TW454156B - Method for handling 3D animations in the portable data processor - Google Patents
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4 5 4 15 6 五、發明說明(1) 【發明的應用範圍】 本發明係有關於一種在攜帶型資料處理器上處理三維 動晝的方法,應用於處理速度較低階的資料處理器(如 PDA )上實現三維動晝的方法。 【發明背景】 .目前市場上頗受歡迎的一些攜帶型資料處理器的產 品,如個』人數位助理(Personal Digital Assistant, PDA )或是電子字涎/為了增加產品内容的豐富性,多半 會設計有一些簡單的遊戲儲存於其中,以供使用者作為娛 樂用途,比如棋類遊戲,或者一些簡單的打飛機、*** 方塊等二維的遊戲,使得這些產品多了娛樂上的用途。這 樣雖然可以提供使用者一些方便,但和PC上豐富的遊戲相 比就大為遜色了。 _.其中最主要的原因是在這些產品上沒有三維的遊戲。 由三維的運算需要耗費處理器大量的處理時間,再加上除 了 CPU的運算速度比PC慢的多外,更不會配備PC上常見的 圖形加速卡,甚至連浮點計算器都沒有,使得在這些產品 上的遊戲設計受到了許多的限制,無法像PC遊戲來得豐富 誘人,因此如果能在這些產品的先天限制條件下,可以提 说三維的遊戲,相信能使這,款產品脫穎·而出,而受到消費 者的青睞。 【發明之概述】 有鑑於此,本發明主要的目的在於提供一種可在攜帶 型資料處理器上實現三維遊戲的方法,利用非均勻縮圖的4 5 4 15 6 V. Description of the invention (1) [Scope of application of the invention] The present invention relates to a method for processing three-dimensional moving day on a portable data processor, and is applied to a data processor with a lower processing speed ( Such as PDA) to achieve three-dimensional moving day method. [Background of the Invention]. Some portable data processor products currently on the market, such as personal digital assistants (PDAs) or electronic word salvos / In order to increase the richness of product content, most of them will Designed with some simple games stored in it for users to use for entertainment, such as board games, or some simple two-dimensional games such as aircraft, Tetris, make these products more for entertainment purposes. Although this can provide users with some convenience, it is inferior to the rich games on the PC. _.The main reason is that there are no three-dimensional games on these products. The three-dimensional calculation requires a large amount of processing time of the processor. In addition to the fact that the CPU's operation speed is much slower than that of a PC, it will not be equipped with a graphics acceleration card commonly used on PCs, not even a floating-point calculator. The game design on these products is subject to many restrictions and cannot be as rich and enticing as PC games. Therefore, if you can say three-dimensional games under the inherent limitations of these products, I believe that this product can stand out from the crowd. · Come out and be favored by consumers. [Summary of the invention] In view of this, the main object of the present invention is to provide a method for implementing a three-dimensional game on a portable data processor, which uses non-uniform thumbnail images.
