Patents by Inventor Shigeru Kitsutaka

Shigeru Kitsutaka 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).

  • Patent number: 7566273
    Abstract: An objective of the present invention is to provide a game system, program and image generating method which can generate a more realistic image with reduced processing load by using an alpha value set depending on a depth value. Z-value for each pixel in an original image is transformed into Z2-value that is formed of bits I to J which are positioned lower than the most significant bit in the Z-value. The alpha value for each pixel is set at a value corresponding to the Z2-value. Representation of the depth of field or fog image is enabled by using the alpha value to generate an image. The Z2-value is clamped to a given value depending on a bit value other than the bits I to J of the Z-value. Bits M to N and K to L (where K?I?L>M?J?N) in the Z-value are set as index numbers in LUT1 and LUT2 and used to perform texture mapping for transforming the Z-value into Z3- and Z4-values. These Z3- and Z4-values are used to determine the Z2-value.
    Type: Grant
    Filed: January 23, 2001
    Date of Patent: July 28, 2009
    Assignee: Namco Bandai Games, Inc.
    Inventor: Shigeru Kitsutaka
  • Patent number: 7116334
    Abstract: An objective of the present invention is to provide a game system, program and image generating method which can generate a more realistic image with reduced processing load by using an alpha value set depending on a depth value. Z-value for each pixel in an original image is transformed into Z2-value that is formed of bits I to J which are positioned lower than the most significant bit in the Z-value. The alpha value for each pixel is set at a value corresponding to the Z2-value. Representation of the depth of field or fog image is enabled by using the alpha value to generate an image. The Z2-value is clamped to a given value depending on a bit value other than the bits I to J of the Z-value. Bits M to N and K to L (where K?I?L>M?J?N) in the Z-value are set as index numbers in LUT1 and LUT2 and used to perform texture mapping for transforming the Z-value into Z3- and Z4-values. These Z3- and Z4-values are used to determine the Z2-value.
    Type: Grant
    Filed: January 23, 2001
    Date of Patent: October 3, 2006
    Assignee: Namco Bandai Games Inc.
    Inventor: Shigeru Kitsutaka
  • Patent number: 7046242
    Abstract: An object is to provide a game system, program and image generating method which can effectively generate an image having an edge line of higher quality. The image of an edge line EDL of an object OB is changed depending on a distance between the object and the viewpoint or the size of the perspectively transformed object OB. As the distance between the object and the viewpoint increases or as the size of the perspectively transformed object decreases, the color of the edge line of the object gradually becomes the second color. The color of the edge line begins to become the second color at a threshold value VTN. The color of the edge line is set to the second color at another threshold value VTF. As the distance between the object and the viewpoint increase or as the size of the perspectively transformed object decreases, the image of the edge line of the object is made more transparent.
    Type: Grant
    Filed: June 4, 2001
    Date of Patent: May 16, 2006
    Assignee: Namco Ltd.
    Inventor: Shigeru Kitsutaka
  • Patent number: 7042463
    Abstract: It is an object to provide an image generating system and program which can generate such an image as in the real world with reduced processing load. The alpha-value for each pixel in the original image is set to a value corresponding to its Z-value. The set alpha-value is used to perform alpha-blending between the original image and a defocused image. As the difference between the Z-value of the focus and the depth value increases, the synthesis ratio of the defocused image is increased. The range of depth of field and defocusing effect are controlled by varying the corresponding relationship between the Z-value and the alpha-value. The alpha-value is set such that the alpha-value for an pixel located in an area AR1 between Z1 and Z2 will be set to ?1, the alpha-value for an pixel located in an area AR2 between Z2 and Z3 will be set to ?2 and so forth. The alpha-value is set by updating the alpha-value of a pixel located farther from an object when the object is drawn in a frame buffer.
    Type: Grant
    Filed: December 15, 2000
    Date of Patent: May 9, 2006
    Assignee: Namco Ltd.
