IMAGE PROCESSOR, IMAGE PROCESSING METHOD, GAME APPARATUS USING THEM, AND MEMORY MEDIUM

Abstract: The present invention provides a picture processing device capable of realizing the detailed shape and pattern of a display object which is far away from a viewpoint and which attracts a game player's attention. For example, a display object (or player) in a soccer game is composed of a small number of polygons to be displayed on a CRT-type display, etc. when the display object is far away from the viewpoint (or camera position). However, even if the player is at a far position, the player will attract the game player's attention when a ball is passed to the player. If the number of polygons composing the player is small in such a situation, the game player will gain an unnatural impression. For example, assuming that a ball rolls to a certain player and this player obtains priority, a priority mark will be displayed above the player's head. Then, it is determined whether or not the player with the priority mark is close to a certain viewpoint. If the player is close to the viewpoint, no change will be made because the player is already composed of many polygons. On the other hand, if the player is far away from the viewpoint, the number of polygons composing the player will be increased to be almost the same as the number of polygons composing other players located close to the viewpoint.

Description: TECHNICAL FIELD The present invention relates to a picture processing device, which displays display objects composed of a plurality of elements (for example, polygons), a picture processing method, and a game device and storage medium using the same. BACKGROUND ART With the progress of computer graphics technology in recent years, picture processing devices, such as game devices and simulation devices, which are capable of displaying images in a three-dimensional space have been provided. Display objects (or characters) on displaying means are composed of polygons. Polygons herein used mean polygons (mainly triangles or quadrangles) which are made of an aggregate of plural vertexes. A conventional picture processing device has limitations on the number of polygons handled by its central processing unit (CPU). Accordingly, a character located far away from a viewpoint is composed of a small number of polygons, while a character located close to the viewpoint is composed of a large number of polygons because the pattern and shape of the character have to be realized in detail. In such a conventional device, as explained above, a character far away from a viewpoint is always composed of a smaller number of polygons than those of a character close to the viewpoint. Accordingly, when a player (or character) which receives a pass in a soccer game attracts a game player's attention, for example, if the player is far from the viewpoint and is a character composed of a small number of polygons, the player is expressed merely in a monotonous shape and pattern. With this type of game device, the game player's attention is lowered and the game lacks subtlety. Such a game device is poorly attractive to consumers. Thus, in the above prior art example the characters are expressed insufficiently in relation to the operational performance. Accordingly, the present invention aims to provide a picture processing device which is capable of more richly expressing a displayed picture including the display objects (such as characters and background) than in the above-described prior art example. DISCLOSURE OF THE INVENTION According to a first aspect of the invention there is provided a picture processing device for expressing a display object by composing it of a plurality of elements, comprising picture processing means for changing the number of said elements according to the distance between a viewpoint and said display object as placed at a position in a three-dimensional space and for projecting the display object in said three-dimensional space onto a plane on the basis of said viewpoint; characterised by element number changing means for further changing the number of the elements which compose a said display object as placed at a said position, said element number changing means being operable to increase said number when the display object becomes, or is to become, the focus of an operator's attention. In a described embodiment, said element number changing means is operable to reduce said number when the display object ceases to be the focus of an operator's attention. In the embodiment, the picture processing means decreases the number of said elements as said display object moves farther away from said viewpoint. In the embodiment, the element number changing means performs its processing when it determines that said display object has become the object of operation. More particularly, the element number changing means comprises first determining means for determining whether or not processing for increasing the number of the elements of said display object is to be performed; second determining means for determining whether or not said display object has become the objection of operation; and element number calculating means for calculating the necessary number of elements on the basis of the determination results of said second determining means. In the embodiment, a plurality of said display objects to be expressed comprise a plurality of first display objects and a second display object having some relationship with said plurality of first display objects in the three-dimensional space, and when said plurality of first display objects compete with each other for control over said second display object, said second determining means determines that one of said plurality of first display objects which has gained control over said second display object is the object of operation. In the embodiment, the second determining means comprises order determining means for determining an order among the plurality of first display objects on the basis of the distances between each of said plurality of first display objects and said second display object; first control granting means for finding a moving direction of a first display object having the highest order among said plurality of first display objects and for granting control to said first display object when said first display object moves toward said second display object; and second control granting means for granting control to a first display object having the second highest order among said plurality of first display objects when said first display object having the highest order is not moving toward said second display object and said first display object having the second highest order is moving toward said second display object. In the embodiment, the picture processing device further comprises attribute indicating means for giving an indicating mark to the display object having control. In the embodiment, the picture processing device further comprises operating means for outputting operation signals for said display object; and displaying means for displaying said display object. In the embodiment, the picture processing device is part of a game device, which further comprises operating means for operating a display object; and displaying means for displaying the results of picture processing by said picture processing means; said picture processing means being arranged to execute picture processing in accordance with operation signals sent from said operating means. According to a second aspect of the invention there is provided a picture processing method for expressing a display object by composing it of a plurality of elements, comprising a picture processing step of changing the number of said elements according to the distance between a viewpoint and said display object as placed at a position in a three-dimensional space and of projecting the display object in said three-dimensional space onto a plane on the basis of said viewpoint; characterised by an element number changing step of further changing the number of the elements which compose said display object as placed at a said position by increasing said number when the display object is, or is to be, the focus of an operator's attention. According to a third aspect of the invention there is provided a computer program adapted to perform the steps of a method according to the second aspect when said program is run on a computer. According to a fourth aspect of the invention there is provided a computer program according to the third aspect embodied on a computer readable storage medium. If a display object is displayed on the displaying means as if the display object is located far away from a viewpoint, for example, this invention increases the number of elements (for example, polygons) of the display object when the display object becomes the object of operation on the basis of operation signals sent from