第4頁 454156 五、發明說明(2) 技術實現在攜帶型資料處理器上的實現三維遊戲。由於這 個操作不需要實際進行三維的運算,因此並不會延緩處理 速度。透過這個方法,使用者可以把很多逼真的三維圖像 放進攜帶型資料處理器中,乃至實現複雜的三維遊戲。 根據本發明所揭露的方法,一種可在攜帶型資料處理器上 實現三維遊戲的方法,該方法包含下列步驟: 初始化原始圖像; 初始化目挺圖像; 決定目標圖形在X方向及Y方向的壓縮比; 根據該初始化後的尺寸給定一 X方向操作變量; 根據該初始化後的尺寸給定一 Y方向操作變量; 根據該操作變量取得目標圖形的座標值;以及 繪出該目標圖像。 -其中初始化原始圖像包括取得該原始圖像的寬度值以 及高度值;初始化目標圖像可分為左邊、右邊、上邊、下 邊,初始化左邊及右邊目標圖像包括取得壓縮後的高度 值、寬度值以壓縮後小邊兩端點的Y座標值,初始化上邊 及下邊目標圖像包括取得壓縮後的高度值、寬度值以壓縮 後小邊兩端點的X座標值。 : 另外,為了擴大視覺範圍的效i,·’利用循環捲動的方 ( 式以構成更大的視覺範圍。動態調整輸出圖像在原圖中的 起始位置,即可實現了人往前走和後退,快跑和慢跑的視 覺效果。運用非均勻縮圖技術和捲圖操作,即可通過一張 簡單的平面圖像而生成逼真的動態三維效果。Page 4 454156 V. Description of the invention (2) Technology realization of three-dimensional games on a portable data processor. Since this operation does not require actual three-dimensional calculations, it does not delay the processing speed. Through this method, users can put many realistic 3D images into portable data processors, and even realize complex 3D games. According to the method disclosed in the present invention, a method for implementing a three-dimensional game on a portable data processor, the method includes the following steps: initializing an original image; initializing a head-up image; determining the target graphics in the X direction and the Y direction A compression ratio; an X-direction manipulated variable is given according to the initialized size; a Y-direction manipulated variable is given according to the initialized size; a coordinate value of a target graphic is obtained according to the manipulated variable; and the target image is drawn. -Among them, initializing the original image includes obtaining the width value and height value of the original image; initializing the target image can be divided into left, right, top, and bottom; initializing the left and right target images includes obtaining the compressed height value and width The value is the Y coordinate value of the two ends of the small edge after compression. Initializing the upper and lower target images includes obtaining the compressed height and width values to compress the X coordinate values of the two ends of the small edge after compression. : In addition, in order to increase the effect of the visual range, "'uses a circular scrolling method (to form a larger visual range. Dynamically adjust the starting position of the output image in the original image, you can move forward. And the visual effects of back running, jogging and jogging. Using non-uniform thumbnail technology and scrolling operations, you can generate a realistic and dynamic 3D effect from a simple flat image.
第5頁 454156 五、發明說明(3) 有關本發明之詳細内容及技術,茲就配合圖式說明如下: 【圖式簡單說明】 第1 A圖,表示左邊圖像變換前所在區域。 第1 B圖,表示左邊圖像變換後所在區域。 第2 A圖,表示右邊圖像變換前所在區域。 第2 B圖,表示右邊圖像變換後所在區域。 第3 A圖,表示上邊圖像變換前所在區域。 第3 B圖,表示上邊圖、變換後所在區域。 第4 A圖,表示下邊圖像變換前所在區域。 第4 B圖,表示下邊圖像變換後所在區域。 第5圖,為本發明的實施例流程圖。 【發明之詳細說明] 本發明的主要目的在於提供一種可在攜帶型資料處理 器上.實現三維遊戲的方法,利用非均勻縮圖的技術實現在 攜帶型資料處理器上的實現三維遊戲。由於這個操作不需 要實際進行三維的運算,因此並不會延缓處理速度。透過 這個方法,使用者可以把很多逼真的三維圖像放進攜帶型 資料處理器中,乃至實現複雜的三維遊戲。根據上述的目 的,只需使用者提供一些事先繪好的平面圖像,經過本發 明方法的處理,即可得到逼真的動&態三維效果。 【原理說明】 在詳細說明本發明的執行流程之前,先行說明本發明 所參考的原理如下。由於三維的圖像在視覺處理上會有景 深的問題,因此我們先說明景深與本發明的關係。Page 5 454156 V. Description of the invention (3) The detailed content and technology of the present invention will be described in conjunction with the drawings as follows: [Simplified description of the drawings] Figure 1A shows the area before the left image is transformed. Figure 1B shows the area where the left image is transformed. Figure 2A shows the area on the right before the image is transformed. Figure 2B shows the area where the right image is transformed. Figure 3A shows the area before the top image is transformed. Figure 3B shows the top image and the area after the transformation. Figure 4A shows the area before the bottom image is transformed. Figure 4B shows the area where the lower image is transformed. FIG. 5 is a flowchart of an embodiment of the present invention. [Detailed description of the invention] The main object of the present invention is to provide a method for realizing a three-dimensional game on a portable data processor, and to realize a three-dimensional game on a portable data processor by using non-uniform thumbnail technology. Since this operation does not require actual three-dimensional calculations, it does not delay the processing speed. Through this method, users can put many realistic 3D images into portable data processors, and even implement complex 3D games. According to the above purpose, as long as the user provides some plane images drawn in advance, and after processing by the method of the present invention, realistic three-dimensional effects of motion & state can be obtained. [Principle Explanation] Before explaining the execution flow of the present invention in detail, the principles referenced by the present invention will be described as follows. Since the three-dimensional image has a problem of depth of field in visual processing, we first explain the relationship between the depth of field and the present invention.
