U.S. patent application number 14/533887 was filed with the patent office on 2015-03-05 for storage medium having image display program stored therein, image display apparatus, image display system, and image display method.
The applicant listed for this patent is Nintendo Co., Ltd.. Invention is credited to Kouichi KAWAMOTO, Shinji KITAHARA.
Application Number | 20150065244 14/533887 |
Document ID | / |
Family ID | 44020463 |
Filed Date | 2015-03-05 |
United States Patent
Application |
20150065244 |
Kind Code |
A1 |
KAWAMOTO; Kouichi ; et
al. |
March 5, 2015 |
STORAGE MEDIUM HAVING IMAGE DISPLAY PROGRAM STORED THEREIN, IMAGE
DISPLAY APPARATUS, IMAGE DISPLAY SYSTEM, AND IMAGE DISPLAY
METHOD
Abstract
A game apparatus obtains a captured image from a camera, and
repeatedly executes a recognition process on the obtained captured
image for recognizing a predetermined object included in the
captured image. The game apparatus repeatedly generates and
displays a synthesized image obtained by synthesizing an image of a
virtual object generated by using a process result of the
recognition process with a captured image which is a subject of the
recognition process. Here, if the recognition process fails, a
captured image which is a subject of a recognition process which
has succeeded before is synthesized with an image of a virtual
object generated by using a process result of the recognition
process.
Inventors: |
KAWAMOTO; Kouichi; (Kyoto,
JP) ; KITAHARA; Shinji; (Kyoto, JP) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Nintendo Co., Ltd. |
Kyoto |
|
JP |
|
|
Family ID: |
44020463 |
Appl. No.: |
14/533887 |
Filed: |
November 5, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
12869311 |
Aug 26, 2010 |
8882591 |
|
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14533887 |
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Current U.S.
Class: |
463/31 |
Current CPC
Class: |
A63F 2300/6045 20130101;
A63F 2300/66 20130101; A63F 13/79 20140902; A63F 2300/695 20130101;
A63F 2300/1093 20130101; A63F 13/213 20140902; A63F 13/53 20140902;
G06T 19/006 20130101; A63F 13/65 20140902 |
Class at
Publication: |
463/31 |
International
Class: |
A63F 13/53 20060101
A63F013/53; A63F 13/79 20060101 A63F013/79; A63F 13/65 20060101
A63F013/65; A63F 13/213 20060101 A63F013/213 |
Foreign Application Data
Date |
Code |
Application Number |
May 14, 2010 |
JP |
2010-112386 |
Claims
1. A computer-readable storage medium having stored therein an
image display program for instructing a computer of an information
processing apparatus capable of obtaining a captured image from an
image-capturing section to function as: a recognition section for
repeatedly executing a recognition process on the obtained captured
image for recognizing a predetermined object included in the
captured image; a synthesis section for repeatedly generating a
synthesized image obtained by synthesizing an image of a virtual
object generated by using a process result of the recognition
process with a captured image which is a subject of the recognition
process; and a display control section for displaying the
synthesized image on a display section, wherein if the recognition
process fails, the synthesis section synthesizes a captured image
which is a subject of a recognition process which has succeeded
before with an image of a virtual object generated by using a
process result of the recognition process.
2. The storage medium according to claim 1, wherein the synthesis
section generates a synthesized image by updating the image of the
virtual object irrespective of the process result of the
recognition process.
3. The storage medium according to claim 1, wherein: if the
recognition process succeeds, the image display program instructs
the computer to further function as a storage control section for
storing, in a storage section that can be accessed by the computer,
a captured image which is a subject of the successful recognition
process and the process result of the recognition process; and the
synthesis section synthesizes a captured image stored in the
storage section with the image of the virtual object generated
based on the process result stored in the storage section.
4. The storage medium according to claim 3, wherein if the
recognition process succeeds, the storage control section updates
storage contents of the storage section so that a captured image
which is a subject of the successful recognition process and the
process result of the recognition process are stored.
5. The storage medium according to claim 1, wherein: if the
recognition process succeeds, the recognition section calculates,
as the process result, a positional relationship between the
predetermined object recognized by the recognition process and the
image-capturing section or the information processing apparatus;
and if the recognition process succeeds, the synthesis section
generates the image of the virtual object based on the positional
relationship calculated from a captured image which is a subject of
the successful recognition process, and if the recognition process
fails, the synthesis section generates the image of the virtual
object based on the positional relationship calculated from a
captured image which is a subject of a recognition process which
has succeeded before.
6. The storage medium according to claim 1, wherein the image
display program instructs the computer to further function as a
game control process section for executing a predetermined game
control process of controlling an action of an object appearing in
a virtual space by using, as a game input, the process result of
the recognition process.
7. The storage medium according to claim 6, wherein if the
recognition process fails, the game control process section
executes the game control process by using a process result of a
recognition process which has succeeded before.
8. The storage medium according to claim 1, wherein the image
display program instructs the computer to further function as a
game process section for executing a predetermined game process
irrespective of the process result of the recognition process.
9. The storage medium according to claim 8, wherein the game
process section executes, as the game process, a process of
controlling the action of the virtual object.
10. The storage medium according to claim 1, wherein the display
control section displays a warning image different from the
captured image on the display section in response to a
predetermined condition being satisfied as a result of the
recognition process having failed successively.
11. The storage medium according to claim 10, wherein the display
control section displays the warning image on the display section
based on the predetermined condition being the recognition process
having failed successively over a predetermined period of time.
12. The storage medium according to claim 10, wherein: the image
display program instructs the computer to further function as a
movement detection section for detecting a movement of the
image-capturing section or the information processing apparatus;
and the display control section displays the warning image on the
display section based on the predetermined condition being the
movement detection section detecting that the image-capturing
section or the information processing apparatus has moved greater
than a predetermined criterion.
13. The storage medium according to claim 10, wherein: the image
display program instructs the computer to further function as a
game control process section for executing a predetermined game
control process of controlling the action of the virtual object by
using, as a game input, the process result of the recognition
process; and the game control process section discontinues a
progress of the game in response to display of the warning
image.
14. The storage medium according to claim 10, wherein the display
control section displays a captured image obtained at present on
the display section in response to a predetermined condition being
satisfied as a result of the recognition process having failed
successively since the warning image is displayed.
15. The storage medium according to claim 1, wherein the display
control section displays a captured image obtained at present on
the display section in response to a predetermined condition being
satisfied as a result of the recognition process having failed
successively.
16. An image display apparatus capable of obtaining a captured
image from an image-capturing section for displaying an image on a
display section, comprising: a recognition section for repeatedly
executing a recognition process on the obtained captured image for
recognizing a predetermined object included in the captured image;
a synthesis section for repeatedly generating a synthesized image
obtained by synthesizing an image of a virtual object generated by
using a process result of the recognition process with a captured
image which is a subject of the recognition process; and a display
control section for displaying the synthesized image on the display
section, wherein if the recognition process fails, the synthesis
section synthesizes a captured image which is a subject of a
recognition process which has succeeded before with an image of a
virtual object generated by using a process result of the
recognition process.
17. An image display system capable of obtaining a captured image
from an image-capturing section for displaying an image on a
display section, comprising: a recognition section for repeatedly
executing a recognition process on the obtained captured image for
recognizing a predetermined object included in the captured image;
a synthesis section for repeatedly generating a synthesized image
obtained by synthesizing an image of a virtual object generated by
using a process result of the recognition process with a captured
image which is a subject of the recognition process; and a display
control section for displaying the synthesized image on the display
section, wherein if the recognition process fails, the synthesis
section synthesizes a captured image which is a subject of a
recognition process which has succeeded before with an image of a
virtual object generated by using a process result of the
recognition process.
18. An image display method for obtaining a captured image from an
image-capturing section and displaying an image on a display
section, the method comprising: a recognition step of repeatedly
executing a recognition process on the obtained captured image for
recognizing a predetermined object included in the captured image;
a synthesis step of repeatedly generating a synthesized image
obtained by synthesizing an image of a virtual object generated by
using a process result of the recognition process with a captured
image which is a subject of the recognition process; and a display
control step of displaying the synthesized image on the display
section, wherein if the recognition process fails, a captured image
which is a subject of a recognition process which has succeeded
before is synthesized with an image of a virtual object generated
by using a process result of the recognition process in the
synthesis step.
Description
CROSS REFERENCE TO RELATED APPLICATION
[0001] This application is a continuation of U.S. patent
application Ser. No. 12/869,311 filed Aug. 26, 2010; which claims
priority from Japanese Patent Application No. 2010-112386 filed May
14, 2010. The disclosures of the prior applications are
incorporated herein by reference.
BACKGROUND OF THE INVENTION
[0002] 1. Field of the Invention
[0003] The present invention relates to a storage medium having
stored therein an image display program for displaying an image
using an augmented reality technique, an image display apparatus,
an image display system, and an image display method.
[0004] 2. Description of the Background Art
[0005] In the prior art, there are augmented reality techniques in
which an image of the real space (image captured by a camera) and
an image of a virtual space (CG image) are synthesized and
displayed together. Non-Patent Document 1 (Hirokazu Kato, Mark
Billinghurst, "Marker Tracking and HMD Calibration for a
video-based Augmented Reality Conferencing System", proceedings of
IWAR99 (the 2nd International Workshop on Augmented Reality), the
United States, October 1999) describes a basic image generating
method of an augmented reality technique. In an augmented reality
technique, markers are placed in the real space, and a camera is
used to capture an image around a marker. The marker in the
captured image is detected by an image recognition process, and the
three-dimensional position of the marker is calculated. It is
possible to display an image in which a virtual object is
synthesized with the captured image of the real space by generating
an image (CG image) of the object in the virtual space by using the
calculated three-dimensional position, and displaying the generated
image while synthesizing it at the position of the marker in the
camera image.
[0006] With the conventional augmented reality technique, the real
captured image and the virtual CG image may be displayed with
misalignment or the CG image may be displayed with flickering.
[0007] In an augmented reality technique, it is necessary to
calculate the three-dimensional position of a marker by recognizing
the marker included in the captured image, and such recognition and
calculation processes are time-consuming. Therefore, the CG image
generated based on the recognition and calculation process results
lags behind the captured image in time. Therefore, when the camera
is moved and the captured image changes, a CG image to be
synthesized with the captured image lags behind in time and is
therefore synthesized at a position before the change, thus
resulting in misalignment between the position of the marker in the
captured image and the position at which the CG image is
synthesized.
[0008] In practice, even if a marker is captured, the recognition
process may fail by failing to successfully recognize the marker
from the captured image. If the recognition process fails, a CG
image cannot be generated from the captured image which is the
subject of the recognition process, and thus only the captured
image is displayed. Therefore, if the recognition process fails
intermittently, the CG image is displayed with flickering.
[0009] As described above, in the prior art, a CG image may be
displayed with misalignment or displayed with flickering, and
therefore a synthesized image obtained by synthesizing together a
captured image and a CG image may lack realness. Thus, it is not
possible to sufficiently achieve the effect of "giving a feel as if
the CG image actually existed", which is the characteristic of
augmented reality techniques.
SUMMARY OF THE INVENTION
[0010] It is therefore an object of the present invention to
provide a storage medium having stored therein an image display
program capable of displaying a synthesized image with increased
realness with an augmented reality technique, an image display
apparatus, an image display system, and an image display
method.
[0011] The present invention employs configurations (1) to (15)
below to solve the problems mentioned above.
