Patents by Inventor Satoru Osako

Satoru Osako 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: 20130143667
    Abstract: An example of a game system includes a plurality of game apparatuses, and a matching server decides game apparatuses as players (A, B), and game apparatuses as game masters (C-E) in response to a request from the game apparatus. During the game play, operation data in response to an operation input to each of the game apparatuses (A, B) is transmitted to the game apparatuses (C-E), and in the game apparatuses (C-E), game processing is executed. Result data of the game processing is transmitted to the game apparatuses (A, B). When the data is saved, the encoded game data is transmitted from each of the game apparatuses (C-E) to the game apparatuses (A, B), and saved there.
    Type: Application
    Filed: February 10, 2012
    Publication date: June 6, 2013
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120306933
    Abstract: From a stored panorama moving image, panorama images are read and sequentially acquired every predetermined time for reproduction on a display device, each of the panorama images being a frame of the panorama moving image. A range to be displayed in a first display area is set in each of the acquired panorama images. A range to be displayed in a second display area is set in each of the acquired panorama images. The respective ranges of the acquired panorama images which are set to be displayed in the first display area are displayed in the first display area. The respective ranges of the acquired panorama images which are set to be displayed in the second display area are displayed in the second display area.
    Type: Application
    Filed: May 31, 2012
    Publication date: December 6, 2012
    Applicant: NINTENDO CO., LTD.
    Inventors: Satoru OSAKO, Toshiaki SUZUKI
  • Publication number: 20120307001
    Abstract: A panorama moving image including panorama images of a real world is pasted on a model in a virtual space as texture, and an image of the model is captured by a virtual camera. An image-capturing direction of the virtual camera is changed in accordance with an attitude of a portable display device, and the image captured by the virtual camera is displayed on the portable display device.
    Type: Application
    Filed: May 11, 2012
    Publication date: December 6, 2012
    Applicant: NINTENDO CO., LTD.
    Inventors: Satoru OSAKO, Shigeru MIYAMOTO
  • Publication number: 20120293549
    Abstract: In a game apparatus, a plurality of images of a real object are taken from a plurality of directions, and the plurality of images are previously stored in a storage device so as to be associated with imaging directions. The game apparatus causes an outer imaging section to take an image including a marker positioned in a real space, and detects the marker included in the taken image. The game apparatus calculates, based on the detected marker, a position of the outer imaging section in a marker coordinate system based on the marker. The game apparatus calculates a vector indicating a direction from the position of the outer imaging section toward the marker, selects, based on the vector, an image from among the plurality of images stored in the storage device, and displays the selected image on the upper LCD.
    Type: Application
    Filed: July 27, 2011
    Publication date: November 22, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120219178
    Abstract: A position of a predetermined object or a predetermined design is sequentially detected from images. Then, an amount of movement of the predetermined object or the predetermined design is calculated on the basis of: a position, in a first image, of the predetermined object or the predetermined design detected from the first image; and a position, in a second image, of the predetermined object or the predetermined design detected from the second image acquired before the first image. Then, when the amount of movement is less than a first threshold, the position, in the first image, of the predetermined object or the predetermined design detected from the first image is corrected to the position, in the second image, of the predetermined object or the predetermined design detected from the second image.
    Type: Application
    Filed: July 29, 2011
    Publication date: August 30, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120219177
    Abstract: First, a series of edge pixels representing a contour of an object or of a design represented in the object are detected from an image acquired from a capturing apparatus. Then, a plurality of straight lines are generated on the basis of the series of detected edge pixels, and vertices of the contour are detected on the basis of the plurality of straight lines. Further, relative positions and orientations of the capturing apparatus and the object relative to each other are calculated on the basis of the detected vertices, and a virtual camera in a virtual space is set on the basis of the positions and the orientations. Then, a virtual space image obtained by capturing the virtual space with the virtual camera is displayed on a display device.
    Type: Application
    Filed: July 29, 2011
    Publication date: August 30, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120219228
    Abstract: First, a plurality of vertices of a contour of an object or of a design are detected from an image. Then, a predetermined number of division points are generated on each of sides connecting the plurality of detected vertices, so as to divide each side of at least one pair of two opposing sides into unequal parts. Then, a plurality of sample points are determined on the basis of straight lines connecting the division points on the two opposing sides to one another, and on the basis of pixel values of the sample points, it is determined whether or not a predetermined object or design is displayed in an area surrounded by the plurality of vertices in the image.
    Type: Application
    Filed: August 4, 2011
    Publication date: August 30, 2012
    Applicant: NINTENDO CO., LTD.