第6頁 454156 五、發明說明(4) 所謂景深,亦即人與景物的相對距離,所謂景深變化 就是說人與周圍景物的相對距離發生了變化,人們透過對 景深變化的感受而獲得自己的位置訊息。人們能感受景深 變化主要是因為遠處的景物在人的視網膜中所成的像比較 小,而近處的景物所成的像比較大,當人感覺到某處景物 逐漸變大的時候,他知道自己正在靠近那個景物,而當他 感覺到某處景物逐漸變小的時候,他知道自己正在遠離那 個景物。人們在生活:中還有這樣的經驗,當一輛汽車從遠 處駛過時,他會覺得那是缓缓移動,而當汽車從他身旁駛 過時,他會覺得那是風馳電掣。總體來說,遠處的景物看 起來比較小一些,但小卻不會讓人感到比例失調,近處的 景物看起來要大一些。根據這些常識,我們可以知道甚麼 樣的效果才讓人感覺到右景深並且景深在變化,從而設計 出實..現這種效果的方法,那就是前述所提到的非均勻縮圖 技術。 以「第1圖」為例,其中「第1 A圖」代表沒有景深 效果的原平面圖像,而「第1 B圖」代表經過非均勻縮圖 技術壓縮後的景物圖像,其右邊圖像高度比較小,代表較 遠處的景物,左邊圖像高度比較大,代表比較近的景.物。 處理縮圖的原則是,對相同景深的~部位採用相同的壓縮比 、 例,對於X方向座標相同的景物採用相同的景深加以處 理,因此所謂的非均勻縮圖,即是指水平方向與垂直方向 的壓縮比例不一樣,在水平方向,也就是X軸方向,採用 非均勻壓縮,垂直方向,也就是Y抽方向’採用均勻壓Page 6 454156 V. Description of the invention (4) The so-called depth of field, that is, the relative distance between the person and the scene, the so-called change of the depth of field means that the relative distance between the person and the surrounding scene has changed. Location information. People can feel the change in the depth of field mainly because the distant scene makes a smaller image in the human retina, while the close scene makes a larger image. When a person feels that the scene gradually becomes larger, he Knowing he was approaching that scene, and when he felt that the scene was getting smaller somewhere, he knew he was moving away from that scene. People also have the experience in life: when a car passes by from a distance, he feels that it is moving slowly, and when the car passes by him, he feels that it is galloping. In general, the scenery in the distance looks smaller, but the small one does not make people feel out of proportion. The scenery in the distance looks bigger. Based on these common sense, we can know what effect makes people feel the right depth of field and the depth of field is changing, so as to design a real .. The way to achieve this effect is the aforementioned non-uniform thumbnail technology. Take "Picture 1" as an example, where "Picture 1 A" represents the original plane image without the depth of field effect, and "Picture 1 B" represents the scene image compressed by non-uniform thumbnail technology. The image height is relatively small, which represents a distant scene, and the left image height is relatively large, which represents a relatively close scene. The principle of processing thumbnails is to use the same compression ratio for the parts of the same depth of field, for example, and to use the same depth of field for the same coordinates in the X direction. Therefore, the so-called non-uniform thumbnails refer to horizontal and vertical The compression ratio in the direction is different. In the horizontal direction, that is, the X-axis direction, non-uniform compression is used, and the vertical direction, that is, the Y-drawing direction, uses uniform compression.
