may vary from one game to another, and is
solely dictated by the needs of the specific game. Thus, the selecting means
used to select a given image of sequence of images, may comprise database
managing software, used to locate and retrieve images efficiently.
By "extracted from one source" it is meant to indicate a procedure whereby
a broad view movie, which has been shot with a wide lens, or which is a
combination of two or more movies matched together using image
processing and/or mosaic artwork techniques, is used to generate therefrom
separate images or sequences of images. In some cases matching may be
implemented without image processing.
According to a preferred embodiment of the invention, the main image and
the secondary images are processed, as a function of an input provided by a
player, so as to zoom in or out of the original image stored in the image
bank. According to another preferred embodiment of the invention, the
main image and the secondary images are processed, as a function of an input provided by a player, so as to simulate the turning of an observer's head.
Other types of image processing are of course also possible and desirable.
For instance, in one preferred embodiment of the invention the main image
and the secondary image are processed, as a function of an input provided
by a player, so as to change the speed of movement of the observer.
Other types of suitable processing includes the generation of images by the
parameters method described above. Thus, according to this method,
whenever relevant parameters such as location, view angle, zoom, etc.
(referred herein sometime also as "the observer") change, a new image is
generated using the parameters previously made available by the analysis
of the real life images taken.
The additional outputs related to such sequences of images, which can be
played or generated, include any kind of stimuli that it is desired to
associate with the game, for instance, shaking of a seat, smell, smoke, etc.
According to a preferred embodiment of the invention, the sound played is
not necessarily associated with the main image being displayed, but may be
associated with the value of the input provided by the player. Thus, the
same image or set of images may be accompanied by different sounds if it
has been displayed as a result of different inputs from the player. Thus, as will be apparent to a person skilled in the art, a single image may be used to
generate different sequences, and different sequences may be used to
generate different scenes, depending on the development of the game.
The mixing of computer-generated and of real-life images can be extensively
exploited, because the human mind tends to allow them to blend without
finding disturbance in them. Thus, in some instances it may be more
efficient and quick, if the input from the player required too heavy an image
processing of the image available from the image bank, to generate a
suitable image, or a part thereof, through the computer, rather than
utilizing a real-life image. This, for instance, is convenient when a game
includes gun shots, explosions, or other occurrences requiring special effects.
Typically, however, the main image and the secondary image are processed,
as a function of an input provided by a player, so as to create an image
corresponding to that seen by an observer from a different point of view, or
so as to zoom in or out of the original image stored in the image bank,
similarly, to the eyes of the player moving closer of farther away from the
scene.
The invention is also directed to a bank of selectable, composite, three-
dimensional-like image sequences, which are generated by the method of
the invention. Thus, in one aspect, the invention is d rected to a bank of
selectable secondary sequences of images, suitable to be used as a
component of a computer game, comprising a main image or a main sequence of images and at least one secondary image or sequence of images
selectable together with said main image or sequence of images, said
secondary image or sequence of images having a content that at least
roughly matches the contents of the main image of said composite, three-
dimensional-like sequence of images, and said secondary image or sequence
of images further having been optimized for display together with said main
sequence of images.
Without wishing to limit the invention in any way, it should be mentioned
that in many cases it is preferred to provide images bigger than the screen
by 25% to 100%, to allow flexibility in the image processing. In such a case,
the image displayed is only a fraction of the total image, so that portions of the image which are not displayed for one desired viewing angle will be
displayed when the input of the player corresponds to another angle.
The invention also encompasses an interactive computer game comprising:
(a) a bank containing a plurality of individually selectable main
images or main sequences of images, said images being images of
true-life origin;
(b) at least one bank of secondary images or sequences of images, the
contents of which are at least roughly related to the contents of
said main sequence, said secondary sequences being selectable as
a function of the selected main images or sequences of images, and each of said at least one secondary image or secondary
sequence of images having been optionally pre-processed so as to
optimize its matching with said main image or main sequence of
images in the selected positioned relationship with it, or to obtain
other results, as discussed above;
(c) means for selecting the positioned relationship of each of said at
least one secondary images or sequences of images and of said
main images or sequences of images;
(d) interaction and processing means to select a main image or a
main sequence of images, as the result of an input provided by a
player, wherein said selected main image or main sequence of
images is d splayed together with its related secondary image(s)
or sequence(s) of images, at the same time and in substantially
the same positioned relationship as selected in step (c) above;
(e) display means to display said main image or sequence of images,
together with said at least one secondary image or sequence of
secondary images, so as to provide a 3D-like feeling to the player;
(f) means for on-line processing said main image and said secondary
image, as a function of an input provided by a player;
(g) means for playing a sound related to said main sequence of
images and said secondary sequences of images; and (h) optional means for displaying at the same time non-real life,
computer-generated images in superimposed positioned
relationship with the main or secondary images.