    Inventors: Satoru Osako, Ryota Maruko
  • Publication number: 20120219179
    Abstract: A position of a predetermined object or design is sequentially detected from images. Then, an amount of movement of the predetermined object or design is calculated on the basis of: a position, in a first image, of the predetermined object or design detected from the first image; and a position, in a second image, of the predetermined object or design detected from the second image acquired before the first image. Then, when the amount of movement is less than a first threshold, the position, in the first image, of the predetermined object or design detected from the first image is corrected to a position internally dividing, in a predetermined ratio, line segments connecting: the position, in the first image, of the predetermined object or design detected from the first image; to the position, in the second image, of the predetermined object or design detected from the second image.
    Type: Application
    Filed: August 2, 2011
    Publication date: August 30, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120219227
    Abstract: First, a difference between a pixel value of a first pixel in an image and a pixel value of a second pixel is calculated, the second pixel placed a predetermined number of pixels away from the first pixel. Then, when the difference is equal to or greater than a predetermined value, an edge determination threshold is calculated on the basis of: the pixel value of the first pixel or a pixel value of a pixel near the first pixel; and the pixel value of the second pixel or a pixel value of a pixel near the second pixel. Then, an edge pixel corresponding to an edge present between the first pixel and the second pixel is detected by comparing the edge determination threshold with a pixel value of each pixel placed between the first pixel and the second pixel.
    Type: Application
    Filed: July 29, 2011
    Publication date: August 30, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120219226
    Abstract: First, it is determined whether or not a contour or vertices have been detected from a certain image. Then, when it is determined that a contour or vertices have been detected from the certain image, a pattern matching process is performed on, in the image, an area surrounded by the contour or the vertices detected from the image. Then, when it is determined that a predetermined object or a predetermined design is displayed in the area, detection position information indicating a position related to the area is stored in a storage area. On the other hand, when it is determined that a contour or vertices have not been detected from the certain image, a pattern matching process is performed on the image on the basis of the detection position information stored in the storage area.
    Type: Application
    Filed: August 2, 2011
    Publication date: August 30, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20120191228
    Abstract: A game apparatus as an information processing apparatus includes a CPU, and the CPU generates data for generation from information specific to the game apparatus and random numbers, and calculates hash value data by using the data for generation. On the other hand, the CPU extracts the apparatus-specific information from the taken data for generation, and determines whether it is correct or not. In a case that it is determined that the apparatus-specific information is correct, hash value data is calculated by using the taken data for generation. Then, the CPU executes game processing regarding the hash value data as a parameter in a case that the taken hash value data and the calculated hash value data are coincident with each other. In a case that the apparatus-specific information is not correct or in a case that the two hash value data is not coincident with each other, the communication game is not started.
    Type: Application
    Filed: May 4, 2011
    Publication date: July 26, 2012
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Patent number: 8103696
    Abstract: A data processing program generates a layered list structure which is a data structure formed of a plurality of layers. The layered list structure includes a data element layer which includes a plurality of data elements, each including a substance of predetermined data or information indicating a position on a memory storing the substance of the predetermined data, and is a layer in which the data elements are included as a linked list; and a relay node layer positioned above the data element layer and including a plurality of relay nodes, each associated with one element in a layer immediately below. The relay node layer is further divided into layers; in each relay node layer, the relay nodes are ordered in accordance with the order of the elements in the layer immediately below, and in each relay node layer, the relay nodes ordered adjacent to each other are associated together.
    Type: Grant
    Filed: September 16, 2008
    Date of Patent: January 24, 2012
    Assignee: Nintendo Co., Ltd.
    Inventor: Satoru Osako
  • Publication number: 20110305368
    Abstract: A game apparatus detects a predetermined image object including a first graphic pattern with a plurality of inner graphic patterns drawn therein from a captured image captured by an image-capturing section. The game apparatus first obtains the captured image captured by the image-capturing section, and detects an area of the first graphic pattern from the captured image. Then, the game apparatus detects the plurality of inner graphic patterns from within the detected area, and calculates center positions of the inner graphic patterns so as to detect the position of the predetermined image object.
    Type: Application
    Filed: October 29, 2010
    Publication date: December 15, 2011
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20110305367
    Abstract: A game apparatus obtains a captured image captured by a camera. First, the game apparatus detects an object area of the captured image that includes a predetermined image object based on pixel values obtained at a first pitch across the captured image. Then, the game apparatus detects a predetermined image object from an image of the object area based on pixel values obtained at a second pitch smaller than the first pitch across the object area of the captured image.