the operating means. Accordingly, the display object which attracts a game player's attention begins to be expressed in detail at that time. Also, since the number of polygons of the display object which attracts the game player's attention is increased, the expression of the displayed picture including the display object becomes rich and it is possible to control the display object in various situations in relation to the operation. In the fourth aspect of the invention, the storage medium may include, for example, a floppy disk, magnetic tape, photomagnetic disk, CD-ROM, DVD, ROM cartridge, RAM cartridge with battery back-up, and nonvolatile RAM cartridge. The storage medium stores information (mainly digital data and programs) by some physical means and is capable of having a processing device such as computers and private processors perform a certain function. The picture processing device in accordance with the invention enriches the expressions of characters in relation to the operational performance. BRIEF DESCRIPTION OF THE DRAWINGS Figure 1 is a full perspective view of a video game machine incorporating a picture processing device according to one embodiment of the present invention. Figure 2 is a plan view of an operation panel of the video game machine. Figure 3 is a block diagram showing the structure of a signal processing system of the picture processing device of the embodiment of this invention. Figure 4 is a main flowchart which explains processing steps performed by the embodiment of this invention. Figure 5 is a flowchart which explains in greater detail the step S4 of the main flowchart in Figure 4. Figure 6 is a detailed flowchart of the priority determination at step S42 "Control Determination Processing" of the flowchart in Figure 5. Figure 7 is a detailed flowchart of the polygon increase processing at step S43 "Polygon Structure Computation" of the flowchart in Figure 5. Figure 8 describes a priority mark of the embodiment of this invention. Figure 9 describes a polygon increase of the embodiment of this invention. Figure 10 is a flowchart which explains in greater detail the step S5 of the main flowchart in Figure 4. Figure 11 describes an effect of executing the processing of Figure 10. Figure 12 is a flowchart which explains in greater detail the step S6 of the main flowchart in Figure 4. Figure 13 describes an effect of executing the processing of Figure 12. Figure 14 is a flowchart which explains in greater detail the step S7 of the main flowchart in Figure 4. Figure 15 describes the situation where a camera used in executing the processing of Figure 14 is set at a high position for shooting. Figure 16 shows a displayed picture shot at the high camera position illustrated in Figure 15. Figure 17 describes the situation where a camera used in executing the processing of Figure 14 is set at a low position for shooting. Figure 18 shows a displayed picture shot at the low camera position illustrated in Figure 17. Figure 19 describes motions illustrating the effect of processing step S8 in the main flowchart of Figure 4. Figure 20 is a flowchart which explains such processing of step S8. Figure 21 is a flowchart which explains in greater detail the step S9 of the main flowchart in Figure 4. Figure 22 describes an effect of executing the processing of Figure 21. Figure 23 describes another effect of executing the processing of Figure 21. An embodiment of the present invention is hereinafter explained with reference to the drawings. Figure 1 is an exterior view of the video game machine employing the picture processing device of an embodiment of the present invention. According to this figure, housing 1 is in a substantial box shape, and game processing substrates and the like are provided within housing 1. On the front face of housing 1, a CRT-type display 1a and an operation panel 2 are provided. Joysticks 2a and 2a and sets of operation buttons 2b and 2b, each set respectively consisting of three buttons, are provided on the operation panel 2. Display 1a displays a game screen. Three-dimensional pictures are developed on the game screen, and a game player is capable of freely moving players (or characters) on the screen by operating joystick 2a, etc. Such characters are one of the display objects. Figure 2 is an enlarged view of the operation panel of the embodiment. In this figure, operating directions 2c are indicated around joysticks 2a and 2a on the operation panel 2. Operating directions 2c are provided at 45° intervals around joystick 2a. In other words, there are eight operating directions 2c. Furthermore, the operation panel 2 with the operation buttons 2b mounted thereon also has descriptions 2d of normal operation content for the respective operation buttons 2b. Figure 3 is a block diagram of the game device employing the picture processing device of the embodiment. This game device comprises, as its basic elements, a main game device 10, input device 11, speaker 14 and a CRT-type display 1a. The input device 11 has joystick 2a and operation buttons 2b consisting of a set of three buttons. As shown in Figure 1, there may be a plurality of the input devices 11. The CRT-type display 1a displays pictures of a soccer game or the equivalent executed by this game device. A projector may be used instead of this CRT-type display 1a. Speaker 14 generates music, sound effects or the like upon receiving signals from the main game device 10. The main game device 10 comprises a CPU (central processing unit) 101, ROM 102, RAM 103, sound device 104, power amplifying circuit (AMP) 105, input/output interface 106, scroll data computing device 107, co-processor (auxiliary processing device) 108, picture data ROM 109, geometrizer 110, motion data ROM 111, drawing device 112, texture data ROM 113, texture map RAM 114, frame buffer 115, picture synthesizing device 116, and D/A converter 117. The motion data means three-dimensional data such as "polygon data forming a combination of a series of movements performed by characters such as players in each scene" and "background such as court, spectators and constructions. " CPU 101 is connected to ROM 102, which stores predetermined programs and the like via bus lines, RAM 103 for storing data, sound device 104, input/output interface 106, scroll data computing device 107, co-processor 108 and geometrizer 110. RAM 103 functions as the RAM for the buffer, so various commands to geometrizer 110 are written thereon. The input/output interface 106 is connected to the input device 11, thereby operation signals of joystick 2a of the input device 11 are taken in CPU 101 as digital quantity. The sound device 104 is connected to speaker 14 via the power amplifier 105, and sound signals generated by the sound device 104 are amplified by the power amplifying circuit 105 and then given to speaker 14. According to the this embodiment, CPU 101 is designed to read, based on the program installed inside ROM 102, the operation signals from the input device 11 and the image data from ROM 109, or the motion data from the motion data ROM 111, and to determine at least, among others, whether or not a player (or related display object) and a ball (or specific display object) collide (or contact) with each other, and whether or not players collide with each other. Co-processor 108 is connected to the picture data ROM 109, and then, predetermined camera position changing data are delivered to co-processor 108 (and CPU 101). Co-processor 108 is designed mainly to make a contact determination, such as a contact between the ball and the player and a contact between the player and the player, and to assume mainly the operation of floating points during this determination. As result, the determination of contact between the player and the ball is performed by co-processor 108, and the determination results are given to CPU 101, thereby reducing the computation load on CPU and enabling more rapid performance of this contact determination. After the coordinates of the display object (such as players and ball) are determined in a three-dimensional space, a conversion matrix for converting these coordinates into a visual field coordinate system, and data regarding the players, goals and referees are designated to geometrizer 110. Geometrizer 110 is connected to the motion data ROM 111 and the drawing device 112. The motion data ROM 111 has previously stored thereon the polygon motion data, i.e., three-dimensional data such as data concerning players, ball, court, partial background (such as spectators), respectively composed of vertexes (or polygons). This motion data is delivered to geometrizer 110. Geometrizer 110 radioscopically converts the picture data designated by the conversion matrix and sent from CPU 101, thereby obtaining data converted from the coordinate system of the three-dimensional virtual space to the visual field coordinate system. The drawing device 112 pastes