[0012] (1)
[0013] The present invention is directed to a computer-readable
storage medium having stored therein an image display program for
instructing a computer of an information processing apparatus
capable of obtaining a captured image from an image-capturing
section to function as a recognition section, a synthesis section,
and a display control section. The recognition section is a section
for repeatedly executing a recognition process on the obtained
captured image for recognizing a predetermined object included in
the captured image. The synthesis section is a section for
repeatedly generating a synthesized image obtained by synthesizing
an image of a virtual object generated by using a process result of
the recognition process with a captured image which is a subject of
the recognition process. The display control section is a section
for displaying the synthesized image on a display section. If the
recognition process fails, the synthesis section synthesizes a
captured image which is a subject of a recognition process which
has succeeded before with an image of a virtual object generated by
using a process result of the recognition process.
[0014] The "information processing apparatus" is a concept that
includes any computer that performs an information process by
executing a computer program, as well as the game apparatus
described in the embodiment below. The "information processing
apparatus" is not limited as to whether it is a portable type or
not.
[0015] The "image display program" is a concept including an
application program to be executed by a personal computer or a
portable terminal while an example thereof is the game program
described in the embodiment below.
[0016] The "predetermined object" may be any object as long as it
can be recognized by a recognition process, as well as a marker 52
in the embodiment below. For example, the face, etc., of the user
(player) may be recognized as the predetermined object.
[0017] The "virtual object" may be any object as long as an image
thereof is generated for the purpose of being synthesized with a
captured image, and the generation method or content of the image
of the virtual object may be any method or content.
[0018] The "a recognition section" and the "a synthesis section"
both execute repeated processes, but the frequencies of repetition
(cycles) of their processes do not need to be equal to each other.
For example, the frequency of the recognition process by the
recognition section may be lower than the frequency of the
synthesis process by the synthesis section as in the configuration
(7) below or in the embodiment below.
[0019] With the configuration (1), the synthesis section generates
a synthesized image between an image of a virtual object, which is
generated by using a process result of the recognition process, and
a captured image. Here, if the recognition process fails, the
synthesis section generates a synthesized image by using a captured
image which is a subject of a recognition process having succeeded
most recently. Therefore, even if recognition fails, a synthesized
image including an image of a virtual object is displayed, and
therefore it is possible to prevent the virtual object from being
displayed with flickering due to the virtual object disappearing
(being not displayed) each time recognition fails. The image of the
virtual object to be synthesized when the recognition process fails
is generated by using a process result of the recognition process
having succeeded most recently so as to match the captured image.
Therefore, since the image of the virtual object is synthesized
with a captured image based on which the image has been generated,
no misalignment occurs between the captured image and the virtual
object. As described above, with the configuration (1), there is no
image flickering or misalignment, thus adding to the realness as if
the virtual object were present in the real world. That is, with
the configuration (1), it is possible to display a synthesized
image with an augmented reality technique with increased
realness.
[0020] (2)
[0021] The synthesis section may generate a synthesized image by
updating the image of the virtual object irrespective of the
process result of the recognition process.
[0022] The phrase "irrespective of the process result of the
recognition process" means that the synthesis section generates a
synthesized image by updating the image of the virtual object both
when the recognition process succeeds and when it fails. If the
synthesized image generating interval is shorter than the process
time of the recognition process, the synthesis section generates a
synthesized image by updating the image of the virtual object even
in a situation where the process result of the recognition process
has not been obtained (as the timing for generating a synthesized
image arrives).
[0023] With the configuration (2), the image of the virtual object
of the synthesized image is updated with a certain frequency.
Therefore, for the virtual object, it is possible to display a
smooth motion picture irrespective of the success/failure of the
recognition process. Here, with the configuration (1), since the
captured image is not updated when the recognition process fails,
the motion picture is not displayed smoothly and the user may feel
awkward with regard only to the captured image. However, with the
configuration (2), since the motion picture of the virtual object,
synthesized with the captured image, is displayed smoothly, it is
possible to give the user an impression that the synthesized image
as a whole is smooth, thus reducing/suppressing the awkwardness the
user may feel with the captured image.
[0024] (3)
[0025] If the recognition process succeeds, the image display
program may instruct the computer to further function as a storage
control section for storing, in a storage section that can be
accessed by the computer, a captured image which is a subject of
the successful recognition process and the process result of the
recognition process. Then, the synthesis section synthesizes a
captured image stored in the storage section with the image of the
virtual object generated based on the process result stored in the
storage section.
[0026] With the configuration (3), if the recognition process
succeeds, the captured image which is the subject of the process
and the process result are stored in the storage section, and it is
therefore possible to easily generate a synthesized image using the
captured image.
[0027] (4)
[0028] If the recognition process succeeds, the storage control
section may update storage contents of the storage section so that
a captured image which is a subject of the successful recognition
process and the process result of the recognition process are
stored.
[0029] With the configuration (4), the latest captured image for
which the recognition process has succeeded and the process result
can be stored, and it is therefore possible to reliably generate a
synthesized image using the captured image.
[0030] (5)
[0031] If the recognition process succeeds, the recognition section
may calculate, as the process result, a positional relationship
between the predetermined object recognized by the recognition
process and the image-capturing section or the information
processing apparatus. Then, if the recognition process succeeds,
the synthesis section generates the image of the virtual object
based on the positional relationship calculated from a captured
image which is a subject of the successful recognition process. If
the recognition process fails, the synthesis section generates the
image of the virtual object based on the positional relationship
calculated from a captured image which is a subject of a
recognition process which has succeeded before.
[0032] With the configuration (5), the image of the virtual object
is generated based on the positional relationship between the
predetermined object and the image-capturing section as the process
result of the recognition process. Therefore, it is possible to
generate the image of the virtual object as viewed from a direction
that reflects the positional relationship between the predetermined
object and the image-capturing section, and it is therefore
possible to generate/display the image of the virtual object with
more realness. With the configuration (5), if the recognition
process fails, the image of the virtual object is generated based
on the positional relationship calculated from the captured image
which is the subject of the recognition process having succeeded
most recently, and therefore no misalignment occurs between the
captured image and the virtual object. Particularly, if the
configuration (2) and the configuration (5) are combined together,
the image of the virtual object is displayed with no misalignment
of the position at which the virtual object is displayed while
updating the action and orientation of the virtual object every
time, and it is therefore possible to display the synthesized image
with increased realness.
[0033] (6)
[0034] The image display program may instruct the computer to
further function as a game control process section for executing a
predetermined game control process of controlling an action of an
object appearing in a virtual space by using, as a game input, the
process result of the recognition process.
[0035] With the configuration (6), an image using an augmented
reality technique can be used in a game. With the configuration
(6), since the process result of the recognition process is used as
a game input, the user (player) can perform the game operation by
moving the camera itself. Then, it is possible to provide a novel
game using an augmented reality technique, in which the player
him/herself actually moves around in the real space that is shown
as if a virtual object were present therein.
[0036] (7)
[0037] If the recognition process fails, the game control process
section may execute the game control process by using a process
result of a recognition process which has succeeded before.
[0038] With the configuration (7), the game control process section
can execute the game control process even if the recognition
process fails. Therefore, even if the recognition process fails
intermittently, it is possible to continuously execute the game
control process, and it is possible to smoothly operate an object
controlled by the game control process.
[0039] (8)
[0040] The image display program may instruct the computer to
further function as a game process section for executing a
predetermined game process irrespective of the process result of
the recognition process.
[0041] The "game process" may be any process as long as the game
progresses, and is a concept including a process in which the
process result of the recognition process is not used as a game
input as in the process of step S24 in the embodiment below, for
example.
[0042] With the configuration (8), the progress of the game
continues even if the recognition process fails, and therefore the
game is prevented from being discontinued frequently when the
recognition process fails intermittently. Therefore, a game using
an augmented reality technique can be made to progress smoothly
without making the player feel unpleasant.
[0043] (9)
[0044] The game process section may execute, as the game process, a
process of controlling the action of the virtual object.
[0045] Note that the "process of controlling the action of the
virtual object" may be a process of controlling the action of the
virtual object according to the input by the user, or a process of
controlling the action of the virtual object according to an
algorithm predetermined in the game program.
[0046] With the configuration (9), as a game process result, an
image (motion picture) in which the virtual object moves can be
displayed by an augmented reality technique. Moreover, since the
game process is executed irrespective of the process result of the
recognition process, the image of the virtual object is updated
with a certain frequency as in the configuration (2). Therefore,
since the motion picture of the virtual object is displayed
smoothly, it is possible to give the user an impression that the
synthesized image (game image) as a whole is smooth.
[0047] (10)
[0048] The display control section may display a warning image
different from the captured image on the display section in
response to a predetermined condition being satisfied as a result
of the recognition process having failed successively.
[0049] With the configuration (10), if the recognition process has
failed successively (to such an extent that the predetermined
condition is satisfied), the display transitions from the
synthesized image to the warning image. Therefore, by appropriately
setting the predetermined condition, it is possible to notify the
user of the fact that the recognition process is unlikely to
succeed. Here, one may consider a method in which only the image of
the virtual object is erased while displaying only the captured
image when the recognition process has failed successively. With
this method, however, it may be difficult to determine whether the
image of the virtual object has disappeared because the virtual
object itself has changed (e.g., in an example of a game, an enemy
object may disappear as a result of being taken down) or the image
of the virtual object has disappeared because of the recognition
process failure. In contrast, with the configuration (10), the
warning image different from the captured image is displayed, and
it is therefore possible to clearly notify the user of the fact
that the recognition process has failed successively.
[0050] (11)
[0051] The display control section may display the warning image on
the display section based on the predetermined condition being the
recognition process having failed successively over a predetermined
period of time.
[0052] With the configuration (11), the warning image is displayed
when the recognition process has failed successively over a
predetermined period of time. In such a case, it is assumed that
the recognition process is unlikely to succeed again, and therefore
it is possible to warn the user at an appropriate timing with the
configuration (11).
[0053] (12)
[0054] The image display program may instruct the computer to
further function as a movement detection section for detecting a
movement of the image-capturing section or the information
processing apparatus. Then, the display control section may display
the warning image on the display section based on the predetermined
condition being the movement detection section detecting that the
image-capturing section or the information processing apparatus has
moved greater than a predetermined criterion.
[0055] With the configuration (12), the warning image is displayed
when the image-capturing section is moved greater than or equal to
a predetermined criterion. In such a case, it is assumed that the
recognition process is unlikely to succeed again, and therefore it
is possible to warn the user at an appropriate timing with the
configuration (12).
[0056] (13)
[0057] The image display program may instruct the computer to
further function as a game control process section for executing a
predetermined game control process of controlling the action of the
virtual object by using, as a game input, the process result of the
recognition process. Then, the game control process section
discontinues a progress of the game in response to display of the
warning image.
[0058] With the configuration (13), the game is discontinued when
the warning image is displayed. Therefore, it is possible to
prevent the game from progressing while the warning image, which is
not a game image (synthesized image), is displayed.
[0059] (14)
[0060] The display control section may display a captured image
obtained at present on the display section in response to a
predetermined condition being satisfied as a result of the
recognition process having failed successively since the warning
image is displayed.
[0061] With the configuration (14), the captured image is displayed
if a predetermined condition is satisfied after the warning image
is displayed. Here, if the warning image continues to be displayed,
the user cannot grasp the image being captured by the
image-capturing section and therefore cannot correctly capture an
image of the predetermined object, and it becomes difficult to
return to a situation where recognition can succeed. In contrast,
with the configuration (14), since the captured image is displayed
after the warning image, the user can easily correct the direction
of the image-capturing section so as to correctly capture an image
of the predetermined object, and thus it is possible to easily
return to a state where recognition succeeds.
[0062] (15)
[0063] The display control section may display a captured image
obtained at present on the display section in response to a
predetermined condition being satisfied as a result of the
recognition process having failed successively.
[0064] With the configuration (15), if the recognition process has
failed successively (to such an extent that the predetermined
condition is satisfied), the display transitions from the
synthesized image to the warning image. Therefore, by appropriately
setting the predetermined condition, it is possible to notify the
user of the fact that the recognition process is unlikely to
succeed.