第7頁 4 5 4 1 5 6 五、發明說明(5) 縮。 縮圖的基本操作是從原圖像中經由抽點和抽線的過程 以組成新的圖像。所謂抽點和抽線是指是從原圖像中抽取 一個個的點和一條條的線以組成新的圖像。 由於原圖像尺寸大於壓縮後圖像的尺寸,因此若從壓 縮後的圖像中的每一個點,去尋求在原圖像中的相應點, 應比從原圖像中的每個點向壓縮後圖像映射所作的計算量 要小。把根據壓縮後=圖被中像點的坐標,去尋求原圖像中 相應點坐標的過程稱為反算過程。 實際處理上,為了使圖像看起來不變形,對於一個點 來說,其垂直方向和水平方向的變形比例應該一樣,因此 我們便可以根據一個方向的壓縮比例來求取另一個方向的 壓縮比列。具體應用這個關係,體現在抽點和抽線的具體 過程.。 以「第1 B圖」所示水平二維景床後i化效果’我們處 理過程為對水平方向(X軸方向)採用非均勻抽線;對垂 直方向(Y軸方向)採用均勻等距抽點處理。所謂等距抽 點是指對於某一條垂直線來說,其壓縮後仍為一條垂直 線,壓縮過程即為等距抽點;而對水平方向抽線壓縮原 异ί :反算壓縮後垂直圖像線所對應ΐ]原圖像的垂直圖像 線,以此實現抽線。 以下為對應水平二維景深變化效果的水平反异袖線公 式推導過程。設在變換前後圖像左邊高度不變。如「第1 Α圖」及「第1Β圖」所示,變換前原圖的寬為w,高為Page 7 4 5 4 1 5 6 V. Description of the invention (5) The basic operation of the thumbnail is to make a new image through the process of drawing points and lines from the original image. The so-called points and lines refer to the extraction of dots and lines from the original image to form a new image. Since the size of the original image is larger than the size of the compressed image, if you look for the corresponding point in the original image from each point in the compressed image, it should be more compressed than from each point in the original image. The amount of calculations performed by the post-image mapping is small. The process of finding the coordinates of the corresponding points in the original image according to the coordinates of the image points in the compressed image is called the inverse calculation process. In actual processing, in order to make the image not appear distorted, the vertical and horizontal deformation ratios should be the same for a point, so we can get the compression ratio in the other direction according to the compression ratio in one direction. Column. The specific application of this relationship is reflected in the specific process of drawing points and lines. Take the effect of the horizontalization of the horizontal two-dimensional scene bed as shown in "Figure 1B". Our process is to use a non-uniform drawing for the horizontal direction (X-axis direction) and a uniform isometric drawing for the vertical direction (Y-axis direction). Point processing. The so-called equidistant extraction point refers to that for a vertical line, it is still a vertical line after compression, and the compression process is an equidistant extraction point; while the compression of the horizontal direction is the same as the original one. The image line corresponds to the vertical image line of the original image. The following is the derivation of the horizontal anti-sleeve line formula corresponding to the effect of the horizontal two-dimensional depth of field change. Set the left height of the image unchanged before and after the transformation. As shown in Figures 1A and 1B, the width of the original image before conversion is w and the height is
第8頁 454156 五、發明說明(6) h,變換後圖像的右邊高度變為h’ 後圖的寬度為w’的過程如下: 先求出原圖上坐標為X的點在Y方向上的壓縮比例 得: 由原圖的寬度w求變換 可 (h-h')x w 由於對一個點來tk /其在x方向上的壓縮比例和γ方向 上的壓縮比例應一致,因此可用Υ方向上的壓縮比例代替X 方向上的壓縮比例在X方向上求積,求得變換後圖的寬度 Ψ,,可得: Γν r (h-h')x., h + h' w 接著,由這個寬度變化的關係式推導變換後圖像中橫 坐標為X ’的點在原圖中的橫坐標X ,有如下關係: Γπ [h - h') y „ {h — h') f(c)dc= I [1-^-——]^=c|〇 ---— -° hw 2hw (/7-/21) 2wh ... Ή) -- 2wh 解出上式可得 .