textures onto the picture data which has been converted into the visual field coordinate system, and outputs such data to the frame buffer 115. In order to paste the textures, the drawing device 112 is connected to the texture data ROM 113 and the texture map RAM 114, and also to the frame buffer 115. Polygon data means a group of data of relative or absolute coordinates of respective vertexes of polygons (polygons: mainly triangles or quadrangles) which are made of an aggregate of a plurality of vertexes. The picture data ROM 109 may store polygon data, which are set comparatively rough to satisfy the performance of the determination of contact between players and between a player and a ball, and position changing data required for camerawork. In contrast, the motion data ROM 111 stores polygon data which are set in more details relating to motions constructing pictures including the players, ball, background, etc. The Scroll data computing device 107 computes scroll picture data such as letters and parts of the background (such as sky). This computing device 107 and the above-mentioned frame buffer 115 are connected to the CRT-type display 1a via the picture synthesizing device 116 and D/A converter 117. This allows the polygon picture, including players, court, ball, background (partially), which is temporarily stored in the frame buffer 115, and the scroll picture with letter information, such as score, remaining game time, usage of the operation button 2b and other necessary guidance, to be synthesized in accordance with a designated priority, thereby generating a final frame picture data. This picture data is converted by D/A converter 117 into analog signals and sent to the CRT-type display 1a, and the soccer game picture is displayed on a real time base. Next, movements of the embodiment of the present invention will be explained on the basis of Figures 1 to 3 and with reference to the drawings of Figures 4 to 23. [Explanation of Main Processing Routine] First, the overall flow of movements is explained by using the main flow chart in Figure 4. For convenience of explanation, the contents of a game to be processed by the game device according to the present embodiment shall be a soccer game. One team will be basically composed of eleven players, and a game will be performed by two teams kicking a ball into the goal of the other team on a court. The main CPU 101 performs the processing according to the main flow chart in Figure 4, and a synchronous display control processing is performed concerning the picture with characters and the like to be expressed with the three-dimensional polygon data (hereinafter referred to as "polygon picture") and the scroll picture with a part of the background and letter images, as described above. At step S1 of Figure 4, the main CPU first-calculates movement coordinates of the viewpoint in correspondence with the operation state of joysticks 2a and the operating buttons 2b, and the movement coordinates of characters and the like to be expressed with textured polygon data. This processing allows movements of a soccer player, such as running on the screen in the direction instructed by the game player. Next, at step S2, position data (or screen coordinates), etc. on the screen, where the three-dimensional polygon data with the converted coordinates are displayed, are calculated. Based on the polygon display position, players and other characters are displayed at the predetermined position on the screen in the predetermined form. Then, the processing proceeds to step S3 and prepares scroll data of the sky and scores, etc. The scroll data means the portions which do not move by themselves, such as backgrounds and the like. These scroll data are synthesized with the polygon pictures which move around the screen and then the synthesized picture is displayed on display 1a. At step S4, a first processing of polygon increasing means of the embodiment described below is performed. The polygon increase processing means the processing to increase the number of polygons composing a character which attracts the game player's attention, such as a player which has received the ball. Next, at step S5, a second processing of polygon applying means as described below is performed. The polygon applying processing means, for example, that when a player's number is to be expressed on the back of a player, a separate polygon for the player's back number is prepared in addition to the polygons composing the player and these polygons are synthesized, thereby expressing the player's number. At step S6, a third brightness changing processing is performed to change the brightness in correspondence with the distance between the characters and the viewpoint as described below. The brightness changing processing means the process to change the brightness of the character in correspondence with the distance between the character and the viewpoint. By means of this brightness changing processing, a player close to the camera is displayed in bright colors and a player far from the camera is displayed in dark colors. At step S7, a fourth processing of viewpoint position changing as described below is performed. The viewpoint position changing means the process, for example, when a player has obtained the ball and starts to dribble, to move the camera viewpoint gradually from a high position to a low position and to display the dribbling player in a close-up view. At step S8, a fifth motion correcting processing as described below is performed. The motion correcting processing prevents unnatural movements, for example, in a series of movements when the dribbling player turns around. For example, the motion correcting processing corrects the position or moving direction of the ball so that the player and the ball do not seem to be separated from each other. At step S9, a sixth processing of operation content outputting means as described below is performed. The operation content outputting processing means the process to display the operation description in cases where the game player needs to perform special operations during a game. Special operations include, for example, free throw and free kick. Finally, all the results executed at steps S1 through S9 are temporarily stored in the frame buffer 115, Ram 103, etc. After passing through all of the above-mentioned processing steps, the main CPU 101 waits for and determines the predetermined timing to draw the polygon data at step S10. When the predetermined timing has arrived, the movement amount along the x and y axes on the scroll picture and the multiplying factors, etc. which have been stored in memories or the like are transferred to the picture synthesizing device 116 at step 11. Then, at step S12, the main CPU 101 executes commands of, for example, display. The main CPU regularly repeats the processing from step S1 to step S12, as described above. [First Processing] The action of the polygon increasing means which is the basis of the embodiment of the present invention is hereinafter described with reference to Figures 5 through 8. This embodiment defines a certain viewpoint and pictures as seen from this viewpoint is displayed. On the screen, display objects close to the viewpoint are displayed in a large size and display objects far away from the viewpoint are displayed in a small size. The display objects which are displayed in a large size, especially players, are expressed with a large number of polygons, and the display objects which are displayed in a small size, such as players, are usually expressed with a small number of polygons. In such a display indication state, step S4 of Figure 4 is shown in detail in Figure 5. In Fig. 5, CPU 101 first determines whether or not the polygon increasing means is necessary at step S41. If this processing is not necessary (step S41: NO), the processing of this first embodiment is unnecessary, so steps S42 and S43 are skipped. However, if CPU 101 determines that this processing is necessary (step S41: YES), the processing proceeds to step S42. Cases where the processing at this step is required are as follows: (1) When a certain player which is far from the viewpoint is expressed with a small number of polygons and the ball flies to a position close to this player. The processing is required in this case in order to avoid unnaturalness, as the game player pays attention to the player near the ball. (2) Other cases where the game player is thought to pay attention to players, regardless of a far distance from the viewpoint, for example, when the players are exchanged. In case (1), under the control of CPU 101, it is determined whether or not this player will obtain control over the ball (at step S42). When the specific player has won the control over the ball (at step S42), the polygon increasing means performs the processing to increase the number of polygons composing the player (at step S43). The acquisition