[0065] The present invention may also be embodied in the form of an
image display apparatus including various sections similar to those
described above. In such an image display apparatus, the various
sections may be implemented by a computer executing an image
display program, or some or all of the various sections may be
implemented by a dedicated circuit or circuits. The present
invention may also be embodied in the form of an image display
system including one or more information processing apparatuses
each having various sections described above. Then, the one or more
information processing apparatuses may communicate with each other
directly via a wired or wireless connection, or may communicate
with each other via a network. Moreover, the present invention may
also be embodied in the form of an image display method performed
by the various sections described above.
[0066] According to the present invention, if a recognition process
for a captured image fails, the process displays a synthesized
image between a captured image which is the subject of a
recognition process having succeeded most recently and an image of
a virtual object generated by using the process result of that
recognition process, and it is therefore possible to prevent
flickering or misalignment of images, thus displaying a synthesized
image with increased realness.
[0067] These and other objects, features, aspects and advantages of
the present invention will become more apparent from the following
detailed description of the present invention when taken in
conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
[0068] FIG. 1 is an external view of a game apparatus of the
present embodiment;
[0069] FIG. 2 is a block diagram showing an example of an internal
configuration of the game apparatus;
[0070] FIG. 3 is a view showing an example of how the game
apparatus is used;
[0071] FIG. 4 is a view showing an example of a game image
displayed on the game apparatus;
[0072] FIG. 5 is a diagram illustrating a process of generating a
synthesized image;
[0073] FIG. 6 is a diagram illustrating a process of generating a
synthesized image where recognition fails;
[0074] FIG. 7 is a diagram showing a synthesis process where the
captured image obtaining interval and the amount of time required
for the recognition process are set to be equal to the CG image
generating interval;
[0075] FIG. 8 is a diagram showing various data to be used in
processes performed by a game program;
[0076] FIG. 9 is a main flow chart showing the flow of a game
process executed by the game apparatus;
[0077] FIG. 10 is a flowchart showing the flow of a recognition
management process (step S3) shown in FIG. 9;
[0078] FIG. 11 is a flowchart showing the flow of a game control
process (step S4) shown in FIG. 9;
[0079] FIG. 12 is a flow chart showing the flow of a display
process (step S5) shown in FIG. 9; and
[0080] FIG. 13 is a flow chart showing a variation of a display
process (step S5) in the present embodiment.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0081] [Hardware Configuration of Game Apparatus]
[0082] Referring to the drawings, an image display program and an
image display apparatus according to one embodiment of the present
invention will be described. While the present invention is
realized by executing an image display program by any information
processing apparatus (computer) which displays an image on a
display apparatus, the present embodiment is directed to a case
where a game apparatus 1 shown in FIG. 1 is used as an example of
the information processing apparatus.
[0083] FIG. 1 is an external view of the game apparatus 1 according
to the present embodiment. Here, a hand-held game apparatus is
shown as an example of the game apparatus 1. Note that the game
apparatus 1 includes a camera and functions as an image-capturing
device for capturing an image with the camera, displaying the
captured image on the screen, and storing data for the captured
image.
[0084] In FIG. 1, the game apparatus 1 is a foldable hand-held game
apparatus, and the game apparatus 1 shown in the figure is unfolded
(open state). The game apparatus 1 is structured in a size allowing
the user to hold it with both hands, or even one hand, when
unfolded.
[0085] The game apparatus 1 has a lower housing 11 and an upper
housing 21. The lower housing 11 and the upper housing 21 are
connected so as to be openable/closable (foldable). In the example
of FIG. 1, the lower housing 11 and the upper housing 21 are each
formed in the shape of a horizontally elongated rectangular plate,
and connected so as to be pivotable at their common long side
joint. Typically, the user uses the game apparatus 1 in open state.
Also, when the user does not use the game apparatus 1, the game
apparatus 1 is stored in closed state. In addition, in the example
shown in FIG. 1, the game apparatus 1 can maintain not only the
closed and open states but also its opening state via friction
force generated at the joint at any angle that can be made by the
lower housing 11 and the upper housing 21 between the closed and
open states. That is, the upper housing 21 can remain stationary at
an arbitrary angle with respect to the lower housing 11.
[0086] The lower housing 11 is provided with a lower LCD (Liquid
Crystal Display) 12. The lower LCD 12 is horizontally long, and is
arranged such that its longitudinal direction coincides with the
longitudinal direction of the lower housing 11. Note that in the
present embodiment, LCDs are used as display devices to be included
in the game apparatus 1, but any other display devices, such as EL
(Electro Luminescence) display devices, may be used. In addition,
display devices of any resolution can be used for the game
apparatus 1. Note that an image being captured by an internal
camera 23 or an external camera 25 is displayed in real-time on
lower LCD 12.
[0087] The lower housing 11 is provided with various operation
buttons 14A to 14K and a touch panel 13 as input devices. As shown
in FIG. 1, of all the operation buttons 14A to 14K, the direction
input button 14A, the operation button 14B, the operation button
14C, the operation button 14D, the operation button 14E, the power
button 14F, the start button 14G, and the select button 14H are
provided at the inner principal surface of the lower housing 11.
The inner principal surface is a surface to be the interior side
when the upper housing 21 and the lower housing 11 are folded. In
the example shown in FIG. 1, the direction input button 14A and the
power button 14F are provided to the left or right (in FIG. 1, to
the left) of a lower LCD 12 provided at the center of the inner
principal surface of the lower housing 11. In addition, the
operation buttons 14B to 14E, the start button 14G, and the select
button 14H are provided to the opposite side (in FIG. 1, to the
right) of the lower LCD 12 on the inner principal surface of the
lower housing 11. The direction input button 14A, the operation
buttons 14B to 14E, the start button 14G, and the select button 14H
are used for various operations on the game apparatus 1. For
example, the direction input button 14A is used for selection
operations and so on. The operation buttons 14B to 14E are used for
setting and cancellation operations and so on. The power button 14F
is used for turning ON/OFF the game apparatus 1.
[0088] Note that in FIG. 1, the operation buttons 14I to 14K are
not shown. For example, the L button 14I is provided at the left
edge of the upper surface of the lower housing 11, and the R button
14J is provided at the right edge of the upper surface of the lower
housing 11. For example, the L button 14I and the R button 14J are
used for image-capturing instruction operations (shutter
operations) on the game apparatus 1 having an image-capturing
function. Furthermore, the volume button 14K is provided at the
left side surface of the lower housing 11. The volume button 14K is
used for controlling the volume of a speaker included in the game
apparatus 1.
[0089] Also, in addition to the operation buttons 14A to 14K, the
game apparatus 1 further includes a touch panel 13 as an example of
a pointing device that is an input device allowing designation of
an arbitrary position on the screen. The touch panel 13 is attached
so as to cover the screen of the lower LCD 12. Note that in the
present embodiment, a touch panel 13 is, for example, of a
resistive film type. However, a touch panel 13 is not limited to
the resistive film type, and may be of any type. Also, in the
present embodiment, for example, the touch panel 13 has the same
resolution (detection accuracy) as the lower LCD 12. However, the
touch panel 13 is not necessarily required to be equal in
resolution to the lower LCD 12. In addition, the lower housing 11
has an insertion opening (in FIG. 1, indicated by broken lines)
provided in its right side surface. The insertion opening can store
a touch pen 27 to be used for operating the touch panel 13. Note
that any input to the touch panel 13 (touch input) is normally
performed with the touch pen 27, but the touch pen 27 is not
restrictive, and the touch panel 13 can be operated with the user's
finger.
[0090] Also, the lower housing 11 has provided in the right side
surface an insertion opening (in FIG. 1, indicated by two-dot chain
lines) for storing a memory card 28. The insertion opening has
provided therein a connector (not shown) for electrically
connecting the game apparatus 1 and the memory card 28. The memory
card 28 is, for example, an SD (Secure Digital) memory card
removably attached to the connector. For example, the memory card
28 is used for storing (saving) images captured by the game
apparatus 1 and reading into the game apparatus 1 images generated
by other apparatuses.
[0091] Furthermore, the lower housing 11 has provided in its upper
side surface an insertion opening (in FIG. 1, indicated by one-dot
chain lines) for storing a memory card 29. This insertion opening
also has provided therein a connector (not shown) for electrically
connecting the game apparatus 1 and the memory card 29. The memory
card 29 is a storage medium having an information processing
program such as a game program stored therein, and is removably
loaded into the insertion opening provided in the lower housing
11.
[0092] Three LEDs 15A to 15C are provided to the left of the joint
between the lower housing 11 and the upper housing 21. Here, the
game apparatus 1 is capable of wirelessly communicating with other
equipment, and the first LED 15A is lit up while the game apparatus
1 is ON. The second LED 15B is lit up while the game apparatus 1 is
being charged. The third LED 15C is lit up when wireless
communication is established. Accordingly, the three LEDs 15A to
15C allow the user to know the statuses of the game apparatus 1,
regarding ON/OFF of the power supply, battery charge, and
communications.
[0093] On the other hand, the upper housing 21 is provided with an
upper LCD 22. The upper LCD 22 is horizontally long, and is
arranged such that its longitudinal direction coincides with the
longitudinal direction of the upper housing 12. Note that as in the
case of the lower LCD 12, any display device of any other type and
resolution may be used instead of the upper LCD 22. Note that a
touch panel may be provided over the upper LCD 22. The upper LCD 22
displays, for example, an operation instruction screen for teaching
the user about the roles of the operation buttons 14A to 14K and
the touch panel 13.
[0094] Also, the upper housing 21 is provided with two cameras (an
internal camera 23 and an external camera 25). As shown in FIG. 1,
an internal camera 23 is provided at the inner principal surface
close to the joint of the upper housing 21. On the other hand, the
external camera 25 is provided opposite to the side of the inner
principal surface where the internal camera 23 is provided, i.e.,
the external principal surface of the upper housing 21 (the
exterior surface of the game apparatus 1 in closed state; the back
of the upper housing 21 shown in FIG. 1). Note that in FIG. 1, the
external camera 25 is indicated by a broken circle. As a result,
the internal camera 23 can capture images of the direction in which
the inner principal surface of the upper housing 21 is oriented,
while the external camera 25 can capture images of the direction
opposite to the image-capturing direction of the internal camera
23, i.e., the direction in which the external principal surface of
the upper housing 21 is oriented. In this manner, in the present
embodiment, the two cameras, i.e., the internal and external
cameras 23 and 25, are provided so as to capture images in their
respective directions opposite to each other. For example, the user
can use the internal camera 23 to capture images of a view from the
game apparatus 1 toward the user, and also can use the external
camera 25 to capture images of a view in the opposite direction,
i.e., from the user toward the game apparatus 1.
[0095] Note that a microphone (microphone 43 shown in FIG. 2) is
provided as an audio input device under the inner principal surface
close to the joint. In addition, a microphone hole 16 is provided
in the inner principal surface close to the joint such that the
microphone 43 can sense sound from outside the game apparatus 1.
The microphone 43 and the microphone hole 16 are not necessarily
required to be positioned at the joint. For example, the microphone
43 may be accommodated within the lower housing 11, and the
microphone hole 16 may be provided in the lower housing 11 at a
position corresponding to the position where the microphone 43 is
accommodated.
[0096] Also, a fourth LED 26 (in FIG. 1, indicated by a broken
circle) is provided at the external principal surface of the upper
housing 21. The fourth LED 26 is lit up at the time the internal
camera 23 or the external camera 25 captures an image (when the
shutter button is pressed). Furthermore, the light is on while the
internal camera 23 or the external camera 25 is capturing a motion
picture. As such, the fourth LED 26 allows any subject and
bystander to know the game apparatus 1 captured (or is capturing) a
picture.