    Type: Application
    Filed: October 28, 2010
    Publication date: December 15, 2011
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Publication number: 20090313222
    Abstract: A data processing program generates a layered list structure which is a data structure formed of a plurality of layers. The layered list structure includes a data element layer which includes a plurality of data elements, each including a substance of predetermined data or information indicating a position on a memory storing the substance of the predetermined data, and is a layer in which the data elements are included as a linked list; and a relay node layer positioned above the data element layer and including a plurality of relay nodes, each associated with one element in a layer immediately below. The relay node layer is further divided into layers; in each relay node layer, the relay nodes are ordered in accordance with the order of the elements in the layer immediately below, and in each relay node layer, the relay nodes ordered adjacent to each other are associated together.
    Type: Application
    Filed: September 16, 2008
    Publication date: December 17, 2009
    Applicant: NINTENDO CO., LTD.
    Inventor: Satoru OSAKO
  • Patent number: 7391417
    Abstract: An entire view volume in a virtual three-dimensional game space to be displayed on a display unit is divided into a front view volume closer to a view point and a back view volume away from the view point. In a first frame of two successive frames, polygons in the back view volume are rendered to generate a back image. In a second frame, with the back image being taken as a background, polygons in a front view volume are rendered to form an entire image. With this, in a portable game machine including a relatively small-sized three-dimensional image processing circuit, polygons more than those that can be generated in one frame by the three-dimensional image processing circuit can be displayed.
    Type: Grant
    Filed: August 20, 2004
    Date of Patent: June 24, 2008
    Assignee: Nintendo Co., Ltd.
    Inventor: Satoru Osako
  • Patent number: 7104891
    Abstract: A partial shadow volume having a predetermined height defined by a contour of a character object and light coming from a light source is formed based on undulations of a land object, and is then stored in advance in a DVD-ROM or the like. A CPU reads this partial shadow volume for placing the partial shadow volume at a point of intersection of the land object and a line extending from character object placement coordinates to a light direction. The placed partial shadow volume is rendered by using the stencil buffer. Based on values in the stencil buffer, a shadow of the character object cast on the land object is rendered. Thus, a realistic shadow can be rendered with a reduced processing load for shadow rendering processing.
    Type: Grant
    Filed: November 6, 2002
    Date of Patent: September 12, 2006
    Assignee: Nintendo Co., Ltd.
    Inventors: Satoru Osako, Naoya Morimura
  • Patent number: 6971957
    Abstract: A DVD-ROM stores a plurality of shadow volume data corresponding to respective attitudes of an object which casts a shadow. A CPU sets a shadow volume corresponding to the attitude of the object by performing interpolation based on the shadow volume data as necessary. Based on the thus-set shadow volume, a GPU determines a shadow region using a stencil buffer. Based on the determined results, the GPU updates luminance information of each pixel stored in a color buffer. According to this configuration, when a game system uses the shadow volume to draw a shadow, it is possible to reduce the processing load caused by setting the shadow volume while drawing a more realistic shadow corresponding to the attitude of the object which casts the shadow.
    Type: Grant
    Filed: April 8, 2003
    Date of Patent: December 6, 2005
    Assignee: Nintendo Co., Ltd.
    Inventor: Satoru Osako
  • Publication number: 20050248580
    Abstract: An entire view volume in a virtual three-dimensional game space to be displayed on a display unit is divided into a front view volume closer to a view point and a back view volume away from the view point. In a first frame of two successive frames, polygons in the back view volume are rendered to generate a back image. In a second frame, with the back image being taken as a background, polygons in a front view volume are rendered to form an entire image. With this, in a portable game machine including a relatively small-sized three-dimensional image processing circuit, polygons more than those that can be generated in one frame by the three-dimensional image processing circuit can be displayed.
    Type: Application
    Filed: August 20, 2004
    Publication date: November 10, 2005
    Applicant: Nintendo Co., Ltd.
    Inventor: Satoru Osako
  • Publication number: 20030228905
    Abstract: A DVD-ROM 300 previously stores a plurality of shadow volume data corresponding to respective attitudes of an object which casts a shadow. A CPU 10 sets a shadow volume corresponding to the attitude of the object by performing interpolation based on the shadow volume data as necessary. Based on the thus-set shadow volume, a GPU 11 performs determination regarding a shadow region by using a stencil buffer 16. Based on the determination results, the GPU 11 updates luminance information of each pixel stored in a color buffer 14. According to this configuration, in the case where a game apparatus uses the shadow volume to draw a shadow, it is possible to reduce the processing load caused by setting the shadow volume while drawing a more realistic shadow corresponding to the attitude of the object which casts a shadow.
    Type: Application
    Filed: April 8, 2003
    Publication date: December 11, 2003
    Inventor: Satoru Osako