χ' 縱坐標方向y ’和y有如下對應關係Page 8 454156 V. Description of the invention (6) h. The height of the right side of the transformed image becomes h '. The process of the width of the image after w' is as follows: First, find the point with coordinate X on the original image in the Y direction. The compression ratio of is: (h-h ') xw can be calculated from the width w of the original image. Since tk / the compression ratio in the x direction and the compression ratio in the γ direction should be the same for a point, the Υ direction can be used. Instead of the compression ratio in the X direction, the compression ratio on the quadrature is multiplied in the X direction, and the width Ψ of the transformed graph is obtained. We can get: Γν r (h-h ') x., H + h' w Then, from This relationship of width changes derives that the point with the abscissa X 'in the transformed image is in the abscissa X of the original image, and has the following relationship: Γπ [h-h') y „{h — h ') f (c) dc = I [1-^ -——] ^ = c | 〇 ------° hw 2hw (/ 7- / 21) 2wh ... Ή)-2wh can be obtained by solving the above formula. The coordinate directions y 'and y have the following correspondence
第9頁 454156 五、發明說明(7) X = 2b{\ - Jl- b 其中 X中 其 標 坐 的 向 方 y 和 向 方 X 後 前 換 變為 別 分 度度 高寬 的的 邊像 ' 圖 像前 圖換 後變 換為 變 W為, , 標 h座 度縱 高邊 的小 像後 圖換 前變 換像 變圖 為為 度 -寬 的 :#〜 、 --r / 像 圖 後 換 變 為 35示 座 橫 、 .—r / 後 換 變 像 圖 為 變 深ο 旦尽 }有 示具 標種 的四 中出 J推 圖以 B 可 一-ί , 第程 Γ過 及導 J推 圖的 Α上 一—I 以 第個 Γ=疋 考據 參根 可 四右 下大 砰Λ 、工 及左 上 : 天徵 、特 邊下 右如 、有 邊具 左別 的分 覺 ’ 視果 眼效 人覺 即視 ,的 果物 效景 覺的 視域 的區 匕 固 /1 /1 、 α d 士 邊別 右第 小及 邊 J 上圖 大B 邊3 下第 , 厂 、 .—r 、 / 邊 1 下圖 大B 邊CM 上第 , 厂 ' 、 邊 J 左圖 大Β ~一我 圖 。 Α示 一~^所 一弟 J Γ 圖 如B 像4 圖第 的Γ 前及標 換 J坐 變圖點 其A像 ,3 像 示第圖 所Γ 後 J、售 ίΜ^^壓 Β圖從 4 Α 出 X /(\ 圖 原 算 反 分第2給 , Γ W弟 为 分 aj ΓPage 9 454156 V. Description of the invention (7) X = 2b {\-Jl- b, where the horizontal direction y of the standard position in X and the forward direction of X in the direction of X are changed into side images with different scales and widths' The image before the image transformation is transformed into W,, and the small image with the height and height on the h scale is transformed to the image before the image transformation is degree-wide: # ~, --r / image after transformation It shows the horizontal position at 35, and the change in the .-r / post-change image becomes deeper. Ο As far as possible, there is a four-shot J-push chart with a standard type shown as B Ke Yi-ί, the first pass Γ and the J-push chart.上 上 上 —I take the first Γ = 疋 to test the reference. According to Shen Genke, there are four bangs on the bottom right, 工, and the top left: Tian Zheng, special bottom right, as well as a left side with different perceptions. Consciousness is the sight, the effect of the vision of the field of vision is / 1/1/1, α d Shi Bian Bie Xiao Dian and Bian J. Above the big B Bian 3 Dian, plant, .—r, / Bian 1 In the figure below, the big B is on the CM, the second one is on the left, and the J is on the left. Α shows a ~ ^ So Yidi J Γ picture as B image 4 Figure Γ before and the standard J sit change map points A image, 3 images show Γ after J, sale ίΜ ^^ Press B picture from 4 Α out X / (\ The original calculation is the second inverse score, Γ W is the score aj Γ
X /(V 式 公 算 -ft 的 式 公 算 反 :物 X)/景 變邊 標不左 坐度 點長;·'、 下 如 式 公 算 反 的 BJ f 他X / (V formula -ft formula -ft formula: inverse: object X) / Jing change the edge of the mark is not left sitting point length; · ', BJ f
像邊 應大 對C 中 其The image edge should be large.