[0097] Also, a sound hole 24 is provided to both the left and the
right of an upper LCD 22 provided at the center of the inner
principal surface of the upper housing 21. A speaker is
accommodated within the upper housing 21 below each sound hole 24.
The sound hole 24 is a hole for emanating the sound from the
speaker to the outside of the game apparatus 1.
[0098] As described above, the upper housing 21 is provided with
the internal and external cameras 23 and 25 which are
image-capturing means for capturing images, as well as the upper
LCD 22 acting as a display means for mainly displaying the
operation instruction screen. On the other hand, the lower housing
11 is provided with the input devices (the touch panel 13 and the
operation buttons 14A to 14K) for operational inputs to the game
apparatus 1, and the lower LCD 12 acting as a display means for
displaying captured images. Accordingly, when using the game
apparatus 1, the user can see a captured image (an image captured
by the camera) displayed on the lower LCD 12 and make inputs via
the input devices while holding the lower housing 11.
[0099] Next, an internal configuration of the game apparatus 1 will
be described with reference to FIG. 2. FIG. 2 is a block diagram
illustrating an exemplary internal configuration of the game
apparatus 1.
[0100] In FIG. 2, the game apparatus 1 includes electronic parts,
such as a CPU 31, a main memory 32, a memory control circuit 33, a
saved data memory 34, a preset data memory 35, a memory card
interface (memory card I/F) 36, a memory card I/F 37, a wireless
communication module 38, a local communication module 39, a real
time clock (RTC) 40, a power circuit 41, an interface circuit (I/F
circuit) 42, a first GPU (Graphics Processing Unit) 45, a second
GPU 46, a first VRAM (Video RAM) 47, a second VRAM 48, and an LCD
controller 49. These electronic parts are mounted on an electronic
circuit board, and accommodated within the lower housing 11 (or may
be accommodated within the upper housing 21).
[0101] The CPU 31 is an information processing means for executing
a predetermined program (here, an image display program according
to the present embodiment). In the present embodiment, the game
program is stored, as an example of the image display program, in a
memory (e.g., saved data memory 34) within the game apparatus 1 as
well as in the memory card 28 and/or 29, and the CPU 31 executes
the game program, thereby executing a game process to be described
later. Note that the program to be executed by the CPU 31 may be
prestored in the memory within the game apparatus 1 or may be
acquired from the memory card 28 and/or 29 or from other equipment
through communication therewith.
[0102] The CPU 31 is connected to the main memory 32, the memory
control circuit 33, and the preset data memory 35. The memory
control circuit 33 is connected to the saved data memory 34. The
main memory 32 is a storage means used as a working area or
buffering area for the CPU 31. Specifically, a main memory 32
stores various data to be used in the game process, and programs
acquired from outside (e.g., the memory cards 28 and 29 and other
equipment). In the present embodiment, for example, a PSRAM
(Pseudo-SRAM) is used as the main memory 32. The saved data memory
34 is a storage means for storing, for example, the programs to be
executed by the CPU 31 and data for images captured by the internal
camera 23 and the external camera 25. The saved data memory 34 is
configured by a nonvolatile storage medium, e.g., in the present
embodiment, a NAND flash memory. The memory control circuit 33 is a
circuit for controlling data reading from/writing to the saved data
memory 34 in accordance with an instruction by the CPU 31. The
preset data memory 35 is a storage means for storing data (preset
data) such as various present parameters for the game apparatus 1.
As for the preset data memory 35, a flash memory connected to the
CPU 31 via an SPI (Serial Peripheral Interface) bus can be used.
The memory card I/Fs 36 and 37 are each connected to the CPU 31.
The memory card I/F 36 reads/writes data from/to the memory card 28
attached to the connector in accordance with an instruction from
the CPU 31. Also, the memory card I/F 37 reads/writes data from/to
the memory card 29 attached to the connector in accordance with an
instruction from the CPU 31. In the present embodiment, image data
captured by the internal camera 23 and the external camera 25, as
well as image data received from other devices are written into the
memory card 28, and image data stored in the memory card 28 is read
from the memory card 28 and stored to the saved data memory 34 or
transmitted to other devices. In addition, various programs stored
in the memory card 29 are read and executed by the CPU 31.
[0103] Note that the game program may be supplied to a computer
system not only via an external storage medium, such as the memory
card 29, but also via a wired or wireless communication line. Also,
the game program may be pre-recorded to a nonvolatile storage
device within the computer system. Note that the information
storage medium for storing the game program is not limited to the
nonvolatile storage device, and may be a CD-ROM, a DVD, or a
similar optical disk storage medium.
[0104] The wireless communication module 38 has a function of
connecting to a wireless LAN in accordance with a system complying
with, for example, the IEEE802.11.b/g standard. Also, the local
communication module 39 has a function of wirelessly communicating
with similar game apparatuses in accordance with a predetermined
communication system. The wireless communication module 38 and the
local communication module 39 are connected to the CPU 31. The CPU
31 is capable of transmitting/receiving data to/from other
equipment via the Internet using the wireless communication module
38, as well as transmitting/receiving data to/from other similar
game apparatuses via the Internet using the local communication
module 39.
[0105] The CPU 31 is also connected to the RTC 40 and the power
circuit 41. The RTC 40 counts time and provides an output to the
CPU 31. For example, the CPU 31 can calculate the current time
(date) based on the time counted by the RTC 40. The power circuit
41 controls power supplied from the power supply (typically, a
battery accommodated in the lower housing 11) provided in the game
apparatus 1, and supplies power to various parts of the game
apparatus 1.
[0106] The game apparatus 1 is also provided with the microphone 43
and an amplifier 44. The microphone 43 and the amplifier 44 are
each connected to the I/F circuit 42. The microphone 43 senses the
voice of the user speaking to the game apparatus 1, and outputs an
audio signal representing the voice to the I/F circuit 42. The
amplifier 44 amplifies the audio signal from the I/F circuit 42 to
provide an output from the speaker (not shown). The I/F circuit 42
is connected to the CPU 31.
[0107] Also, the touch panel 13 is connected to the I/F circuit 42.
The I/F circuit 42 includes an audio control circuit for
controlling the microphone 43 and the amplifier 44 (speaker), and a
touch panel control circuit for controlling the touch panel 13. The
audio control circuit performs A/D conversion and D/A conversion on
the audio signal, and also converts the audio signal into audio
data of a predetermined format. The touch panel control circuit
generates touch position data (detected coordinate data to be
described later) of a predetermined format based on a signal from
the touch panel 13, and outputs the generated data to the CPU 31.
The touch position data is data representing coordinates of a
position detected by the touch panel 13 as being the position at
which an input was made to the input screen of the touch panel 13.
Note that the touch panel control circuit performs reading of a
signal from the touch panel 13 and generation of detected
coordinate data once every predetermined period of time.
[0108] The above-described operation buttons 14A to 14K constitute
an operation button section 14 connected to the CPU 31. The
operation button section 14 outputs to the CPU 31 operation data
representing the status of input to the operation buttons 14A to
14K (whether or not the buttons have been pressed). The CPU 31
acquires the operation data from the operation button section 14,
and executes a process in accordance with an input to the operation
button section 14.
[0109] The internal camera 23 and the external camera 25 are each
connected to the CPU 31. The internal camera 23 and the external
camera 25 each capture an image in accordance with an instruction
from the CPU 31, and output data for the captured image to the CPU
31. In the present embodiment, the CPU 31 gives an image-capturing
instruction to either the internal camera 23 or the external camera
25, and the camera receiving the image-capturing instruction
captures an image and transmits image data to the CPU 31. Note that
the internal camera 23 and the external camera 25 are also capable
of capturing motion pictures. That is, the internal camera 23 and
the external camera 25 are also capable of repeatedly capturing
images and repeatedly sending the captured data to the CPU 31.
[0110] The first GPU 45 is connected to the first VRAM 47, and the
second GPU 46 is connected to the second VRAM 48. In accordance
with an instruction from the CPU 31, the first GPU 45 generates a
first display image based on display image generation data stored
in the main memory 32, and creates an image on the first VRAM 47.
In accordance with an instruction from the CPU 31, the second GPU
46 generates a second display image, and creates an image on the
second VRAM 48, as in the case of the first GPU 45. The first VRAM
47 and the second VRAM 48 are connected to the LCD controller
49.
[0111] The LCD controller 49 includes a register 491. The register
491 stores the value of 0 or 1 in accordance with an instruction
from the CPU 31. When the value in the register 491 is 0, the LCD
controller 49 outputs the first display image created on the first
VRAM 47 to the lower LCD 12, and also outputs the second display
image created on the second VRAM 48 to the upper LCD 22.
Alternatively, when the value in the register 491 is 1, the LCD
controller 49 outputs the first display image created on the first
VRAM 47 to the upper LCD 22, and also outputs the second display
image created on the second VRAM 48 to the lower LCD 12. For
example, the CPU 31 is capable of causing the lower LCD 12 to
display an image acquired from either the internal camera 23 or the
external camera 25, while causing the upper LCD 22 to display an
operation instruction screen generated by a predetermined
process.
[0112] [Summary of Image Synthesis Process]
[0113] Next, referring to FIGS. 3 to 6, an image synthesis process
to be performed during a game process executed by the game program
will be described. The game program allows a player to play a game
while displaying a game image by using an augmented reality
technique in which an image (CG image) of a virtual space is
displayed while being synthesized with an image (captured image) of
the real space captured by a camera.
[0114] FIG. 3 is a view showing an example of how a game apparatus
is used. In the present embodiment, the player (user) places a
marker 52 in a place (on a table 51 in FIG. 3), and uses the game
apparatus 1 to capture an image of the marker 52 and the vicinity
thereof, as shown in FIG. 3. The camera used for image-capturing
may be either the internal camera 23 or the external camera 25, but
the external camera 25 is used in the example described here. The
marker 52 in the present embodiment is a thin plate marker with a
predetermined pattern drawn thereon. However, the marker is not
limited to a dedicated item such as the marker 52 as long as it is
recognizable by a recognition process to be described later, and a
part (the face, etc.) of the player's body may be used as the
marker, for example.
[0115] FIG. 4 is a view showing an example of a game image
displayed on the game apparatus. FIG. 4 shows a game image to be
displayed on the upper LCD 22 of the game apparatus 1 when the game
apparatus 1 captures an image of the marker 52 placed on the table
51 as shown in FIG. 3. Note that while the game image is displayed
on the upper LCD 22 in the present embodiment, the game image may
be displayed on the lower LCD 12. As shown in FIG. 4, an image of a
cannon 53, as an image (CG image) of a virtual object in the
virtual space, is displayed on the upper LCD 22 while being
synthesized with the captured image. Thus, it is possible to
display an image which looks as if the cannon 53 were present on
the actual table 51. Note that as will be described later in
detail, the action of the cannon 53 is controlled by the game
program so that the cannon 53 changes its direction or launches a
cannonball. That is, in the present embodiment, the image of the
virtual object is displayed as a motion picture. Note that while
FIG. 4 shows an image of the cannon 53 as an example of the virtual
object, the virtual object may be any object.
[0116] An image (synthesized image) obtained by synthesizing a CG
image with a captured image can be generated by the following
process, for example. First, the game apparatus 1 executes a
recognition process of recognizing the marker 52 included in the
captured image obtained by the camera. When the marker 52 is
recognized, the game apparatus 1 calculates the positional
relationship between the game apparatus 1 (camera) and the marker
52 from the shape, direction, etc., of the recognized marker 52.
The positional relationship is, for example, represented as the
three-dimensional position and orientation of one of the game
apparatus 1 and the marker 52 with respect to those of the other.