According to a preferred embodiment of the invention, the interactive
computer game comprises means for controlling the speed of display of the
frames on the display means. According to another preferred embodiment of
the invention, the means for processing the main image and the secondary
image, as a function of an input provided by a player, comprise image
processing means suitable to generate from the image available from the
image bank an image corresponding to that seen by an observer from a
different point of view.
The computer game of the invention preferably, but non-limitatively,
further comprises means for processing the main image and the secondary
image, as a function of an input provided by a player, so as to simulate the
turning of an observer's head. Further suitable means for processing the
main image and the secondary image, as a function of an input provided by
a player, comprise image processing means suitable to zoom in or out of the
original image stored in the image bank.
The invention is further directed to visual display systems for playing three-
dimensional-like computer games, comprising display means for displaying a main image or main sequence of images, and at least one additional
display means for displaying at least one secondary image or secondary
sequence of images, said display means for displaying a main image or
sequence of images, and said at least one additional display means for
displaying at least one secondary image or sequence of images being
positioned in substantially the same positioned relationship selected for the
generation of the composite three-dimensional-like image.
Brief Description of the Drawings
The above and other characteristics and advantages of the invention will
be more readily apparent through the following detailed description of
preferred embodiments thereof, with reference to the appended drawings,
wherein:
Fig. 1 schematically illustrates the overlap between three movies to
be displayed simultaneously;
Fig. 2 (2A and 2B) illustrates the operation of a game, according to
two different preferred embodiments of the invention;
Fig. 3 illustrates the result of a joystick movement simulating the
turning of an observer's head; and Fig. 4 schematically illustrates the operation involved in image
processing with head turning, in the case where a larger image than
displayed is available.
Detailed Description of Preferred Embodiments
In order to display an interactive 3d movie, three movies need to be
prepared as shown in Fig. 1. This means that three films have been taken
so that the three fields of view overlap to a certain extent, for example
25% of the field is overlapped in each side. Also, the captured images are
vertically larger than required, typically in the same amount, say 25% on
each side. It is very important that the three focal points of the cameras
coincide, as otherwise the effect of tilting the three cameras together will
look unnatural and the desired psychophysical effect will not be achieved.
All this can be done either by using a gig of three rigidly mounted, fixed,
calibrated cameras, or else, by using the preferred technique of filming the
three sequences separately and then, using appropriate processing means
and software, processing them to be fit for display on a 3D-like screen. The
output of this stage is three image sequences, given on a digital video cassette, or, preferably, on a random access data device such as a
computer hard disk.
According to a preferred embodiment of the present invention, the three
separate movies of Fig. 1 above are merged into one "large" (broad view) movie, using mosaic techniques. Thus, the resulting large movie is
equivalent to a movie taken by using the same camera. Similarly, the
large movie may be stored on a digital video cassette, or, preferably, on a
random access data device such as a computer hard disk, or on any other
suitable media.
Once this is ready, an interactive 3d movie can be presented in the
following way. Reference is now made to Figure 2A. In the preferred
embodiment shown in this figure, we have three image sequences residing
in three computer disks, 211, 212, 213. The main computer 230 pulls
sequentially the three sequences, and prepares them to be displayed on
the three corresponding display means 241, 242, 243, which can be video
screens, video projectors, LCD screens, or any other display means. It is
important the display means will reproduce the geometry of the three
cameras, as far as the geometry of the viewing eyes in relation to the
displays will be similar (in the geometrical sense) to the geometry of the
three (real or virtual) cameras. It should be kept in mind that the original
image sequences have been taken with a field of view which is larger than
that required to be properly displayed on a 3d-like display means. A
computer interaction means 220 is provided, such as a mouse or a joystick,
to allow interaction of the user with the system. Fig. 2B illustrates the operation of a game according to a preferred
embodiment of the present invention, using one large movie. The large
movie is stored in a computer disk 280. The main computer 270 extracts
the large movie sequence information and generates three sub -sequences,
which size and relative location are a function of the desired position,
which may be the center or any other position selected by the player. The
main computer manipulates the side movie sequence(s) to represent the
correct angles of the camera. Similar computer interaction means 260 is
provided, such as a mouse or a joystick, to allow interaction of the user
with the system.