    Inventor: Shigeru Kitsutaka
  • Patent number: 6927777
    Abstract: It is an object to provide an image generating system and program which can generate such an image as in the real world with reduced processing load. The alpha-value for each pixel in the original image is set to a value corresponding to its Z-value. The set alpha-value is used to perform alpha-blending between the original image and a defocused image. As the difference between the Z-value of the focus and the depth value increases, the synthesis ratio of the defocused image is increased. The range of depth of field and defocusing effect are controlled by varying the corresponding relationship between the Z-value and the alpha-value. The alpha-value is set such that the alpha-value for an pixel located in an area AR1 between Z1 and Z2 will be set to ?1, the alpha-value for an pixel located in an area AR2 between Z2 and Z3 will be set to ?2 and so forth. The alpha-value is set by updating the alpha-value of a pixel located farther from an object when the object is drawn in a frame buffer.
    Type: Grant
    Filed: February 3, 2004
    Date of Patent: August 9, 2005
    Assignee: Namco, Ltd.
    Inventor: Shigeru Kitsutaka
  • Patent number: 6847361
    Abstract: The present invention provides an image generation system and program that apply shading for producing a cel animation type of image, with a reduced processing load. Brightness information is set for each pixel of a two-dimensional image that is obtained by perspective transformation of a three-dimensional object, based on brightness information set for that three-dimensional object, the two-dimensional image is divided into a plurality of areas based on the thus-set brightness information, and stepped shading is applied in units of the thus-divided plurality of areas. This brightness information could be set beforehand or it could be calculated in real-time, based on a given condition. The system could also comprise means for determining the pixels to be rendered by comparing the brightness information of each pixel with a given threshold value, then performing adjustment processing on the color information of the pixels to be rendered, based on color information that acts as a reference.
    Type: Grant
    Filed: September 1, 2000
    Date of Patent: January 25, 2005
    Assignee: Namco, Ltd.
    Inventor: Shigeru Kitsutaka
  • Patent number: 6828969
    Abstract: A game system, program and image generating method which can effectively generate an image of an edge line in a more natural manner are provided. The image of an edge line EDL of an object OB is drawn in an inside area of an edge of the object OB. The object is translucent-synthesized with the edge line with a translucency determined depending on the distance from the viewpoint or the size of the perspectively transformed object. A Z-value of the object in a position where the edge line is to be drawn is set as the Z-value of the edge line. A mapping image is mapped on a virtual polygon through the bi-linear filtering method while shifting a texture coordinate in the first or second direction, thereby drawing the edge line of the object. A virtual polygon is generated such that it encloses the image of the perspectively transformed object and has a size variable depending on the size of the perspectively transformed object.
    Type: Grant
    Filed: February 19, 2002
    Date of Patent: December 7, 2004
    Assignee: Namco Ltd.
    Inventor: Shigeru Kitsutaka
  • Publication number: 20040155887
    Abstract: It is an object to provide an image generating system and program which can generate such an image as in the real world with reduced processing load. The alpha-value for each pixel in the original image is set to a value corresponding to its Z-value. The set alpha-value is used to perform alpha-blending between the original image and a defocused image. As the difference between the Z-value of the focus and the depth value increases, the synthesis ratio of the defocused image is increased. The range of depth of field and defocusing effect are controlled by varying the corresponding relationship between the Z-value and the alpha-value. The alpha-value is set such that the alpha-value for an pixel located in an area AR1 between Z1 and Z2 will be set to &agr;1, the alpha-value for an pixel located in an area AR2 between Z2 and Z3 will be set to &agr;2 and so forth. The alpha-value is set by updating the alpha-value of a pixel located farther from an object when the object is drawn in a frame buffer.
    Type: Application
    Filed: February 3, 2004
    Publication date: August 12, 2004
    Applicant: Namco Ltd.
    Inventor: Shigeru Kitsutaka
  • Publication number: 20030011610
    Abstract: There is provided a game system and program which can realize video filtering such as gamma correction or an image focused as if it is a real view. The information (R, G, B or Z value) of an original image is set as an index number in a lookup table (LUT) for index color texture-mapping; LUT is used to perform texture mapping on a polygon having a size equal to a size of a display screen (or a size of a block obtained by dividing the display screen into blocks) for implementing gamma correction or the like. The Z value of each pixel in the original image is set as an index number in LUT for index color texture-mapping to perform texture mapping on a virtual object. An alpha value is set to a value corresponding the Z value of each pixel in the original image, and the original image is blended with its defocused image. Adjustment data for adjusting the brightness of a monitor is set based on operational data inputted by a player through a game controller.