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第12頁 4 5 41 b 〇 五、發明說明(ίο) 〇 【具體實施例】 接著以左邊景物為例,說明其實際的操作流程。根據 本發明所揭露的方法,該方法包含下列步驟: 初始化原始圖像; 初始化目標圖像, 決定目標圖形在X方向及Υ方向的壓縮比; 根據該初始化後的尺寸給定一X.方向操作變量; 根據該初始化後的尺寸給定一 Υ方向操作變量; 根據該操作變量取得目標圖形的座標值;以及 續' 出該壓縮後的圖形。 其中初始化原始圖像包括取得該原始圖像的寬度值以 及高度值;初始化目標圖像可分為左邊、右邊、上邊、下 邊 '初始化左邊及右邊目標圖像包括取得壓縮後的高度 值、寬度值以壓縮後小邊兩端點的Υ座標值,初始化上邊 及下邊目標圖像包括取得壓縮後的高度值、寬度值以壓縮 後小邊兩端點的X座標值。 其詳細的流程圖,如「第5圖」所示, 步驟1 0 :開始; -* · 时-r 步驟1 1 :輸入原圖尺寸以及目標圖尺寸; 步驟1 2 :根據原圖尺寸以及目標尺寸給定X轴變量 b = w/( 1- (h7h) Λ2); 步驟13:令循環變量 τ- ^Page 12 4 5 41 b 〇 Fifth, the invention description (ίο) 〇 [specific embodiment] Then take the scene on the left as an example to explain its actual operation process. According to the method disclosed in the present invention, the method includes the following steps: initializing the original image; initializing the target image, determining the compression ratio of the target graphic in the X direction and the Υ direction; and giving an X. direction operation according to the initialized size. A variable; a direction manipulation variable is given according to the initialized size; a coordinate value of a target figure is obtained according to the manipulated variable; and the compressed figure is continued. The initialization of the original image includes obtaining the width value and the height value of the original image. The initialization target image can be divided into left, right, top, and bottom. The initialization of the left and right target images includes obtaining the compressed height and width values. Initializing the upper and lower target images with the Υ-coordinate values of the two ends of the small edge after compression includes obtaining the compressed height and width values to compress the X-coordinate values of the two ends of the small edge after compression. The detailed flow chart, as shown in "Figure 5", Step 10: Start;-* · Hour -r Step 11: Enter the original image size and target image size; Step 12: According to the original image size and target Dimension given X-axis variable b = w / (1- (h7h) Λ2); Step 13: Let the loop variable τ- ^
第13頁 454156 五、發明說明(11) 步驟1 4 :根據X軸便量求出原圖X方向座標: 步驟1 5 :根據原圖尺寸以及目標尺寸給定Y轴變量 J = hr* I/w5 ; 步驟1 6 :根據Y軸變量求出原圖y方向座標 y = h*J/( h-h2*I/w,); 步驟 1 7 : J=J+1 ; 步驟18 :如果J.< h- h2*i/w’,則轉1 6繼續執行; 步驟19 : 1=1+1 ; 步驟2 0 :如果 I < w’ ,則轉1 4繼續執行; 步驟2 1 :結束。 接著將上述的步驟作更詳細的說明如下:首先,先將 原圖的尺寸以及目標圖的尺寸初始化,以供後續處理使 .角,接根據這些尺寸,給定X轴變量,用以計算原圖中的 座標,這個變量係由原來的寬度、高度以及縮圖之後的高 度所組成,命名為X :軸變量 b = w /(1.0 — (h /h) Λ2)Page 13 454156 V. Explanation of the invention (11) Step 14: Find the X-direction coordinates of the original image based on the amount of X-axis: Step 15: Specify the Y-axis variable J according to the size of the original image and the target size J = hr * I / w5 ; Step 16: Find the y-direction coordinate y = h * J / (h-h2 * I / w,) according to the Y-axis variable; Step 17: J = J + 1; Step 18: If J. < h- h2 * i / w ', go to 16 to