Note that when calculating the three-dimensional position, the
process may determine the distance therebetween based on, for
example, the size (on the captured image), etc., of the recognized
marker 52. The game apparatus 1 calculates the positional
relationship as a process result of the recognition process.
Moreover, the game apparatus 1 calculates the position and
orientation of the virtual camera in the virtual space based on the
positional relationship. The position and orientation of the
virtual camera are calculated so that the positional relationship
between the virtual camera and the virtual object in the virtual
space coincides with the positional relationship between the game
apparatus 1 and the marker 52 in the real space. Once the position
of the virtual camera is determined, the game apparatus 1 generates
a CG image of the virtual object as viewed from the position of the
virtual camera, and synthesizes the CG image of the virtual object
with the captured image. By the process above, the game apparatus 1
can generate and display a synthesized image. Note that the
recognition process (the process of calculating the positional
relationship) and the process of calculating the position of the
virtual camera from the positional relationship may be similar to
those of a conventional augmented reality technique.
[0117] Here, with an augmented reality technique in which a CG
image is displayed while being synthesized with a captured image,
the captured image and the CG image may be displayed with
misalignment or the CG image may be displayed with flickering, thus
detracting from the realness of the synthesized image, as described
above as a problem to be solved by the present invention. In view
of this, the present invention attempts to add to the realness of
the synthesized image by the process to be described below.
Referring to FIGS. 5 and 6, a process of generating a synthesized
image will now be described.
[0118] FIG. 5 is a diagram illustrating a process of generating a
synthesized image. In FIG. 5 (also in FIG. 6 to be referred to
later), the horizontal axis represents time, and the sections
"captured image", "CG image" and "synthesized image" each represent
the timing at which the image is obtained (generated). The section
"recognition process" represents the timing at which the
recognition process for a captured image is completed. Note that it
is assumed in FIG. 5 that CG images are generated at an interval of
a predetermined period of time (one frame period), whereas captured
images are obtained at an interval longer than the CG image
generating interval, and that the amount of time required for the
recognition process is longer than the CG image generating
interval.
[0119] In the present embodiment, a recognition process is executed
for a captured image, a CG image is generated based on the process
result, and the captured image and the CG image are displayed while
being synthesized together, as described above. Note that a CG
image is generated based on the process result of a recognition
process, and a recognition process is time-consuming. Therefore, at
a point in time when a CG image is generated, the captured image
based on which the CG image is generated is not the latest image,
and the latest captured image is a different image from the
captured image based on which the CG image has been generated (see,
for example, time T1, T4 and T7 shown in FIG. 5).
[0120] In the present embodiment, when generating a synthesized
image, the game apparatus 1 synthesizes a CG image with a captured
image for which the recognition process has been completed, but not
with the latest captured image obtained. For example, in FIG. 5, at
time T1, the recognition process is completed for a captured image
R0 which has been obtained prior to time T1, and the recognition
process is not completed for a captured image R1 obtained at the
current time T1. Therefore, at time T1, a CG image V1 is
synthesized with the captured image R0, but not with the captured
image R1. Here, the CG image V1 is an image generated based on the
process result of the recognition process for the captured image
R0. Therefore, at time T1, the CG image V1 is synthesized with the
captured image R0 based on which the CG image V1 is generated, and
thus there will be no such misalignment as described above.
[0121] At time T2 and T3, the recognition process for the captured
image R1 is unfinished, and CG images V2 and V3 are generated based
on the result of the recognition process for the captured image R0
like at time T1 since the next recognition process has not been
completed. Therefore, a synthesized image is generated using the
captured image R0 also at time T2 and T3 like at time T1. That is,
since the CG images V2 and V3 are synthesized with the captured
image R0 based on which the CG images V2 and V3 are generated, it
is possible also at time T2 and T3 to prevent such misalignment as
described above like at time T1. Thus, the game apparatus 1
generates a synthesized image by using a captured image for which
the recognition process has been completed until the next
recognition process is completed.
[0122] Note that in FIG. 5, also at and after time T4, a CG image
is synthesized with a captured image based on which the CG image
has been generated, like at time T1 to T3. That is, since the
recognition process for the captured image R1 is completed at time
T4, the CG images V4 to V6 which are generated based on the
captured image R1 are synthesized with the captured image R1 at
time T4 to T6, respectively. Since the recognition process for a
captured image R2 is completed at time T7, a CG image V7 generated
based on the captured image R2 is synthesized with the captured
image R2 at time T7.
[0123] As described above, the game apparatus 1 can prevent such
misalignment as described above because the captured image based on
which the CG image is generated coincides with the captured image
used for generating a synthesized image.
[0124] Next, consider a case where the recognition process fails.
Even if the camera captures an image of the marker 52, the
recognition thereof may fail by failing to correctly recognize the
marker 52 in the recognition process for reasons such as reflection
light entering the marker 52, a change of the color of the marker
52 within the captured image due to light, etc. In the present
embodiment, the game apparatus 1 appropriately synthesizes a
captured image and a CG image together even considering cases where
recognition fails.
[0125] FIG. 6 is a diagram illustrating a process of generating a
synthesized image where recognition fails. In FIG. 6, a case is
assumed where the recognition process for the captured image R1
fails at time T4. In this case, the game apparatus 1 cannot
generate a CG image based on the captured image R1. If it is so
configured that no CG image is displayed (because a CG image cannot
be generated due to recognition failure), the CG image will be
displayed with flickering when recognition fails intermittently.
Therefore, in the present embodiment, the game apparatus 1
generates a CG image V4 based on the result of the recognition
process for the latest captured image R0 successfully recognized.
That is, since the game apparatus 1 does not immediately stop
generating a CG image in response to recognition failure, it is
possible to prevent the CG image from being displayed with
flickering.
[0126] Moreover, in the present embodiment, the CG image V4 at time
T4 is synthesized with the last captured image R0 successfully
recognized (see FIG. 6) but not with the latest captured image R1
for which the recognition process is completed at time T4. If it is
so configured that a synthesized image is generated by using the
latest captured image R1 for which the recognition process is
completed, as in a case where recognition succeeds (the case at
time T4 in FIG. 5), the captured image based on which the CG image
V4 has been generated will be different from the captured image to
be used for synthesis, thus resulting in misalignment described
above. In view of this, in the present embodiment, if the
recognition fails, the game apparatus 1 generates a synthesized
image using the latest captured image successfully recognized.
Then, even if the recognition fails, it is possible to synthesize a
CG image with a captured image based on which the CG image has been
generated, thereby preventing misalignment.
[0127] As described above, in the present embodiment, if a
recognition process fails, the game apparatus 1 synthesizes a
captured image which is the subject of the recognition process
having succeeded most recently with a CG image generated by using
the process result of that recognition process. Therefore, it is
possible to prevent a CG image from being displayed with flickering
and to prevent a CG image from being displayed while being
misaligned with the captured image, thus improving the realness of
the synthesized image. That is, it is possible to sufficiently
achieve the effect of "giving a feel as if the CG image actually
existed", which is the characteristic of augmented reality
techniques.
[0128] Note that if a recognition process fails, "a captured image
which is the subject of the recognition process having succeeded
most recently" is used for generating the synthesized image in the
present embodiment. In other embodiments, the captured image to be
used for generating the synthesized image when the recognition
process fails is not limited to a captured image which is the
subject of the recognition process having succeeded most recently
(i.e., the last one to have succeeded), but may be a captured image
which is the subject of any recognition process which has succeeded
before.
[0129] Note that in the present embodiment, the last captured image
for which the recognition process has succeeded is used for a
synthesized image, and therefore if recognition fails, one captured
image is displayed over a long period of time, and apparently the
motion picture of the displayed synthesized image may not be
smooth. However, in the present embodiment, the CG image of the
synthesized image is updated every time irrespective of
success/failure of the recognition process, and therefore the
motion picture of the CG image is displayed smoothly. Thus, it is
believed that the user will not feel unnatural about the motion
picture of the synthesized image as a whole, and will not feel
awkwardness.
[0130] Note that while the present embodiment assumes a case where
the amount of time required for the recognition process is longer
than the CG image generating interval, the present invention is
effective also in a case where the amount of time required for the
recognition process is equal to (or shorter than) the CG image
generating interval. How the present invention is effective also in
such a case will now be described with reference to FIG. 7.
[0131] FIG. 7 is a diagram showing a synthesis process where the
captured image obtaining interval and the amount of time required
for the recognition process are set to be equal to the CG image
generating interval. FIG. 7 assumes a case where a captured image
is obtained and a recognition process for the captured image is
completed every frame period (the unit time in which a CG image is
generated).
[0132] In FIG. 7, it is assumed that recognition of the captured
image R2 failed at time T2. If no CG image is displayed at time T2
(because of the recognition process failure), the CG image will be
displayed with flickering. If the CG image V1 based on the captured
image R1 and the captured image R2 are to be synthesized together
at time T2, there may occur misalignment between the captured image
R2 and the CG image V1. In contrast, according to the present
invention, the game apparatus 1 synthesizes the captured image R1
which is the subject of the recognition process having succeeded
most recently with the CG image V2 generated by using the process
result of that recognition process, like at time T4 shown in FIG.
6. Thus, the game apparatus 1 can prevent the flickering of a CG
image and the misalignment between a captured image and a CG image,
as in the above embodiment.
[0133] [Details of Game Process]
[0134] Next, referring to FIGS. 8 to 12, the details of the game
process executed by the game program will be described.
Hereinafter, a game in which a player character controlled by the
player attempts to hit the cannon 53 with a cannonball as shown in
FIG. 4 will be described, as an example of a game performed by the
game process. Specifically, in the present game, the cannon 53,
whose operation is controlled by the game program so that the
cannon 53 changes its direction or launches a cannonball, is
displayed as a game image. The present game is a so-called
"first-person shooter game", and the position of the virtual camera
in the virtual space is used also as the position of the player
character. That is, the player can move the player character in the
virtual space by changing the positional relationship between the
game apparatus 1 and the marker 52 by moving the game apparatus 1
around. The player can make the player character launch a
cannonball by performing a predetermined operation. In the present
game, the player plays the game by attempting to hit the cannon 53
with a cannonball while moving the player character around so as
not to be hit with a cannonball of the cannon 53.
[0135] First, various data used in the game process will be
described. FIG. 8 is a diagram showing various data to be used in
processes performed by the game program. In FIG. 8, a game program
area 60, a captured image buffer area 62, a recognized image buffer
area 65 and a game process data area 67 are set in a main memory 32
of the game apparatus 1.
[0136] The game program area 60 is an area for storing a game
program 61 for instructing the CPU 31 of the game apparatus 1 to
execute a game process (FIG. 9) to be described later. A part or
whole of the game program 61 is read out from the memory card 29 at
an appropriate timing so as to be stored in the main memory 32. The
game program 61 includes a program for executing the image
synthesis process described above, and a program for executing the
recognition process.
[0137] The captured image buffer area 62 stores image data of the
image captured by the camera (captured image data). The captured
image buffer area 62 can store a predetermined number of (e.g., 3)
pieces of captured image data. The captured image data stored in
the captured image buffer area 62 is managed so that the oldest
piece of the captured image data, except for the one currently
under the recognition process, is deleted and updated to new
captured image data. Specifically, status data 63 and captured
image data 64 are stored, while being associated with each other,
in the captured image buffer area 62. The status data 63 is data
representing the status of the captured image data 64 associated
therewith, and specifically indicates one of the statuses "to be
overwritten", "under recognition process", and "available for
process".
[0138] The recognized image buffer area 65 stores, among other
captured image data, captured image data for which the recognition
process has been successfully completed (referred to as the
recognized image data) 66. That is, the recognition process is
performed on the captured image data 64 stored in the captured
image buffer area 62, and if the recognition process succeeds, the
captured image data 64 is stored in the recognized image buffer
area 65. Note that the recognized image buffer area 65 only needs
to store only the latest recognized image data 66. As will be
described later in detail, captured image data stored in the
recognized image buffer area 65 is the subject of the synthesis
process to be synthesized with a CG image.
