Patents by Inventor Jumpei Tsuda

Jumpei Tsuda has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Publication number: 20060246974
    Abstract: In a program for controlling group of characters, a recorded medium, and a game device thereof, one can enjoy complex lively movement or fighting of the group by a self-explanatory operation, which is expressed more realistically. The present program provides a program for controlling video games, and controlling the movement of a character group to permit a computer to function to accomplish: a group movement function to move a leader-including group of which a leader character is added to an agent group comprising a plurality of agent characters in a 3-dimensional virtual space based on input information from an input device; a friendly agent group following function to permit the friendly agent groups other than the leader-including group to follow the moving leader-including group; and a group display function to display the leader-including group and the friendly agent group on a display device.
    Type: Application
    Filed: December 20, 2005
    Publication date: November 2, 2006
    Inventors: Jumpei Tsuda, Sotaro Kuroda, Naohito Kano
  • Patent number: 7104890
    Abstract: A program which can dynamically and realistically express an impact which a game character rendered by motion data receives is provided. In bullet ball-related processing (S114), determination is made about whether a bullet ball hits either one of node assigned balls. When the determination is affirmative, a torque at a hit point is calculated as an impact magnitude and the node assigned balls are disposed, through calculation of a rotation angle per frame, to nodes whose coordinate positions are corrected in metaball update processing (S120), density is calculated for each vertex of voxels from a reference position of each metaball towards the minimum direction and the maximum direction of a voxel index of the voxels according to a calculation equation expressing a solid shape in density distribution processing (S122), and vertex coordinates of polygons are calculated based upon density of each metaball at the vertex coordinates of the voxels and a predetermined threshold in marching cube processing (S124).
    Type: Grant
    Filed: December 20, 2002
    Date of Patent: September 12, 2006
    Assignee: Koei Co., Ltd.
    Inventors: Jumpei Tsuda, JaeYoung Kim
  • Publication number: 20060135237
    Abstract: In a program for controlling a group of characters, a recorded medium, and a game device thereof, one can enjoy complex lively movement or fighting of the group having the leader in the middle by a self-explanatory operation, which is expressed more realistically.
    Type: Application
    Filed: December 20, 2005
    Publication date: June 22, 2006
    Inventor: Jumpei Tsuda
  • Patent number: 6894688
    Abstract: A program which can render an object dynamically by using metaballs in a three-dimensional imaginary space is provided. All metaballs MB are disposed in an imaginary box IB, (r/R)2 is calculated according to a calculation equation expressing a given solid shape of a metaball MB from a center of the metaball MB towards the minimum direction and the maximum direction of a voxel index of a voxel Vx for each vertex of the voxel Vx. At this time, a second-order divided difference is calculated, based upon the second-order divided difference and a first-order divided difference calculated last time the first-order divided difference is updated, and (r/R)2 is calculated (S618 and S634) Only two times of addition are performed by utilizing information on vertexes of the adjacent voxels Vx calculated last time, thereby a computation time for (r/R)2 can be shortened.
    Type: Grant
    Filed: December 19, 2002
    Date of Patent: May 17, 2005
    Assignee: Koei Co., Ltd.
    Inventors: Jumpei Tsuda, Satoshi Nakamura, Takao Kato, JaeYoung Kim
  • Patent number: 6736724
    Abstract: A character-group battle method, recording medium and game device for realistically expressing a group battle through a series of operations are provided. It is determined whether or not there is an enemy horse soldier belonging to an enemy army inside the enemy-search area that has been preset as the range of view of the object horse soldier (S406), and when it is determined that there is an enemy horse soldier (S410, 416, 428), then it is determined whether or not that enemy horse soldier is capable of engaging in battle with the object horse soldier, and when it is determined that battle is possible, then that enemy horse soldier is identified as an enemy that the object horse soldier must do battle (S440), so the object horse soldier approaches the enemy horse soldier until the enemy horse soldier is inside the battle area of the object horse soldier.
    Type: Grant
    Filed: November 24, 2000
    Date of Patent: May 18, 2004
    Assignee: Koei Co., Ltd.
    Inventors: Yoichi Erikawa, Jumpei Tsuda
  • Publication number: 20040021667
    Abstract: A program which can control a movement of grouped characters which move in a three-dimensional virtual space with a reality and great interest is provided. A three-dimensional polygon model is prepared, and each agent character is imparted an acceleration as kinematical performance where a force is obtained by multiplying a predetermined constant and a position vector together so as to follow each vertex of the polygon model (steps 208 and 210). Thereby, a group form of the agent characters having some fluctuation and a chaotic group form of the agent characters having some tendency are realized at the same time. A state that the group of the agent characters moves as if they were one creature as a whole is rendered by imparting a motion to the polygon model that the agent characters follow.
    Type: Application
    Filed: March 13, 2003
    Publication date: February 5, 2004
    Applicant: KOEI CO, LTD.
    Inventor: Jumpei Tsuda
  • Publication number: 20040023717
    Abstract: A program which can dynamically and realistically express an impact which a game character rendered by motion data receives is provided. In bullet ball-related processing (S114), determination is made about whether a bullet ball hits either one of node assigned balls. When the determination is affirmative, a torque at a hit point is calculated as an impact magnitude and the node assigned balls are disposed, through calculation of a rotation angle per frame, to nodes whose coordinate positions are corrected in metaball update processing (S120), density is calculated for each vertex of voxels from a reference position of each metaball towards the minimum direction and the maximum direction of a voxel index of the voxels according to a calculation equation expressing a solid shape in density distribution processing (S122), and vertex coordinates of polygons are calculated based upon density of each metaball at the vertex coordinates of the voxels and a predetermined threshold in marching cube processing (S124).
    Type: Application
    Filed: December 20, 2002
    Publication date: February 5, 2004
    Inventors: Jumpei Tsuda, JaeYoung Kim
  • Publication number: 20040021661
    Abstract: A program which can render an object dynamically by using metaballs in a three-dimensional imaginary space is provided. All metaballs MB are disposed in an imaginary box IB, (r/R)2 is calculated according to a calculation equation expressing a given solid shape of a metaball MB from a center of the metaball MB towards the minimum direction and the maximum direction of a voxel index of a voxel Vx for each vertex of the voxel Vx. At this time, a second-order divided difference is calculated, based upon the second-order divided difference and a first-order divided difference calculated last time the first-order divided difference is updated, and (r/R)2 is calculated (S618 and S634) Only two times of addition are performed by utilizing information on vertexes of the adjacent voxels Vx calculated last time, thereby a computation time for (r/R)2 can be shortened.
    Type: Application
    Filed: December 19, 2002
    Publication date: February 5, 2004
    Inventors: Jumpei Tsuda, Satoshi Nakamura, Takao Kato, JaeYoung Kim