Abstract The present invention relates to a method of converting two-dimensional images into three-dimensional images in a video game set. In the present invention, the amount of horizontal phase shift with respect to a sprite image to be displayed (an image drawn on a sprite surface) is calculated on the basis of information relating to the priority for display assigned to the sprite image. A left eye sprite image and a right eye sprite image whose phases are shifted from each other in the horizontal direction are produced from the sprite image, the amounts of horizontal phase shift of both the images corresponding to the calculated amount of phase shift.
A method of converting two-dimensional images into three-dimensional images in a video game set, comprising the steps of: calculating the amount of horizontal phase shift of a sprite image to be displayed on the basis of information relating to the priority for display assigned to the sprite image; and producing from the sprite image a left eye sprite image and a right eye sprite image whose phases are shifted from each other in the horizontal direction, the amounts of horizontal phase shift of both the images corresponding to the calculated amount of phase shift.
Claim 2
Dependent Claim
244 words
The method according to claim 1, further comprising the steps of, when a sprite image so displayed as to be positioned on a monitor surface out of sprite images is taken as a reference sprite image, producing a left eye sprite image whose phase is not shifted and a right eye sprite image whose phase is shifted leftward with respect to the reference sprite image, calculating, with respect to the sprite images assigned higher priorities for display than that assigned to the reference sprite image, the amount of phase shift so that the higher the priority for display assigned to one of the sprite images is, the larger the amount of phase shift of the sprite image is, and producing a left eye sprite image whose phase is shifted rightward and a right eye sprite image whose phase is shifted leftward on the basis of the calculated amount of phase shift for each image, and calculating, with respect to the sprite images assigned lower priorities for display than that assigned to the reference sprite image, the amount of phase shift so that the higher the priority for display assigned to one of the sprite images is, the smaller the amount of phase shift of the sprite image is, and producing a left eye sprite image whose phase is shifted leftward and a right eye sprite image whose phase is shifted rightward on the basis of the calculated amount of phase shift for each image.
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