[0139] The game process data area 67 is an area for storing various
data used in the game process. The game process data area 67 stores
recognition result data 68, player position data 69, enemy object
data 70, display image data 71, and failure counter data 72. Note
that in addition to those described above, the game process data
area 67 stores various data necessary for the game, such as data of
various objects (e.g., the cannon 53) appearing in the game, and
sound data such as BGM.
[0140] The recognition result data 68 is data representing the
process result of the recognition process described above, and is
specifically data representing the positional relationship
described above. The positional relationship is represented as a
three-dimensional position of one of the game apparatus 1 and the
marker 52 with respect to that of the other, or as a
three-dimensional direction from one to the other, and is therefore
represented by three-dimensional coordinates, a three-dimensional
vector, or the like.
[0141] The player position data 69 is data representing the
position of the player character in the virtual space (game space).
As described above, in the present embodiment, the position of the
virtual camera in the virtual space is also used as the position of
the player character. That is, it can be said that the player
position data 69 also represents the position of the virtual camera
in the virtual space. The player position data 69 is calculated
based on the recognition result data 68.
[0142] The enemy object data 70 is data representing various
parameters of the enemy object (i.e., the cannon 53). The various
parameters include parameters representing the direction of the
cannon 53, the number of times the player has hit it with a
cannonball, etc.
[0143] The display image data 71 is data of the game image
displayed on the display apparatus (the upper LCD 22). As will be
described later in detail, data of a warning image to be described
later or a captured image may be displayed, in addition to a
synthesized image described above, in the present game process.
[0144] The failure counter data 72 is data representing the failure
counter. The failure counter represents the amount of time elapsed
since the first failure in a case where the recognition process
fails successively. That is, if the recognition process fails, the
CPU 31 starts counting the failure counter, and continues to count
the failure counter while the recognition process keeps
failing.
[0145] Next, the details of the game process performed by the game
apparatus 1 will be described with reference to FIGS. 9 to 12. FIG.
9 is a main flow chart showing the flow of a game process executed
by the game apparatus 1. When the power button 14F is pressed down
and the power of the game apparatus 1 is turned ON, the CPU 31 of
the game apparatus 1 displays a menu screen (e.g., an image
including images (icons) representing various applications) used
for instructing to start various applications. On the menu screen,
the user instructs to start the game program 61, e.g., instructs to
select the icon of the game program 61. When the start of the game
program 61 is instructed on the menu screen, the CPU 31 initializes
the main memory 32, etc., and starts executing the game program 61
for performing the process shown in FIG. 4. In the present
embodiment, as the game program 61 is executed, the CPU 31
functions as various sections recited in the claims. That is, the
game program 61 instructs the CPU 31 to function as various
sections recited in the claims.
[0146] First, in step S1, the CPU 31 determines whether a captured
image has been obtained. That is, it determines whether data of a
captured image has been sent from a camera (the external camera 25
in the present embodiment). Note that it is assumed in the present
embodiment that while the process loop through steps S1 to S6 is
executed once every frame period ( 1/60 sec), the camera sends a
captured image with a lower frequency (once every about a few frame
periods). If the determination result of step S1 is affirmative,
the process of step S2 is executed. On the other hand, if the
determination result of step S1 is negative, the process of step S2
is skipped, and the process of step S3 is executed.
[0147] In step S2, the CPU 31 stores the captured image data
obtained in step S1 in the captured image buffer area 62 of the
main memory 32. Note that if the maximum number of pieces of the
captured image data 64 that can be stored are already stored in the
captured image buffer area 62, the CPU 31 deletes one piece and
newly stores (updates) the captured image data obtained. The
captured image data 64 to be deleted is the captured image data 64
associated with the status data 63 which indicates "to be
overwritten". When the writing of the new captured image data 64 is
completed, the CPU 31 changes the status data 63 associated with
the captured image data 64 so as to indicate "available for
process". It also changes the status data 63 associated with the
oldest one of pieces of the captured image data 64 whose status
data 63 indicate "available for process" so as to indicate "to be
overwritten". As described above, the oldest piece of the captured
image data 64, except for the one currently under the recognition
process, is updated to new captured image data. The process of step
S3 is executed, following step S2.
[0148] In step S3, the CPU 31 executes the recognition management
process. In the recognition management process, the recognition
process for a captured image is executed, and a data updating
process, etc., are executed based on the result of the recognition
process. The details of the recognition management process will now
be described with reference to FIG. 10.
[0149] FIG. 10 is a flowchart showing the flow of a recognition
management process (step S3) shown in FIG. 9. In the recognition
management process, first, in step S11, the CPU 31 determines
whether there is a captured image under the recognition process.
That is, the CPU 31 determines whether there is an image, among the
captured images stored in the captured image buffer area 62, which
is being the subject of the recognition process. This determination
can be made based on whether there is a piece of the captured image
data 64 whose status data 63 indicates "under recognition process".
If the determination result of step S11 is affirmative, the process
of step S12 is executed. On the other hand, if the determination
result of step S11 is negative, the process of step S19 to be
described later is executed.
[0150] In step S12, the CPU 31 executes the recognition process for
the captured image. In the present embodiment, a series of
recognition process operations (one iteration of the recognition
process) until the recognition result for one captured image is
calculated may not always be executed with the same cycle as the
display process which is executed with a cycle of one frame period.
Typically, it may be difficult to complete one iteration of the
recognition process within one frame period, and in such a case,
only a part of the entire recognition process is executed in one
iteration of the process of step S12. In this case, the process to
be executed in one iteration of step S12 is adjusted to such an
amount of process that a series of processes through steps S1 to S6
can be completed within one frame period.
[0151] If the recognition process is completed (i.e., if the
recognition result is calculated) in the process of step S12, the
CPU 31 stores the data of the recognition result in the main memory
32. Specifically, if the recognition process succeeds, data of the
positional relationship described above is stored in the main
memory 32 as the recognition result. On the other hand, if the
recognition process fails (if the marker 52 cannot be recognized
from the captured image), data representing a recognition failure
is stored in the main memory 32 as the recognition result.
[0152] On the other hand, if the recognition process is not
completed in the process of step S12, the CPU 31 stores data
necessary for executing the remaining recognition process in the
main memory 32 and ends the process of step S12. When the process
of step S12 is executed next, the remaining process is executed by
using the data stored in the main memory 32. The process of step
S13 is executed, following step S12 described above.
[0153] In step S13, the CPU 31 determines whether the recognition
process for one captured image has been completed. That is, the
determination result of step S13 is affirmative if the process
result of the recognition process is obtained in step S12, and the
determination result of step S13 is negative if the process result
of the recognition process is not obtained in step S12. If the
determination result of step S13 is affirmative, the process of
step S14 is executed. On the other hand, if the determination
result of step S13 is negative, the CPU 31 ends the recognition
management process.
[0154] In step S14, the CPU 31 determines whether the process
result of the recognition process executed in step S12 is
successful. The determination of step S14 can be made by
referencing data of the recognition result stored in the main
memory 32 at the end of step S12. If the determination result of
step S14 is negative, the process of step S15 is executed. On the
other hand, if the determination result of step S14 is affirmative,
the process of step S16 to be described later is executed.
[0155] In step S15, the CPU 31 counts the failure counter. That is,
the value of the failure counter represented by the failure counter
data 72 is incremented by one, and data representing the
incremented value is stored in the main memory 32 as new failure
counter data 72. Thus, it is possible to measure the amount of time
elapsed since the recognition process failed. The process of step
S19 to be described later is executed, following step S15.
[0156] In steps S16 to S18, a data updating process, etc., which
are necessary when the recognition process succeeds are executed.
In step S16, the CPU 31 sets the captured image for which the
recognition process has been completed in step S12 as the subject
of the synthesis process. Specifically, the CPU 31 newly stores the
captured image data 64 for which the recognition process has been
completed in the recognized image buffer area 65 as the recognized
image data 66. Thus, the recognized image data 66 is updated. Note
that the captured image data 64 for which the recognition process
has been completed is one of the pieces of the captured image data
64 stored in the captured image buffer area 62 whose status data 63
is "under recognition process". As will be described later in
detail, the recognized image data 66 stored in the recognized image
buffer area 65 is the subject to be synthesized with a CG image.
The process of step S17 is executed, following step S16.
[0157] In step S17, the CPU 31 updates the recognition result data
68 stored in the main memory 32. That is, data representing the
recognition result stored in step S12 is stored in the main memory
32 as new recognition result data 68. The process of step S18 is
executed, following step S17.
[0158] In step S18, the CPU 31 resets the failure counter. That is,
the value of the failure counter data 72 stored in the main memory
32 is set to 0. The process of step S19 is executed, following step
S18.
[0159] In step S19, the CPU 31 determines a captured image to be
the subject for which the recognition process is executed next.
Here, the captured image data to be the new subject of the
recognition process is the latest one of the pieces of the captured
image data 64 stored in the captured image buffer area 62 whose
status data 63 indicates "available for process". The CPU 31
changes the status data 63 associated with the captured image data
64 to be the subject of the recognition process so that it
indicates "under recognition process". Thus, in the next iteration
of step S12, the recognition process is executed for the piece of
the captured image data 64 whose status data 63 has been changed to
"under recognition process". The CPU 31 changes the status data 63,
which had indicated "under recognition process" since before step
S19, to "to be overwritten", so as to avoid a case where there are
a plurality of pieces of the status data 63 that indicate "under
recognition process". After step S19, the CPU 31 ends the
recognition management process.
[0160] Note that with step S19 described above, when one iteration
of the recognition process ends, the next recognition process is
executed for the latest one of the captured images obtained.
Therefore, a captured image that is not the latest one may be
discarded without being subjected to a recognition process. Here,
if it is so configured that the recognition process is executed
successively for all of the captured images obtained, and if the
amount of time required for one iteration of the recognition
process is longer than the captured image obtaining interval, there
will gradually be more and more captured images to be displayed for
which the recognition process has been completed. That is, the
captured images displayed may gradually lag behind the real time.
In contrast, according to the present embodiment, the recognition
process is not performed for a captured image that is not the
latest one, and it is therefore possible to prevent the
accumulation of delays of captured images to be displayed.
[0161] With the recognition management process described above,
when a recognition process ends for a captured image and if the
recognition is successful (YES in steps S13 and S14), the captured
image is set to be the subject of the synthesis process (step S35
to be described later) (step S16). That is, a synthesized image is
generated by using a captured image for which the recognition
process has succeeded. On the other hand, if the recognition fails
(NO in step S14), the process of step S16 is not executed, and
therefore the captured image is not set to be the subject of the
synthesis process. Therefore, if the recognition fails, the
captured image to be the subject of the synthesis process remains
unchanged, and the same captured image as that of the previous
iteration is used in the synthesis process. That is, if the
recognition fails, the captured image which is the subject of the
recognition process having succeeded most recently continues to be
used in the synthesis process. In the recognition management
process, also when the recognition process fails to end, the
process of step S16 is not executed, and therefore the captured
image to be the subject of the synthesis process remains unchanged
and the same captured image as that of the previous iteration is
used in the synthesis process. Therefore, in the synthesis process,
the same captured image as that of the previous iteration (i.e.,
the captured image which is the subject of the recognition process
having succeeded most recently) is used until the recognition
process ends.
[0162] Referring back to FIG. 9, in step S4, following the
recognition management process (step S3), the CPU 31 executes the
game control process. In the game process, the action of an object
in the virtual space is controlled based on the game input from the
player, etc. The details of the game control process will now be
described with reference to FIG. 11.