of control (at step S42) is hereinafter explained by referring to Figures 6 and 7. In other words, this processing determines, as the ball flies through the air, which one of the players among the plurality of players located far from the viewpoint has obtained control over this ball. This processing starts when the ball starts flying through the air. For example, at step S421, the estimated position where the ball bounds for the first time is calculated. Then, at step S422, the player near this position is made to move toward this position. Subsequently, at step S423, it is determined whether or not the ball has contacted with the estimated position of the first bound. If the ball does not contact this position (step S423: NO), this processing is skipped and one proceeds to the main processing. Furthermore, if the ball does contact this position (step S423: YES), the position and direction of each player are taken in (at step S424). At step S425, the moving direction of the ball and the distance between each player and the ball are calculated. At step S426, the player nearest to the ball (this player shall be referred to as the "first player" in Figure 6) and the player located at the second nearest position to the ball (this player shall be referred to as the "second player" in Figure 6) are determined. Next, at step S427, the facing direction, in relation to the ball, of the player nearest to the ball is determined. If the player nearest the ball is generally facing the ball (step S427: FRONT), the control over the ball is given to the player nearest the player (at step S430). However, if the player nearest to the ball faces toward a direction opposite to the ball (with his back to the ball) (step S427; BACK), it is determined whether or not the second nearest player to the ball is within a certain distance from the first player (at step S429). If it is determined at step S429 that the second player is not within such a certain distance (step 429: NO), since the first player can turn around and move toward the ball and reach at the ball faster than the second player, the first player is made to turn around at step S428. Thereafter, the control over the ball is given to the first player at step S430. On the other hand, if the second nearest player to the ball is within a certain distance range from the first player (step S429: YES), it is necessary to determine which player is faster to reach the ball, the first player turning and moving toward the ball or the second player moving toward the ball. For this purpose, the facing direction of the second player is determined at step 431. If the second player faces the ball (step S431: FRONT), the second player can reach the ball faster than the first player turning and reaching the ball, so the control over the ball is given to the second player at step S432. If the second player is also facing backwards (step S205; BACK), the first player is turned (step S428). These priority data are stored, for example, in RAM 103 or the like. As described above, concerning the player obtaining control over the ball, the processing to display a control mark above the player is performed at step S435. Thereby, the mark is displayed above the head Ca of player C on the CRT-type display 1a to show that the control over the ball has transferred to such player, as shown in Figure 8. Subsequently, the number of polygons of this player C is determined at step S436. If the polygon number of player C is large (step S436: YES), this player C is displayed as if it is located in foreground on the screen and, therefore, no change is made. If the number of polygons of this player C is small (step S436: NO), the number of polygons is increased to almost the same number of polygons composing the player displayed in foreground. Since this player C is displayed as if it is located far back in the screen (or far from the viewpoint), the player is composed of a small number of polygons. As a result, player C11 composed of a small number of polygons as shown in Figure 9(a) is then expressed in the same way as player C12 composed of a large number of polygons, as shown in Figure 9(b). In the example above, the number of polygons composing the player with the attention mark m is increased to almost the same number as that of a player close to the viewpoint, but there may be some other ways to determine the number of polygons. For example, the greatest number of polygons may be determined in advance depending on the size of the players on the screen, and the number of polygons composing the player with the attention mark m is increased to such a maximum value. Generally, the number of polygons composing a player is less than this maximum value. A thoughtless increase of the number of polygons composing a player which is displayed in a small size on the screen may be ineffective as it may be too detailed. Therefore, the optimum display becomes possible by adequately determining the maximum value according to the size of the player and the distance between the player and the viewpoint. Alternatively, a normal number of polygons may be previously decided in accordance with the size of the players on the screen and the number of polygons composing the player with the attention mark m may be made as the number obtained by multiplying this normal number of polygons by a factor k (k>1). This factor k may be a constant value or may be changed according to the size of the player on the screen or the distance between the player and the viewpoint. Another alternative is to increase the number of polygons by adding or multiplying a predetermined value "a" to or by the number of polygons composing the player with the attention mark m. The value "a" to be added or multiplied may be a constant value or may be adequately set depending on the size of the player or the distance between the player and the viewpoint. In conclusion, the number of polygons composing the player with the attention mark m should be increased to the extent that such display will not cause a sense of unnaturalness to the game player. In the above explanations, the number of polygons composing the player close to the viewpoint is always large. However, without limitation, it is also possible to reduce the number of polygons according to the circumstances. This is explained below by using specific examples. Let it be supposed that there are three opponents A, B and C before the player (or character) operated by the game player. The order of the opponents closer to the player shall be A, B and C. If the viewpoint is located close to the player, when looking at opponents A, B and C, opponent A is indicated as if it is located nearest to the front. Based on the principles above, the number of polygons composing opponent A is largest. Opponent B is indicated to be at the second closest position, and C at the farthest position. At this time, there is the following relationship between the opponents: (number of polygons composing A) > (number of polygons composing B) > (number of polygons composing C). In this case, the player first struggles with the nearest opponent A. If the player wins over or removes A, it then struggles with B, and then with C. The first opponent to which the game player directs his attention is A. However, after winning over A, the game player naturally turns his attention to the next opponent B. At this point, the number of polygons composing A is largest, but as A is no longer of interest, it is meaningless to express A in detail. Therefore, the number of polygons composing the beaten opponent is reduced a little even if the opponent is close to the viewpoint. This prevents excessively detailed expression and reduces the computation load. The reduced number of polygons may be added to the polygons composing the next opponent B. The same applies to the processing of fighting with C after beating B. In this way, the polygon increasing means of the first embodiment makes it possible to display a player, which is far from a certain viewpoint and, therefore, is composed of a small number of polygons, with almost the same number of polygons as the player displayed close to the viewpoint in cases where such player is considered to attract the game player's attention, for example, when the player takes the control over the ball. Accordingly, even if the player is far from the viewpoint, the player which attracts the game player's attention is given detailed shape and pattern, thereby providing a better display mode. Therefore, the game player will hardly feel unnaturalness. According to this embodiment, it is possible to diminish a processing load without giving a sense of unnaturalness to the game player by reducing the number of polygons composing a player which is close to the viewpoint and does not attract the game player's attention. In conclusion, the number of polygons composing a player is decided according to its