This control mechanism provides parameters that effect the way that the
images are displayed on the screen. In this particular embodiment the
parameters are horizontal and vertical tilt (viewing angle), camera zoom,
and motion speed. It is clear to anyone skilled in the art that many other
parameters and parameter combinations can also be controlled or coupled
to input devices, such as sound volume, chair wobble, mechanical effects,
smell, digital video effects such as fog and many more. The following is a
detailed description of how the image is prepared to be displayed, using
the controls given by the interaction means, in this case horizontal tilt
theta, vertical tilt phi (given in radians), zoom z (given as percentage of
default image which is, say 70% of full image), and motion speed t (given
as percentage of standard speed - 25 or 30 frames per second). First the speed is controlled by standard video techniques, such as dropping frames
and/or generating virtual frames to be displayed with or without original
frames. For instance, virtual frames are generated in case when speed
reduction is required, e.g., creating an intermediate frame interpolating
between two existing frames (e.g., frame No. 1.5, interpolating midway
between frames No. 1 and No.2). Zoom is controlled by clipping from the
original image a larger or smaller sub-image and enlarging it to the
required image size. In addition, zoom may induce compensations like, for
instance, translation on secondary sequences. Rotation is done by the
standard application of projective transformations, where a horizontal
rotation of an image by theta is computed by the transformation:
xv = ( x cos(theta) - sin(theta) ) / (x sin(theta) + cos (theta) )
y = y / (x sin(theta) + cos (theta) )
while vertical rotation by phi is given by the transformation:
x = x / (y sin(phi) + cos (phi) )
y = ( y cos(phi) - sin(phi) ) / (y sin(phi) + cos (phi) )
All in all, the final transformation involving zoom, vertical, and horizontal
rotation is obtained by multiplying together the separate transformations,
and then applying the result to the image. This can be done either by a standard computer utilizing a fast CPU module such as a "Pentium Pro"
which is sold by Intel Corporation, or by a computer assisted by
speciahzed graphics hardware accelerators (video texture mapping
module), such as an 02 workstation marketed by Silicon Graphics
Limited, California, U.S.A..
Looking now at Fig. 3, four sequences of images are given (Fig. 3A through
Fig. 3D), illustrating consecutive stages in the on-line image processing
carried out during the game, as the result of an input by the player,
corresponding to the turning of the head of the player to the left. Three
images are shown, which, for illustration purposes are shown on a plane,
but which should be understood to be positioned at an angle, e.g., as
schematically shown in Fig. 1. The images are numbered 1-3, from right to
left.
Each of the images 1, 2 and 3 , recovered from the data bank, contain
more information than displayed. However, each image is masked so that
only a portion thereof is shown. Thus, for instance, image (1) of Fig. 3A is
taken with a broader field of view, which includes the details not seen in
Fig. 3A, but which are seen in image (1) if Fig. 3D. Similarly, the details
seen in the right hand side of image (1) of Fig. 3D are contained in the
image (1) of Fig. 3A, but they are masked and therefore not seen. In this
way, it is possible to provide an effect of change and movement, while moving with the mask within the same image, without making any
further processing of the image, except the masking. Before being cut or
masked, the images are rotated according to the aforementioned (or
alternative) formulae, to provide the effect of turning.
This procedure is further schematically illustrated in Fig. 4. The whole
image available from the date bank is seen, together with the mask (the
inner square) which shows the part of the image which is being displayed.
In Fig. 4(a) the leftmost part of the building is displayed, and the portions
of the building found outside the mask are not seen on the display means.
A the head of the observer moves to the left (as a result of an input given,
e.g., by a keyboard, a joystick, or other means) the mask also rotates to the
left, showing portions of the building formerly not displayed, and hiding
the earlier displayed leftmost parts of the building.
Turning again to Fig. 3, it should be remembered that while the
movement of the head is effected, the game continues and the frames
continue to be displayed, at the required speed. This is seen, for instance,
by looking at image (3). In Fig. 3A the moving car is not only much more
to the right than in Fig. 3D, but is also not as close to the observer. While
the observer's head moved, the car has continued to advance. Of course, this example and the above description has been provided only
for the purpose of illustration, and are not intended to limit the invention
in any way. As will be appreciated by the skilled person, the invention can
be carried out in a great variety of ways, employing many different image
processing techniques and apparatus, and using different images and
images obtained and generated in different ways, all without exceeding
the scope of the invention.

Claims

Claims
1. A method for generating a composite, three-dimensional-like image
sequence, by the interactive assembly and processing of two or more
separate image sequences, comprising the steps of:
(a) providing a bank containing a plurahty of individually selectable
main images or main sequences of images, said images being
images of true-life origin, and said images or sequences being
shot separately, or extracted from one source;
(b) providing at least one bank of secondary images or sequences of
images, said images or sequences being shot separately or
extracted from one source, the contents of which are at least
roughly related to the contents of said main sequence, said
secondary sequences being selectable as a function of the selected
main images or sequences of images;
(c) selecting the positioned relationship of each of said at least one
secondary images or sequences of images and of said main images
or sequences of images;
(d) pre-processing each of said at least one secondary image or
secondary sequence of images so as to produce a desired
processed image;
(e) providing selecting means to select a main image or a main
sequence of images, as the result of an input provided by a player, wherein said selected main image or main sequence of images is
displayed together with its related secondary image(s) or
sequence(s) of images, at the same time and in substantially the
same positioned relationship as selected in step (c) above;
(f) providing means for on-line processing said main image and said
secondary image, as a function of an input provided by a player;
(g) optionally, playing a sound related to said main sequence of
images and said secondary sequences of images, and/or playing or
generating additional outputs related to such sequences of
images; and
(h) optionally, displaying at the same time non-real life, computer-
generated images in superimposed positioned relationship with
the main or secondary images.