[0163] FIG. 11 is a flow chart showing the flow of the game control
process (step S4) shown in FIG. 9. In the game control process,
first, in step S21, the CPU 31 determines whether the value of the
failure counter is greater than a predetermined first threshold N1.
That is, the CPU 31 reads out the failure counter data 72 stored in
the main memory 32, and compares the value of the failure counter
data 72 with the first threshold N1. Note that the first threshold
N1 is predetermined, and is set to an appropriate value depending
on the content of the game, etc. Here, the value of the failure
counter represents the amount of time elapsed since the first
failure in a case where the recognition process fails successively.
That is, the determination process of step S21 is a process for
determining whether the recognition process has failed successively
over a predetermined period of time. If the determination result of
step S21 is negative, the process of step S22 is executed. On the
other hand, if the determination result of step S21 is affirmative,
the process of step S25 to be described later is executed.
[0164] In step S22, the CPU 31 accepts a game operation input from
the player. Specifically, the CPU 31 obtains touch position data
representing the position at which an input has been made on the
input surface of the touch panel 13, and obtains operation data
representing the status of input to the operation buttons 14A to
14K (whether or not the buttons have been pressed). The process of
step S23 is executed, following step S22.
[0165] In step S23, the CPU 31 performs a game control based on the
input. Here, in the present embodiment, not only the input to the
input devices (the touch panel 13 and the operation buttons 14A to
14K) accepted in step S22 described above, but also the recognition
result data 68 are used as game inputs. Specifically, the CPU 31
calculates the position (and orientation) of the player character
based on the recognition result data 68. In the present embodiment,
the position and orientation of the player character are the same
as the position and orientation of the virtual camera. That is, the
position of the player character is calculated so that the position
of the player character with respect to the cannon 53 is a position
according to the positional relationship represented by the
recognition result data 68 (the positional relationship between the
game apparatus 1 and the marker 52 in the real space). The
orientation of the player character (the orientation of the virtual
camera) is calculated so that the cannon 53 is displayed at the
position of the marker 52 on the display screen. More specifically,
in the process, the CPU 31 reads out the recognition result data 68
from the main memory 32, calculates the position of the player
character based on the recognition result data 68, and stores data
representing the calculated position in the main memory 32 as the
player position data 69. As an action in response to an input on
the input device, the CPU 31 performs, for example, an operation of
launching a cannonball from the player character in response to the
depression of a predetermined button. The process of step S24 is
executed, following step S23.
[0166] In step S24, the CPU 31 performs other game controls other
than the process executed in step S23. The process executed in step
S24 may be, for example, controlling the action of the cannon 53
(the action of changing the direction of the cannon 53 or launching
a cannonball), determining whether objects are hit by a cannonball,
and calculating the score, etc. Note that data representing
parameters of the cannon 53 (parameters representing the direction,
etc., of the cannon 53) are stored in the main memory 32 as the
enemy object data 70. After step S24, the CPU 31 ends the game
control process shown in FIG. 11.
[0167] On the other hand, in step S25, the CPU 31 discontinues the
game. Here, a case where step S25 is executed is a case where the
recognition process fails successively over a predetermined period
of time. As will be described later in detail, if the recognition
process fails successively over a predetermined period of time (if
the value of the failure counter becomes greater than or equal to
the first threshold N1), a warning image indicating that the
recognition has not been successful is displayed instead of a
synthesized image (step S34 to be described later). If a warning
image is displayed, the game cannot proceed, and therefore the CPU
31 discontinues the progress of the game in step S25. After step
S25, the CPU 31 ends the game control process shown in FIG. 11.
[0168] With the game control process described above, the process
result of the recognition process is used as a game input. That is,
the action of the object (player character) appearing in the
virtual space is controlled based on the recognition result data 68
(step S23). Then, the player can move the player character by
moving the game apparatus 1 (or by the player him/herself moving).
Therefore, in the present embodiment, there is displayed a game
image obtained by synthesizing an object (the cannon 53) in the
virtual space with a captured image representing the real space
(FIG. 4), and the position of the game apparatus 1 in the real
space is reflected on the position of the object (player character)
in the virtual space. Thus, it is possible to provide a novel game
using an augmented reality technique, in which the player
him/herself actually moves around in the real space that is shown
as if a virtual object were present therein.
[0169] Referring back to FIG. 9, the CPU 31 executes a display
process of generating and displaying the synthesized image, the
warning image, etc., described above in step S5, following the game
control process (step S4). The details of the display process will
now be described with reference to FIG. 12.
[0170] FIG. 12 is a flow chart showing the flow of the display
process (step S5) shown in FIG. 9. In the display process, first,
in step S31, the CPU 31 determines whether the value of the failure
counter is greater than a predetermined second threshold N2. That
is, the CPU 31 reads out the failure counter data 72 stored in the
main memory 32, and compares the value of the failure counter data
72 with the second threshold N2. Note that the second threshold N2
is greater than the first threshold N1, and is pre-set to an
appropriate value depending on the content of the game, etc. The
determination process of step S31 is a process for determining
whether the recognition process has failed successively over a
predetermined period of time corresponding to the second threshold
N2. If the determination result of step S31 is affirmative, the
process of step S32 is executed. On the other hand, if the
determination result of step S31 is negative, the process of step
S33 to be described later is executed.
[0171] In step S32, the CPU 31 displays the captured image on the
display apparatus (the upper LCD 22). Specifically, the CPU 31
displays the captured image data sent from the camera on the upper
LCD 22. Thus, if the failure counter is greater than or equal to
the second threshold N2, only the captured image is displayed, and
the CG image is not synthesized therewith. After step S32, the CPU
31 ends the display process.
[0172] On the other hand, in step S33, the CPU 31 determines
whether the value of the failure counter is greater than the
predetermined first threshold N1. The process of step S33 is the
same as the process of step S21 described above. If the
determination result of step S33 is affirmative, the process of
step S34 is executed. On the other hand, if the determination
result of step S33 is negative, the process of step S35 to be
described later is executed.
[0173] In step S34, the CPU 31 displays a warning image on the
display apparatus (the upper LCD 22). The warning image is an image
for warning the player of the fact that the recognition of the
marker 52 has failed successively over a predetermined period. The
warning image may be any image, but is preferably an image
different from the captured image or an image that does not include
the captured image. In the present embodiment, so-called "snow
noise image" (which may include text such as "Marker not
recognized") is displayed as the warning image. The CPU 31 may use,
as the warning image, a motion picture or a still picture provided
in advance in the game program 61. After step S34, the CPU 31 ends
the display process.
[0174] On the other hand, in step S35, the CPU 31 generates a
synthesized image obtained by synthesizing together the captured
image and the CG image. Here, the captured image data used for the
synthesis is captured image data (the recognized image data 66)
stored in the recognized image buffer area 65. That is, in the
present embodiment, the latest captured image for which the
recognition process has succeeded (a captured image for which the
recognition process has succeeded most recently) is used for the
generation of the synthesized image. The data of the synthesized
image generated is stored in the main memory 32 as the display
image data 71.
[0175] Note that in the present embodiment, a synthesized image is
generated by a method in which a captured image is used as the
background for the image of the virtual space. That is, the CPU 31
places a background object behind the cannon 53 (as viewed from the
virtual camera) in the virtual space, and the CPU 31 uses the
captured image as the texture of the background object when
generating an image of the virtual space as the cannon 53 is viewed
from the position of the virtual camera in the direction of the
virtual camera. Thus, it is possible to generate a synthesized
image in which a CG image of the cannon 53 is synthesized on the
captured image. Note that the position and orientation of the
virtual camera are calculated as the position and orientation of
the player character in step S23 described above. The action of the
cannon 53 (the direction, etc., of the cannon 53) is calculated in
step S24 described above. Note that in other embodiments, the CPU
31 may generate a synthesized image by first generating a CG image
and then synthesizing the CG image with a captured image. The
process of step S36 is executed, following step S35.
[0176] In step S36, the CPU 31 determines whether the value of the
failure counter is greater than a predetermined third threshold N3.
That is, the CPU 31 reads out the failure counter data 72 stored in
the main memory 32, and compares the value of the failure counter
data 72 with the third threshold N3. The third threshold N3 is
smaller than the first threshold N1, and is pre-set to an
appropriate value depending on the content of the game, etc. The
determination process of step S36 is a process for determining
whether the recognition process has failed successively over a
predetermined period of time corresponding to the third threshold
N3. If the determination result of step S36 is affirmative, the
process of step S37 is executed. On the other hand, if the
determination result of step S36 is negative, the process of step
S37 is skipped, and the process of step S38 is executed.
[0177] In step S37, the CPU 31 further synthesizes a warning image
with a synthesized image in a proportion according to the value of
the failure counter. The method for synthesizing together the
synthesized image and the warning image may be any method, and may
be a method based on a typical alpha blending process. Then, the
CPU 31 determines the alpha value, which represents the
transparency of the warning image, so that the transparency is 100%
when the value of the failure counter is "N3", 0% when the value of
the failure counter is "N1", and the transparency decreases as the
value of the failure counter increases from "N3" to "N1". Then, the
synthesized image and the warning image are synthesized together
according to the determined alpha value. By the process of step S37
described above, it is possible to generate an image in which the
warning image gradually grows thicker while the synthesized image
grows paler in the course of time (as the value of the failure
counter increases). The image data generated in step S37 is stored
in the main memory 32 as the display image data 71. The process of
step S38 is executed, following step S37.
[0178] In step S38, the CPU 31 displays the synthesized image on
the display apparatus (the upper LCD 22). Specifically, the CPU 31
reads out the display image data 71 from the main memory 32 and
displays it on the upper LCD 22. Thus, a game image (FIG. 4) is
displayed in which a CG image of a game object (the cannon 53) is
synthesized with a captured image.
[0179] Note that in step S38, the synthesized image generated in
step S35 is displayed as it is, when the recognition process has
succeeded or when the value of the failure counter is smaller than
the third threshold N3. On the other hand, when the value of the
failure counter is greater than or equal to the third threshold N3,
an image is displayed in which the synthesized image and the
warning image are synthesized together. Since the transparency of
the warning image varies depending on the value of the failure
counter, when the value of the failure counter is greater than or
equal to the third threshold N3, a game image is displayed in which
the warning image gradually grows thicker (the synthesized image
grows paler) in the course of time. After step S38, the CPU 31 ends
the display process.
[0180] By the display process described above, a synthesized image
is displayed when the recognition process has succeeded (No in
steps S31, S33 and S36). Even when the recognition process has
failed, a synthesized image is displayed until the failure
continues over a period of time corresponding to the third
threshold N3 because the determination result of steps S31, S33 and
S36 is negative. Thereafter, when the recognition process failure
time exceeds a period of time corresponding to the third threshold
N3, the determination result of step S36 becomes affirmative, and
therefore an image is displayed in which a warning image (a snow
noise image) is synthesized with a synthesized image. Then, as the
time passes, the warning image grows thicker (step S37). Moreover,
when the recognition process failure time exceeds a period of time
corresponding to the first threshold N1, the determination result
of step S33 becomes affirmative, and therefore only the warning
image is displayed. At the timing when the warning image is
displayed, the game is discontinued (step S25). Therefore, with the
display process described above, even if the recognition process
fails, the display of the CG image does not stop instantly, and
therefore a CG image will not be displayed with flickering.
Moreover, when the recognition process failure continues
successively over a predetermined period of time or more, a warning
image is displayed, and it is thus possible to notify the player of
the fact that the recognition process has failed.