position, whether far from or close to the viewpoint, as a general rule. In this first embodiment, this rule is amended as appropriate in accordance with circumstances (for example, actual situation of a game, relationship with players, relationship with a ball, relationship with a background). Accordingly, the game player will rarely feel a sense of unnaturalness and it is possible to diminish a processing load without giving a sense of unnaturalness to the game player by reducing the number of polygons. [Second processing] In the second processing, when a character is a player of a soccer game, a predetermined portion of the player's back is hollowed out and this hollowed portion is filled with a ground, a uniform pattern and a player's number, all of which are respectively composed of polygons, in the order listed above. In this processing, polygon applying means executes this action. The polygon applying means operates at step S5 of the main routine shown in Figure 4. Details of this step S5 are described in Figure 10. According to Figure 10, at step S501, CPU 101 of the main game device 10 reads out polygon data of player C21 which is composed of a plurality of polygons in a manner such that a part C21b of the back C21a of player C21 is hollowed out as shown in Figure 11. The back C21a of player C21 is composed of a plurality of polygons Pn1-Pn6. The read-out data do not contain polygon data corresponding to the portion C21b surrounded by polygons Pn1-Pn6. Accordingly, based on the polygon data read out at step S501, player C21 is treated as if a part C21b of its back C21a is hollowed out as shown in Figure 11. Next at step S502, polygon data PD1 to function as a ground is read out from the motion data ROM 111, etc. This polygon data PD1 fits in the. hollowed part C21b and comprises a certain color data. At step S503, polygon data PD2 with a pattern texture mapped thereon is read out. This polygon data PD2 corresponds to the above-mentioned hollowed part C21b and includes a color data to make the portion other than the texture transparent. Subsequently, at step S504, polygon data PD3 with a player's number mapped thereon is read out. This polygon data PD3 corresponds to the above-mentioned hollowed part C21b and the portion other than the player's number is made transparent. These polygon data PD1-PD3 so read out are mapped over the hollowed part 21b of player C21 in the order of PD1, PD2 and PD3 at step S505. Moreover, face data FD of player C21 is mapped over the front face C21d of the head of player 21 in accordance with a player's number at step S506. As a result, the entire body of the player is expressed with polygons and the player's number is indicated on the player's back by using texture mapping of polygons. As described above, polygons of the entire body, polygon of the player's number and face data are used to complete one character. Other players are composed in the same manner. Since the second processing makes it possible to express a character including the player's number by using polygons and almost without using the texture mapping, many display objects (or characters) can be displayed with a small computation load. Moreover, in order to reduce the processing of motion data computation, another approach may be taken to have only the part C21b, shown in Figure 11, computed, to display the polygon as the player's number as in the second example and to synthesize the entire body with the player's number polygon. In this case, no computation is required for the head, both arms and legs. Poses of the entire body are predetermined and the head and both arms and legs are included in one pose. Accordingly, it is impossible to freely move only the arms or legs, but this approach can be used for poses of a high frequency such as a "ready pose." According to the second processing, if only the player's number portion (PD1, PD2 and PD3) is prepared for twenty-two players, for example, the player's body parts (polygons) can be used in common. Although the players' physical build becomes all the same, the number of polygons can be considerably reduced. It is also possible to separately prepare polygons to express the player's entire body for characteristic players such as star players and to use the other players' polygons in common. According to this processing, since the aforementioned three polygons (PD1, PD2 and PD3) are mapped over the hollowed part of a character's back, it is possible to simplify the polygon mapping processing. [Third Processing] A third processing is designed to realize a sense of far and near by executing a brightness changing operation, thereby showing players displayed in foreground in bright colors and players displayed at the back (or far from a viewpoint) in dark colors on the display screen of the CRT-type display 1a. Whether a player is close to or far away from the viewpoint is determined on the basis of the number of polygons. This brightness changing processing is executed at step S6 of the main flowchart in Figure 4. Details of step S6 are shown in the flowchart of Figure 12. CPU 101 of the main game device 10 processes the flowchart of Figure 12 and determines brightness of each player according to the number of its polygons. At step S601, polygon data of a player (or character) to be displayed next are read out from the motion data ROM 111, etc. Subsequently, at step S602, the read-out number of polygons composing the player is examined. Step S602 has the following three branches: [First Branch] When the player is composed of a large number of polygons, this means that the character is located close to the viewpoint (step S602: LARGE) as explained above. Therefore, a value of a bright color is set on a color bank type palette which determines brightness of the player (at step S603). At step S604, it is determined whether the brightness of all the players has been decided. If it has not been completed (step S604: NO), the device proceeds to the processing to read out polygon data at step S601 again. [Second Branch] When polygon data of the player are read out at step S601 and if there is an average number of polygons (step S602: AVERAGE), CPU 101 sets a value of moderate brightness on the color bank type palette (at step S605). [Third Branch] When polygon data of the player are read-out at step S601 and if there is a small number of polygons (step S602: SMALL), CPU 101 sets a value of darkest colors on the color bank type palette (at step S605). Details of the processing at step S602 to compare the number of polygons are as follows: Two threshold values th1 and th2 (th1 < th2) are previously given. If the number of polygons is larger than the threshold value th2, the processing proceeds to step S603. If the number of polygons is smaller than the threshold value th1, the processing proceeds to step S606. If the number of polygons is between these threshold values, the processing proceeds to step S605. These threshold values may be constant values or may be changed according to the viewpoint position, color of the background or other factors. The brightness so set on the color bank type palette at steps S603-606 is stored until it is displayed. When the display timing of step S12 shown in Figure 4 comes, player C31 closest to the viewpoint is displayed with brightest colors on the screen of the CRT-type display 1a. Player C32 at the middle position on the screen of the CRT-type display 1a is displayed with a little darker colors than those of player C31. Player C33 positioned farthest from the viewpoint is displayed with darker colors than the colors of player C32 at the middle position. As described above, according to the third processing, the closer to the viewpoint the characters are located, the brighter the colors are used to display the characters, thereby improving a sense of near and far and enhancing the realistic excitement of a game. Since the determination of near or far is conducted by the comparison of the number of polygons, the processing is simplified, thereby reducing a load on CPU. As explained in the first processing, when the number of polygons composing a player, which attracts the game player's attention, is increased, it is sometimes determined that the number of polygons is large even though the player is located far away from the viewpoint. In this case, either (1) the higher brightness is set according to the number of polygons even if the player is located far from the viewpoint, or (2) the lower brightness is set according to the determination that the player is located far from the viewpoint on the basis of the original number of polygons. In the latter case (2), whether or not the original number of polygons should be referred to is determined on the basis of, for example, the existence of the attention mark m shown in Figure 8. Although in the above explanation whether a character is located close to or far from the viewpoint is determined