Ohja het is trouwens allang bekend wat de Revolution voor technologie krijgt, wanneer je de pantenten van Nintendo maar goed nakijkt (filed in 2004):
Panoramic interaction:
We have discovered a unique way to solve this problem in the context of real-time interactive video game play. Just as Alice was able to travel into a 3D world behind her mirror in the story ” Alice Through the Looking Glass”, we have developed a video game play technique that allows rich pre-rendered images to create 3D worlds with depth.
While such pre-rendered texture maps have been used with substantial advantageous results in the past, they have some shortcomings in interactive video game play. For example, texture-mapping a pre-rendered image onto a 3D surface during interactive video game play can successfully create impressive visual complexity but may let down the user who wants his or her video game character or other moving object to interact with that complexity. .
System 50 can be used for applications that do not require real-time 3D interactive display ( e.g., 2D display generation and/or non-interactive display), but the capability of displaying quality 3D images very quickly can be used to create very realistic and exciting game play or other graphical interactions.
Voorbeeld:
To perform the pre-render exemplary process, a virtual cube 400 is defined within a virtual three-dimensional universe. As shown in illustrative FIG. 4A, virtual cube 400 may be defined within any realistic or fantastic scene such as, for example, the interior of a medieval cathedral. The cube 400 is used for cube mapping. A panoramic view is created using a cube map style rendering of the scene from a chosen location as shown in FIG. 4A to provide more camera freedom for pre-rendered games. This technique in one exemplary illustration keeps the viewpoint static but allows the player to look around in any direction.
Gyroscopen:
The user may use hand controllers 52a, 52b to control main unit 54. Controls 60 can be used, for example, to specify the direction ( up or down, left or right, closer or further away) that a character displayed on television 56 should move within a 3D world. Controls 60 also provide input for other applications ( e.g., menu selection, pointer/cursor control, etc.). Controllers 52 can take a variety of forms. In this example, controllers 52 shown each include controls 60 such as joysticks, push buttons and/or directional switches. Controllers 52 may be connected to main unit 54 by cables or wirelessly via electromagnetic ( e.g., radio or infrared) waves.
Online:
a modem 136 or other networking interface ( which may in turn connect system 50 to a telecommunications network 138 such as the Internet or other digital network from/to which program instructions and/or data can be downloaded or uploaded)