[0181] Note that one may consider displaying the captured image
(containing no CG image) as the warning image. If the captured
image is displayed as the warning image, it appears to the player
as if the virtual object had disappeared. However, there may
possibly be a case where the virtual object is no longer displayed
as the game advances (e.g., where the virtual object has been
destroyed), and in such a case, it is difficult for the player to
determine whether the recognition has failed. In contrast,
according to the present embodiment, an image different from the
captured image is displayed as the warning image, and it is
therefore possible to more reliably notify the player of the fact
that the recognition process has failed. Moreover, in the present
embodiment, the warning image is displayed so that it gradually
grows thicker in the course of time, and therefore it is possible
to give a notification with reduced awkwardness to the player as
compared with a case where a warning image is displayed abruptly.
Note that in other embodiments, the CPU 31 may display the captured
image without displaying the warning image when the recognition
process has failed successively. That is, in the display process
shown in FIG. 12, the CPU 31 may omit the processes of steps S33
and S34 described above. Still, it is possible to notify the player
of the fact that the recognition process has failed, as in the
above embodiment.
[0182] Moreover, with the display process described above, if the
recognition process failure time exceeds a period of time
corresponding to the second threshold N2 after the warning image is
displayed, the determination result of step S31 becomes
affirmative, thereby displaying only the captured image. This is
because if the process continues to display the warning image, the
player can no longer grasp the image being captured by the game
apparatus 1, thus failing to correctly capture an image of the
marker 52. That is, in the present embodiment, after the warning
image is displayed and the game is discontinued, the captured image
is displayed so that the player can easily correct the direction of
the game apparatus 1 so as to correctly capture an image of the
marker 52.
[0183] Referring back to FIG. 9, the CPU 31 determines whether the
game should be ended in step S6 following the display process (step
S5). The determination of step S6 is made based on, for example,
whether the game has been cleared, the game has been over, the
player has given an instruction to quit the game, etc. If the
determination result of step S6 is negative, the process of step S1
is executed again. The process loop through steps S1 to S6 is
repeatedly executed until it is determined in step S6 that the game
should be ended. On the other hand, if the determination result of
step S6 is affirmative, the CPU 31 ends the game process shown in
FIG. 9. The game process is as described above.
[0184] As described above, with the game process described above,
if the recognition process for a captured image succeeds, the
captured image is stored in the recognized image buffer area 65
(step S16) and used in the synthesized image (step S35). Then, the
CG image to be synthesized is generated based on the successful
recognition result. On the other hand, if the recognition process
fails, the captured image is not used in the synthesized image, and
the previous captured image is maintained in the recognized image
buffer area 65. Thus, if the recognition process fails, a
synthesized image is generated and displayed by using the captured
image for which the recognition process has succeeded most
recently. The CG image to be synthesized is also generated based on
the recognition result obtained when the recognition process
succeeded most recently. Then, even if recognition failure occurs
intermittently, the CG image is not displayed with flickering and
there will be no misalignment between the captured image and the CG
image. Therefore, according to the present embodiment, it is
possible to generate and display a synthesized image with higher
realness.
[0185] In the game process, the process (step S24) of controlling
the action of the displayed virtual object (the cannon 53) is
executed every frame. Not only when the recognition succeeds, but
also when it fails, the image of the virtual object is displayed
while being synthesized with the captured image over a certain
period of time (while step S33 returns No). Therefore, the action
of the virtual object is updated every frame, and the virtual
object is displayed as a motion picture. Therefore, even if the
captured image is not updated every frame, it is possible to
display a smooth motion picture as a synthesized image without
giving the player an impression that the number of frames of the
motion picture is low.
[0186] Note that in the game process described above, while the
action of the virtual object is updated every frame (step S24), the
process (step S23) of determining the display position of the
virtual object (the position and orientation of the virtual camera)
is performed by using the recognition result data updated when the
recognition succeeds (step S17). Therefore, according to the
present embodiment, it is possible to prevent the misalignment
between the captured image and the image of the virtual object
while displaying the action of the virtual object as a smooth
motion picture that is updated every frame.
[0187] With the game process described above, if the recognition
process fails successively over a predetermined period of time
corresponding to the first threshold N1, a warning image is
displayed, and the game is discontinued (step S25). That is, in the
present embodiment, the progress of the game is discontinued in
response to the display of the warning image. Here, in the present
embodiment, the CG image is displayed even if the recognition
fails, and it is therefore not necessary to discontinue the game
immediately even if the recognition fails. If it is so configured
that the game is discontinued in response to a recognition failure,
the game may be discontinued frequently. Thus, in the present
embodiment, the game is allowed to continue even if the recognition
fails. Note however that since the recognition result cannot be
used as a game input while the recognition is failing, if the game
is allowed to continue long after the recognition fails, there will
be a problem in the game because the player cannot perform a game
operation. In view of this, in the present embodiment, the game is
discontinued when a certain period of time elapses since the
recognition fails. Since the game is discontinued in response to
the display of the warning image, the game can be discontinued at a
timing when the synthesized image is no longer displayed, and it is
therefore possible to discontinue the game without giving
awkwardness to the player.
[0188] Note that in other embodiments, the CPU 31 may discontinue
the game at a timing when the recognition fails. For example, in a
game where the recognition result is used as a game input and where
the game operation requirements are severe, one may consider
discontinuing the game in response to a recognition failure. In a
case where the warning image is displayed so that it gradually
grows thicker as in the game process described above, the CPU 31
may discontinue the game in response to the warning image being
synthesized at a predetermined proportion with respect to the
synthesized image. That is, in the game process described above,
the CPU 31 may discontinue the game when the value of the failure
counter is equal to a predetermined value between the first
threshold N1 and the third threshold N3.
[0189] [Variation]
[0190] While the above embodiment is an example of how the present
invention can be carried out, the present invention can be carried
out with a configuration to be described below, for example, in
other embodiments.
[0191] (Variation Regarding Image Processing Program)
[0192] While the above embodiment has been described with respect
to a game program as an example of the image display program, the
present invention can be used with any image display program using
an augmented reality technique other than game programs.
[0193] (Variation Regarding Game)
[0194] While the above embodiment has been described with respect
to a first-person shooter game in which an enemy object (the cannon
53) is displayed, as an example of the game executed by the game
program, the present invention can be used with a game program of
any game in which the game image is displayed using an augmented
reality technique. For example, in the above embodiment, the action
of the virtual object (player character) not displayed on the
screen is controlled based on the recognition result. Here, in
other embodiments, the game apparatus 1 may control the action of
the virtual object displayed on the screen based on the recognition
result. For example, games executed by a game program may include
the following examples. [0195] A game in which the position of the
virtual object on the screen is determined based on the recognition
result.
[0196] A crane object whose position in the virtual space is
determined according to the positional relationship (recognition
result) between the game apparatus 1 and the marker 52 appears, and
the player controls the crane object to catch other objects placed
in the virtual space. [0197] A game in which the movement direction
of the virtual object on the screen is determined based on the
process result.
[0198] A billiard game in which a billiard ball is placed as the
virtual object, wherein the player can strike the ball in the
viewing direction of the virtual camera determined based on the
recognition result (i.e., the movement direction of the ball is
controlled by the positional relationship between the game
apparatus 1 and the marker 52).
[0199] (Variation Regarding Condition Under which Warning Image is
Displayed)
[0200] In the above embodiment, the game apparatus 1 displays the
warning image on the condition that the recognition process has
failed successively over a predetermined period of time. Here, in
other embodiments, the game apparatus 1 may detect the movement of
the camera (the game apparatus 1) and display the warning image on
the condition that it is detected that the camera has moved greater
than a predetermined criterion. The details of the variation where
the warning image is displayed by detecting the movement of the
camera will now be described.
[0201] FIG. 13 is a flow chart showing a variation of a display
process (step S5) in the present embodiment. Note that in FIG. 13,
like processes to those of FIG. 12 are denoted by like step numbers
and will not be described in detail.
[0202] In FIG. 13, if the determination result of step S33 is
affirmative, the process of step S41 is executed. In step S41, the
CPU 31 detects the movement of the camera (the game apparatus 1).
While the movement detection method may be any method, if the game
apparatus 1 includes an acceleration sensor or a gyro-sensor, for
example, the CPU 31 obtains the detection results from these
sensors. The CPU 31 may recognize a predetermined object (which may
be a different object from the marker) from the captured image, and
calculate the movement of the camera based on the movement of the
predetermined object in the captured image. The process of step S42
is executed, following step S41.
[0203] In step S42, the CPU 31 determines whether the movement of
the camera (the game apparatus 1) is greater than or equal to a
predetermined criterion. The predetermined criterion may be, for
example, the acceleration (angular velocity) of the camera being
greater than or equal to a predetermined value, or the amount of
movement of the camera (per unit time) being greater than or equal
to a predetermined value. If the determination result of step S42
is affirmative, the process of step S34 is executed. On the other
hand, if the determination result of step S42 is negative, the
process of step S35 is executed.
[0204] As described above, in the variation shown in FIG. 13, a
warning image is displayed (step S34) when the movement of the
camera is more violent than a predetermined criterion, and the
synthesized image continues to be displayed when the movement of
the camera is less violent than the predetermined criterion. Here,
one can assume it is likely that the marker 52 is outside the
image-capturing range and can no longer be recognized if the camera
has moved violently, and one can assume it is likely that the
marker 52 is within the image-capturing range and the recognition
will succeed again if the camera has not moved much. Therefore,
according to this variation, in a case where recognition fails, the
synthesized image continues to be displayed when it is assumed that
the recognition will succeed again (that the recognition failure is
temporary), and a warning image is displayed when it is unlikely
that the recognition will succeed again. Thus, it is possible to
display the warning image in more appropriate situations.
[0205] Note that although not shown, in the variation described
above, the game discontinuation process (step S25) in the game
control process (step S4) is preferably performed in response to
the display of the warning image. That is, in the game control
process, the CPU 31 may execute steps S41 and S42, as in FIG. 13,
when the determination result of step S21 is affirmative, and
execute step S25 when the determination result of step S42 is
affirmative.
[0206] In the variation described above, the process of steps S41
and S42 may be executed immediately when recognition fails. That
is, the first threshold N1 may be set to "1" or a very small value.
In the variation described above, the process of displaying the
captured image in step S32 may be executed on the condition that a
predetermined period of time has elapsed from the display of the
warning image.
[0207] As described above, according to the variation described
above, it is possible to determine whether the recognition failure
is temporary by detecting the movement of the camera (the game
apparatus 1), and it is possible to appropriately determine the
timing at which the warning image is displayed.
[0208] (Variation Regarding Game System)
[0209] While the above embodiment has been described with respect
to a case where a series of processes for generating and displaying
a synthesized image are executed by a single apparatus (the game
apparatus 1), the series of processes may be executed by an
information processing system including a plurality of information
processing apparatuses in other embodiments. For example, in an
information processing system including a terminal-side apparatus,
and a server-side apparatus capable of communicating with the
terminal-side apparatus via a network, the terminal-side apparatus
obtains a captured image using a camera, and transmits the data of
the captured image obtained to the server-side apparatus. The
server-side apparatus, which has received the captured image data,
executes the recognition process (corresponding to the recognition
management process in step S3 in the above embodiment) and the game
process (corresponding to the game control process in step S4 in
the above embodiment), and transmits data of the game process
result to the terminal-side apparatus. The data of the game process
result is, for example, data of the game image, or data necessary
for generating the game image. The terminal-side apparatus receives
the data of the game process result, and displays the game image
such as the synthesized image on the display apparatus based on
this data. Thus, the present invention may be implemented as an
information processing system including a plurality of information
processing apparatuses.
[0210] As described above, the present invention can be used as a
game program or a game apparatus, for example, for the purpose of,
for example, displaying a virtual image with an augmented reality
technique with increased realness.
[0211] While the invention has been described in detail, the
foregoing description is in all aspects illustrative and not
restrictive. It is understood that numerous other modifications and
variations can be devised without departing from the scope of the
invention.
* * * * *