on the basis of the number of polygons composing the character, such determination may be made on the basis of the distance between the viewpoint and the character. In this case, the threshold values th1 and th2 indicate the distance in a three-dimensional space, instead of the number of polygons. Alternatively, the determination may be made on the basis of the size of a character on the screen. If all the characters are of almost the same size, it is possible to determine on the basis of the size of a character whether the character is located close to or far from the viewpoint. Steps S603, S605 and S606 of the palette setting are not limited only to the setting of brightness. Either brightness, chroma or chromaticity, all of which are elements of colors, may be set at these steps. For example, a player close to the viewpoint may be set with a bright color tone and a player far from the viewpoint with a dark color tone. Moreover, upon the setting of the palette, the setting may be changed as appropriate in accordance with colors of the background. For example, if the background is dark, low brightness may be set. If the background is bright, high brightness may be set. In the above explanation, the players located close to the viewpoint are always composed of a large number of polygons. Without limitation to such a setting, however, the number of polygons composing a player located close to the viewpoint is sometimes reduced, for example, in the situation explained in the first processing, where there are three opponents A, B and C before the player (or character) operated by the game player and the player competes with these opponents in turn. In this case, as in the first processing, the number of polygons composing a beaten opponent is a little reduced and the brightness of the opponent is lowered even though the opponent is located close to the viewpoint. As a general rule, color brightness of a player is determined on the basis of whether the player is close to or far from the viewpoint. At the same time, however, this general rule is modified as appropriate according to the circumstances (for example, actual situation of a play, relationship with players, relationship with a ball, and relationship with the background). [Fourth processing] A fourth processing relates to a camerawork (or viewpoint position control) and provides a screen display by effectuating the viewpoint position changing means. The camerawork of the viewpoint position changing means makes it possible to display a full view of a soccer game and, for example, to display a part of the players in a close-up view on the screen of the CRT-type display 1a. The viewpoint in this fourth processing is provided in a virtual three-dimensional space and is a standard point, in other words, a camera position, for projecting polygons expressed in the virtual three-dimensional space onto a plane. The viewpoint position changing means in the fourth processing is effectuated when step S7 of the main flowchart shown in Figure 4 is processed. Details of step S7 are shown in the flowchart of Figure 14. In the following explanation of the fourth processing, an example is used where the viewpoint position changing processing begins as dribbling starts in a soccer game. Figures 15 and 17 show examples of the position relationship between the camera position and players and Figures 16 and 18 show examples of pictures on the CRT-type display 1a as taken by such cameraworks. In Figures 15 and 17, the x axis extends in a horizontal direction on the screen of the CRT-type display 1a, the y axis extends in a vertical direction and the z axis extends in a perpendicular direction. For example, let it be supposed that players C51, C52 and C53 are moving over the court in the three-dimensional space with the x, y and z axes, mainly in the x-axis direction in the position relationship shown in the figures and camera 70 is located at coordinates (x1, y1, z1) as shown in Figure 15. In this situation, CPU 101 determines at step S701 which player is dribbling. Whether or not dribbling is performed is determined on the basis of whether a player is holding ball B51 while moving, whether the player sometimes contacts with the ball, and whether the moving direction of the player corresponds with the moving direction of the ball. In Figure 15, it is assumed that player C51 is dribbling ball B51. The operation to be performed by the game player is hereinafter explained with reference to Figure 2. The game player controls a related display object (or player C51) by using joystick 2a so that the movement of the related display object corresponds with the movement of a specific display object (or ball B51). In order to dribble the ball, the game player pushes down joystick 2a in a desirable direction. Since there are only eight moving directions 2c of joystick 2a, it is difficult to make player C51 reach the position of ball B51 correctly. Therefore, when player C51 reaches near a certain range, a processing is conducted as if the position of player C51 corresponds with the position of ball B51. In the situation as shown in Figure 15, whether a predetermined time has passed or not is determined at step S702. If a predetermined time has not passed (step S702: NOT PASSED), a picture of players C51-C53 is taken at the above-mentioned camera position (x1, y1, z1) (at step S703). Data taken at this camera position are stored until a predetermined display timing. Then, when step S12 in Figure 4 is executed, screen 150 of a bird's-eye view is obtained as shown in Figure 16. The entire court, including players C51-C53, is displayed on screen 150. After step S703 is processed, the program exits from this processing. If dribbling is conducted (step S701: YES) and if a predetermined time has passed (step S702: PASSED), camera 70 is moved to coordinates (x1, y2, z2) as shown in Figure 17 (at step S704). Assuming that the game player's viewpoint is the origin of the coordinate system for convenience, a direction toward the back of the screen is (+) of the z axis and an upward direction in the screen is (+) of the y axis. Therefore, the position relationship can be expressed as y2 < y1 and z2 > z1. Data for displaying player C51 and other characters at this camera position are stored until a predetermined display timing. When step S12 in Figure 4 is executed, player C51 is particularly displayed in a close-up view and the picture taken at a lower camera position is displayed on screen 150 as shown in Figure 18. After step S704 is processed, the program exits from this processing. According to the fourth processing, a picture of the entire court is displayed on the screen of the CRT-type display 1a on the basis of a comparatively remote and high camera position. For a certain attention picture, it is possible to, for example, close up the character by changing the angle of the viewpoint against the character, thereby enhancing the realistic excitement of a game. In this embodiment, dribbling is assumed to be a specific attention picture. However, without limitation to such assumption, the specific attention picture may be set when a player far from the viewpoint takes control of a ball. Moreover, a corner kick, goal kick, free kick, PK, throw-in, or other action may be set as the attention picture. For example, a player which moves toward a ball in order to kick it may be taken with a gradual close-up. In conclusion, the attention picture means a picture of a scene where the realistic excitement of a game heightens. The viewpoint position changing means described is capable of displaying an optional attention picture on display 1a effectively by properly changing the camera position as the excitement of a game heightens. Moreover, in the above-described processing, the camera position is fixed along the x-axis direction and is made changeable along the y-axis and z-axis directions. However, the camera position may be changed also along the x-axis direction as well as the y-axis and z-axis directions. Also, the camera position may be moved by changing either the y axis or the z axis. [Fifth Processing] A fifth processing relates to a motion correcting operation. The motion correcting processing intends to make a ball and a player's foot contact with each other as in an actual soccer game and to avoid unnatural movements of the ball and player, particularly the ball and the player's foot. This processing intends to prevent unnatural movements caused by the reason that motions of a player's foot are previously determined and, therefore, the movement of a ball does not interlock with the movement of a player's foot. For this purpose, the ball position is changed to correspond with the motions of the player's foot or the ball direction is adjusted. For example, when the player turns around, the ball position is adjusted. When the player dribbles the ball, the ball direction is adjusted. An example is