2. A method according to claim 1, wherein the main image and the
secondary image are processed, as a function of an input provided by a
player, so as to create an image corresponding to that seen by an observer
from a different point of view.
3. A method according to claim 1, wherein the main image and the
secondary image are processed, as a function of an input provided by a
player, so as to zoom in or out of the original image stored in the image
bank.
4. A method according to claim 1, wherein the main image and the
secondary image are processed, as a function of an input provided by a
player, so as to simulate the turning of an observer's head.
5. A method according to claim 1, wherein the main image and the
secondary image are processed, as a function of an input provided by a
player, so as to change the speed of movement of the observer.
6. A method according to claim 1, wherein the sound played is not
associated with the main image being displayed, but is associated with
the value of the input provided by the player.
7. A method according to claim 4, wherein the image displayed is only a
fraction of the total image, so that portions of the image which are not
displayed at one time are displayed when the input of the player
corresponds to a turning of the observer's head.
8. A method according to claim 7, wherein the size of the image is 25% to
100% larger than the displayed image.
9. A bank of selectable, composite, three-dimensional-like image sequences,
whenever generated by the method of claim 1.
10. A bank of selectable secondary sequences of images, suitable to be used
as a component of a computer game, comprising a main image or a main
sequence of images and at least one secondary image or sequence of
images selectable together with said main image or sequence of images,
said secondary image or sequence of images having a content that at
least roughly matches the contents of the main image of said composite,
three-dimensional-like sequence of images, and said secondary image or
sequence of images further having been optimized for display together
with said main sequence of images.
11. An interactive computer game comprising:
(a) a bank containing a plurality of individuaUy selectable main
images or main sequences of images, and said images or
sequences being shot separately, or extracted from one source,
said images being images of true-life origin;
(b) at least one bank of secondary images or sequences of images, the
contents of which are at least roughly related to the contents of
said main sequence, and said images or sequences being shot
separately, or extracted from one source, said secondary
sequences being selectable as a function of the selected main
images or sequences of images, and each of said at least one secondary image or secondary sequence of images having
optionally been pre-processed;
(c) means for selecting the positioned relationship of each of said at
least one secondary images or sequences of images and of said
main images or sequences of images;
(d) interaction and processing means to select a main image or a
main sequence of images, as the result of an input provided by a
player, wherein said selected main image or main sequence of
images is displayed together with its related secondary image(s)
or sequence(s) of images, at the same time and in substantially
the same positioned relationship as selected in step (c) above;
(e) display means to display said main image or sequence of images,
together with said at least one secondary image or sequence of
secondary images, so as to provide a 3D-like feeling to the player;
(f) means for processing said main image and said secondary image,
as a function of an input provided by a player;
(g) means for playing a sound related to said main sequence of
images and said secondary sequences of images; and
(h) optional means for displaying at the same time non-real life,
computer-generated images in superimposed positioned
relationship with the main or secondary images.
12. An interactive computer game according to claim 11, comprising means
for controlling the speed of display of the frames on the display means.
13. A computer game as claimed in claim 11, wherein the means for
processing the main image and the secondary image, as a function of an
input provided by a player, comprise image processing means suitable
to generate from the image available from the image bank an image
corresponding to that seen by an observer from a different point of view.
14. A computer game according to claim 11, comprising means for
processing the main image and the secondary image, as a function of an
input provided by a player, so as to simulate the turning of an observer's
head.
15. A computer game as claimed in claim 11, wherein the means for
processing the main image and the secondary image, as a function of an
input provided by a player, comprise image processing means suitable
to zoom in or out of the original image stored in the image bank.
16. A visual display system for playing three-dimensional-like computer
games, comprising display means for displaying a main image or main
sequence of images, and at least one additional display means for
displaying at least one secondary image or secondary sequence of images, said display means for displaying a main image or sequence of
images, and said at least one additional display means for displaying at
least one secondary image or sequence of images being positioned in
substantially the same positioned relationship selected for the
generation of the composite three-dimensional-like image.
17. A method for generating a composite, three-dimensional-like image
sequence, by the interactive assembly and processing of two or more
separate image sequences, essentially as described and illustrated.
18. An interactive computer game, essentially as described and illustrated.
PCT/IL1998/000137 1997-04-09 1998-03-26 Method for generating 3d computer games, and computer games using the method WO1998045004A1 (en)

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