continue execution; Step 19: 1 = 1 + 1; Step 2 0: If I < w', go to 14 to continue execution; Step 2 1: End . Then the above steps are described in more detail as follows: First, the size of the original image and the size of the target image are initialized for subsequent processing to use the angle. Then, given these dimensions, the X-axis variables are given to calculate the original The coordinates in the figure. This variable is composed of the original width, height, and height after the thumbnail. It is named X: axis variable b = w /(1.0 — (h / h) Λ2)
第14頁 4 5 4 1 5 6 五、發明說明(12) 。由於圖像中有很多像素點,所以必須設定一個循環變 量,以持續計算原始的座標值。將循環變量I設定為〇,接 著求出根據X軸變量求出原圖中的座標值。求出座標值之 後,續根據循環變量I值、壓縮後的尺寸以及原來的寬度 給定Y軸變量 J = hi ’ * Uw’ ,接著根據此變量求原圖中Y座標值,其公式為 y = h * J / ( h - h 2ν I / w ) , 。以判斷式 判斷求完與否,若尚未求完,則回到步驟1 6繼續執行;將 循環.變量 J < h - h 2 * i / w ’ 之後「再來判斷 I < w ’ I若大於w’ ,則回到步驟1 4繼續執行計算。 另外,為了擴大視覺範圍的效果,利用循環捲動的方 ^以構成更大的視覺範圍。動態調""整輸出圖像在原圖中的 〔 起始位置,即可實現了人往前走和後退,快跑和慢跑的視 覺效果。運用非均勻縮圖技術和捲圖操作,即可通過一張 簡單的平面圖像而生成逼真的動態三維效果。 雖然本發明以前述之較佳實施例揭露如上,然其並非用以Page 14 4 5 4 1 5 6 5. Description of the invention (12). Because there are many pixels in the image, a cyclic variable must be set to continuously calculate the original coordinate value. The loop variable I is set to 0, and then the coordinate values in the original image are obtained from the X-axis variables. After finding the coordinate value, continue to give the Y-axis variable J = hi '* Uw' according to the loop variable I value, the compressed size, and the original width, and then find the Y coordinate value in the original image based on this variable, the formula is y = h * J / (h-h 2ν I / w),. Use the judgment formula to judge whether the evaluation is complete or not. If it is not completed, return to step 16 to continue execution; the loop will be repeated. The variable J < h-h 2 * i / w 'will be followed by "I < w' I If it is greater than w ', return to step 14 to continue the calculation. In addition, in order to expand the effect of the visual range, use the square scrolling ^ to form a larger visual range. Dynamically adjust the entire output image in the original [The starting position in the picture can realize the visual effects of people walking forward and back, fast running and jogging. Using non-uniform thumbnail technology and scrolling operations, it can be generated from a simple flat image Realistic and dynamic three-dimensional effect. Although the present invention is disclosed above with the foregoing preferred embodiments, it is not intended to
第15頁 454156 五、發明說明(13) 限定本發明,任何熟習此技藝者,在不脫離本發明之精神 和範圍内,當可作些許之更動與潤飾,因此本發明之保護 範圍當視後附之申請專利範圍所界定者為準。Page 15 454156 V. Description of the invention (13) The invention is limited. Any person skilled in the art can make some modifications and retouching without departing from the spirit and scope of the invention. The attached application patent shall prevail.
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