hereinafter explained where player C61 turns around ball B61. Figure 19(a) shows turning motions when the motion correcting processing of the fifth processing is not conducted. These figures shows the relationship between player C61 and ball B61 at time t1 through t8 in the order from left to right. Let it be supposed that ball B61 is moved to a target point, and that player C61 is estimated by contact determination to contact with the ball in the eighth scene (at time t8). CPU 101 performs the processing to assign the motions of player C61 necessary for turning respectively to each scene, that is, to the first scene (time t1), second scene (time t2), third scene (time t3), fourth scene (time t4) through eighth scene (time t8), and to make the ball and the foot of player C61 contact with each other in the eighth scene (time t8). For example, player C61 faces toward the right side at time t1, and jumps and faces slightly half front at time t2. Player C61 faces gradually obliquely at time t3 and thereafter, and finally faces front at time t5. Player C61 faces toward substantially the left side at time t7. However, the motion of player C61 in each scene is determined, resulting in situations, for example, where ball B61 and the foot of player C61 do not contact with each other even in the eighth scene, or motions change greatly when the motion of player C61 in one scene proceeds to the next scene. If the player moves in this way, the movements of the ball and player seem to be unnatural. If the motion correcting processing of the fifth processing is executed, the motions of player C61 assigned to each scene will be assigned equally to the eight respective scenes, thereby making it possible to display ball B61 and the foot of player C61 in a manner such that they naturally contact with each other. The motion correcting processing of the fifth processing is hereinafter explained with reference to the flowchart of Figure 20. Player C61 is assumed to have control over ball B61. At step S801, it is determined whether or not joystick 2a is pushed down. If joystick 2a is not pushed down (step S801: NO), the program exits from this processing. On the other hand, if joystick 2a is pushed down in a certain direction (step S801: YES), CPU 101 detects this direction data. CPU 101 receives the direction data (at step S802) and makes player C61 and ball B61 move in that direction (at step S803). This state is stored as data. At step S804, it is determined whether or not joystick 2a is moved in a reversed direction. If there is no reverse operation (step S804: NO), the program exits from this processing. When the display timing of step 13 shown in Figure 4 comes, a picture of a player moving and dribbling in a specified direction is displayed on the CRT-type display 1a. Next, let it be supposed that the game player pushes joystick 2a in a direction opposite to the above-mentioned direction (step S804: YES). This command is detected by CPU 101 at step S804. CPU 101 then performs forecasting computation for contact determination at step S805. As a result, for example, it is determined that ball B61 and player C61 contact with each other in the eighth scene at time t8 as shown in Figure 19(b). CPU 101 performs the forecasting computation on the basis of the speed of ball B61 and the jumping direction, height and speed of player C61. Accordingly, CPU 101 reads out basic motions of player C61, which correspond to the respective scenes at time t1 through t8, from stored data at step S806. These basic motions are shown in Figure 19(a). As CPU 101 forecasts that player C61 contacts with ball B61 in the eighth scene at time t8, it performs a correcting computation in order to change the basic motion of player C61 corresponding to the eighth scene to a more appropriate motion for that scene (at step S807). Data of player C61' after this correcting computation are stored and then the program exits from this processing. The positions of player C61' in the respective scenes at time t1 through t8 as shown in Figure 19(b) are shifted from the positions of player C61 in the respective scenes at time t1 through t8 as shown in Figure 19(a) in order to realize more proper positions. At the end, ball B61 and the foot of player C61 contact with each other as player C61 completes turning around. Every time steps S1 through S12 of Figure 4 are executed, the scene changes to the scenes at time t1 through time t8 and is displayed on the CRT-type display 1a at the display timing at step S12 of Figure 4. According to the fifth embodiment, ball B61 and the legs of player C61 move quite naturally and, therefore, the movements similar to those in an actual soccer game are realized. The displayed picture including display objects (or characters) are expressed richly and the display objects (or characters) can be controlled in various manners in relation to the operation. When one motion, such as dribbling, proceeds to another motion, such as turning, according to the fifth processing and if the object player has control over the ball according to the fourth processing, even if the joystick (or operation stick) is pushed down in a direction opposite to the running direction while the player moves toward the ball, the mode does not immediately change to the turning mode at this point, but the correcting processing for turning is executed according to the flowchart shown in Figure 20. It is also possible to make the player properly control the ball by means of correction processing without controlling the related display object (or player C61) so that movement of the related display object corresponds with the movement of the specific display object (or ball B61). Accordingly, even if the joystick is not operated accurately, it is possible to follow the game player's intention to make the player take control over the ball and turn around. For example, when joystick 2a is pushed down in order to move the ball toward the player, even if the pushing direction does not accurately correspond with the moving direction of ball B61, it is possible to move ball B61 toward player C61 if the pushing direction is within a predetermined range. As can be seen in Figure 2, the moving directions of joystick 2a are limited to eight directions and the designation of movement is only possible for every 45 degrees. If two pushing directions close to ball B61 are selected, the picture processing is conducted so that player C61 accurately corresponds with ball B61 by means of the correction processing. On the other hand, if the control over the ball is not transferred to the player subject to the operation, the mode proceeds to the turning mode when the joystick is pushed down in a direction opposite to the running direction. Accordingly, it is possible to realize the developments of the game in accordance with the game player's intention to cancel the movement to go and get the ball. [Sixth processing] According to a sixth processing, when the game player executes an operation other than the operation concerning which a description of normal operation 2d of the operation buttons 2b is indicated on the operation panel 2 of housing 1 as shown in Figure 2, a description of such operation can be displayed on the CRT-type display 1a. Operation content outputting means of this processing is effectuated by executing step S9 of Figure 4. Details of this processing is shown in Figure 21. Generally, the operating directions 2c of joystick 2a and the description 2d of normal usage of the operation buttons 2b are provided on the operation panel 2. Let it be supposed that as a soccer game proceeds, it is decided to change the mode to a throw-in mode. In other words, assuming that it becomes necessary to display the content of operation concerning which no description is originally given to the housing (step S901: YES), CPU 101 determines at step S902 in which mode the content of the specific operation is. For example, if the mode of the specific operation is a throw-in (step S901: THROW-IN), CPU 101 gives directions to a scroll data computing device 107, etc. and forms data capable of displaying necessary button indications 20a, 20b and 20c at the lower left of the screen. Similarly, CPU 101 forms data capable of displaying description indications 21a, 21b and 21c respectively assigned to the respective button indications 20a, 20b and 20c. In this case, the description indication 21a indicates a short throwing, the description indication 21b indicates a long throwing, and the description indication 21c indicates prohibition of use. They are stored until a predetermined timing. If the stored data are displayed at a predetermined display timing (at step S12 of Figure 4), as shown in Figure 22, player C71 which has ball B71 and is going to throw it, and players C72 and C73 within court C75 are displayed and the respective button indications 20a, 20b and 20c and the description indications 21a, 21b