    Type: Application
    Filed: October 18, 2001
    Publication date: January 16, 2003
    Inventor: Shigeru Kitsutaka
  • Publication number: 20020177481
    Abstract: An object is to provide a game system, program and image generating method which can effectively generate an image having an edge line of higher quality. The image of an edge line EDL of an object OB is changed depending on a distance between the object and the viewpoint or the size of the perspectively transformed object OB. As the distance between the object and the viewpoint increases or as the size of the perspectively transformed object decreases, the color of the edge line of the object gradually becomes the second color. The color of the edge line begins to become the second color at a threshold value VTN. The color of the edge line is set to the second color at another threshold value VTF. As the distance between the object and the viewpoint increase or as the size of the perspectively transformed object decreases, the image of the edge line of the object is made more transparent.
    Type: Application
    Filed: February 19, 2002
    Publication date: November 28, 2002
    Inventor: Shigeru Kitsutaka
  • Publication number: 20020163519
    Abstract: A game system, program and image generating method which can effectively generate an image of an edge line in a more natural manner are provided. The image of an edge line EDL of an object OB is drawn in an inside area of an edge of the object OB. The object is translucent-synthesized with the edge line with a translucency determined depending on the distance from the viewpoint or the size of the perspectively transformed object. A Z-value of the object in a position where the edge line is to be drawn is set as the Z-value of the edge line. A mapping image is mapped on a virtual polygon through the bi-linear filtering method while shifting a texture coordinate in the first or second direction, thereby drawing the edge line of the object. A virtual polygon is generated such that it encloses the image of the perspectively transformed object and has a size variable depending on the size of the perspectively transformed object.
    Type: Application
    Filed: February 19, 2002
    Publication date: November 7, 2002
    Inventor: Shigeru Kitsutaka
  • Publication number: 20020158888
    Abstract: It is an object to provide an image generating system and program which can generate such an image as in the real world with reduced processing load. The alpha-value for each pixel in the original image is set to a value corresponding to its Z-value. The set alpha-value is used to perform alpha-blending between the original image and a defocused image. As the difference between the Z-value of the focus and the depth value increases, the synthesis ratio of the defocused image is increased. The range of depth of field and defocusing effect are controlled by varying the corresponding relationship between the Z-value and the alpha-value. The alpha-value is set such that the alpha-value for an pixel located in an area AR1 between Z1 and Z2 will be set to &agr;1, the alpha-value for an pixel located in an area AR2 between Z2 and Z3 will be set to &agr; 2 and so forth. The alpha-value is set by updating the alpha-value of a pixel located farther from an object when the object is drawn in a frame buffer.
    Type: Application
    Filed: August 27, 2001
    Publication date: October 31, 2002
    Inventor: Shigeru Kitsutaka
  • Publication number: 20020155888
    Abstract: An objective of the present invention is to provide a game system, program and image generating method which can generate a more realistic image with reduced processing load by using an alpha value set depending on a depth value. Z-value for each pixel in an original image is transformed into Z2-value that is formed of bits I to J which are positioned lower than the most significant bit in the Z-value. The alpha value for each pixel is set at a value corresponding to the Z2-value. Representation of the depth of field or fog image is enabled by using the alpha value to generate an image. The Z2-value is clamped to a given value depending on a bit value other than the bits I to J of the Z-value. Bits M to N and K to L (where K≧I≧L>M≧J≧N) in the Z-value are set as index numbers in LUT1 and LUT2 and used to perform texture mapping for transforming the Z-value into Z3- and Z4-values. These Z3- and Z4-values are used to determine the Z2-value.
    Type: Application
    Filed: October 15, 2001
    Publication date: October 24, 2002
    Inventor: Shigeru Kitsutaka