and 21c showing the content of operations of these button indications are also displayed at the lower left of the screen. If the mode is a goal kick (or PK) (at step S901: PK), CPU 101 gives directions to the scroll data computing device 107, etc. and forms data capable of displaying the necessary button indications 20a, 20b and 20c at the lower right of the screen. Similarly, CPU 101 forms data capable of displaying description indications 22a, 22b and 22c respectively assigned to the respective button indications 20a, 20b and 20c. In this case, the description indication 22a indicates prohibition of use, the description indication 22b indicates prohibition of use, and the description indication 22c indicates short. They are stored until a predetermined timing. If the stored data are displayed at a predetermined display timing (at step S12 of Figure 4), as shown in Figure 23, a goal keeper C82 standing in front of goal C81 and player C83 which is closer to the viewpoint and is going to make a goal kick with ball B81 placed under its foot are displayed, and the respective button indications 20a, 20b and 20c and the content of operation thereof (description indications 22a, 22b and 22c) are also displayed at the lower right of the screen. In the case of a corner kick as well (step S902: CORNER KICK), data is formed which is capable of displaying the respective button indications 20a, 20b and 20c as well as the description indications 22a, 22b and 22c assigned to the buttons (at step S904). Since the sixth processing is designed to indicate only the minimum necessary descriptions on the operation panel 2 of housing 1 and to indicate the content of other operations on the screen as necessary, the game player does not have to read all the descriptions before starting a game and the necessary descriptions are displayed every time when the corresponding operation is required. Therefore, it is possible to provide a game device, the operating method of which is easily understandable for a game player. According to the sixth processing, since the game player can operate players and other characters after reading the content of operations, the operation to express characters becomes easier in relation to the operation performance. In order to indicate necessary descriptions on the screen, a flag may be provided for each mode (throwing, PK, kick, dribbling, etc.) so that "1" be set at the flag of the mode which requires a description. The sixth processing is designed to display the operation button indications 20a, 20b and 20c, the description indications 21a, 21b and 21c and the description indications 22a, 22b and 22c assigned to the button indications at the position on the screen, which is not disturbing for a game. The position on the screen, which is not disturbing for a game, means the position which does not overlap with the players, ball and goal. It also means the position which does not overlap with a passage of the ball, for example, the background portion where sky or spectators' sheets are displayed, or a portion of the court having no direct relationship with the play. A soccer game is referred to as an example in the above embodiment for explanation. However, the present invention can be applied to other ball games, such as rugby, American football, volleyball or basket ball, or ice hockey or other games.

Claims: A picture processing device for expressing a display object (c) by composing it of a plurality of elements, comprising: operating means (116) for outputting operation signals for said display object picture processing means (101, 108) for changing the number of said elements according to the distance between a viewpoint and said display object as placed at a position in a three-dimensional space and for projecting the display object in said three-dimensional space onto a plane on the basis of said viewpoint; characterised by element number changing means (101) for further changing the number of the elements which compose a said display object as placed at a said position, said element number changing means being operable to increase said number when the display object becomes, or is to become, the focus of an operator's attention in response to operation signals sent from said operating means. A picture processing device according to claim 1, wherein said element number changing means is operable to reduce said number when the display object ceases to be the focus of an operator's attention. A picture processing device according to claim 1 or claim 2, wherein said picture processing means decreases the number of said elements as said display object moves farther away from said viewpoint. A picture processing device according to claim 3, wherein said element number changing means performs its processing when it determines that said display object has become the object of operation. A picture processing device according to claim 4, wherein said element number changing means comprises: first determining means for determining whether or not processing for increasing the number of the elements of said display object is to be performed; second determining means for determining whether or not said display object has become the object of operation; and element number calculating means for calculating the necessary number of elements on the basis of the determination results of said second determining means. A picture processing device according to claim 5, wherein a plurality of said display objects to be expressed comprise a plurality of first display objects and a second display object having some relationship with said plurality of first display objects in the three-dimensional space, and wherein when said plurality of first display objects compete with each other for control over said second display object, said second determining means determines that one of said plurality of first display objects which has gained control over said second display object is the object of operation. A picture processing device according to claim 6, wherein said second determining means comprises: order determining means for determining an order among the plurality of first display objects on the basis of the distances between each of said plurality of first display objects and said second display object; first control granting means for finding a moving direction of a first display object having the highest order among said plurality of first display objects and for granting control to said first display object when said first display object moves toward said second display object; and second control granting means for granting control to a first display object having the second highest order among said plurality of first display objects when said first display object having the highest order is not moving toward said second display object and said first display object having the second highest order is moving toward said second display object. A picture processing device according to claim 7, further comprising attribute indicating means for giving an indicating mark (m) to the display object having control. A picture processing device according to any one of claims 1 to 8, further comprising displaying means (1a) for displaying said display object. A game device, comprising the picture processing device according to any of claims 1 to 8, said game device further comprising: operating means (2) for operating a display object; and displaying means for displaying the results of picture processing by said picture processing means; said picture processing means being arranged to execute picture processing in accordance with operation signals sent from said operating means. A picture processing method for expressing a display object by composing it of a plurality of elements, comprising: a picture processing step of changing the number of said elements according to the distance between a viewpoint and said display object as placed at a position in a three-dimensional space and of projecting the display object in said three-dimensional space onto a plane on the basis of said viewpoint; characterised by an element number changing step (542, 543) of further changing the number of the elements which compose said display object as placed at a said position by increasing said number when the display object becomes, or is to become, the focus of an operator's attention in response to signals sent from an operating means into the operation's control. A computer program adapted to perform the steps of a method according to claim 11 when said program is run on a computer. A computer program according to claim 12 embodied on a computer readable medium.

Inventors: MIFUNE SATOSHI, YAMASHITA MASAKI, MIFUNE, SATOSHI, YAMASHITA, MASAKI, MIFUNE, SATOSHI-SEGA ENTERPRISES LTD., YAMASHITA, MASAKI-SEGA ENTERPRISES LTD.
Applicants: SEGA ENTERPRISES KK, SEGA ENTERPRISES, LTD.
Application year: 1996
Main classification: G06T15
IPC codes: A63F13