A63F2300/66

RENDERING METHOD
20170354874 · 2017-12-14 ·

A method of rendering a grid based user interface includes selecting a gaming object with an illumination value to be updated. The gaming objects located directly adjacent to the selected gaming object each having an associated illumination value. The updated illumination value takes into account the illumination values of the directly adjacent gaming objects. The game object is rendered using the updated illumination value.

HMD Transitions for Focusing on Specific Content in Virtual-Reality Environments
20170358141 · 2017-12-14 ·

Methods and systems for presenting an object on to a screen of a head mounted display (HMD) include receiving an image of a real-world environment in proximity of a user wearing the HMD. The image is received from one or more forward facing cameras of the HMD and processed for rendering on a screen of the HMD by a processor within the HMD. A gaze direction of the user wearing the HMD, is detected using one or more gaze detecting cameras of the HMD that are directed toward one or each eye of the user. Images captured by the forward facing cameras are analyzed to identify an object captured in the real-world environment that is in line with the gaze direction of the user, wherein the image of the object is rendered at a first virtual distance that causes the object to appear out-of-focus when presented to the user. A signal is generated to adjust a zoom factor for lens of the one or more forward facing cameras so as to cause the object to be brought into focus. The adjustment of the zoom factor causes the image of the object to be presented on the screen of the HMD at a second virtual distance that allows the object to be discernible by the user.

Intersection testing in a ray tracing system using multiple ray bundle intersection tests

Ray tracing systems and computer-implemented methods are described for performing intersection testing on a bundle of rays with respect to a box. Silhouette edges of the box are identified from the perspective of the bundle of rays. For each of the identified silhouette edges, components of a vector providing a bound to the bundle of rays are obtained and it is determined whether the vector passes inside or outside of the silhouette edge. Results of determining, for each of the identified silhouette edges, whether the vector passes inside or outside of the silhouette edge, are used to determine an intersection testing result for the bundle of rays with respect to the box.

Information processing device, control method of information processing device, and program

An information processing device obtains information regarding the position of each fingertip of a user in a real space, and determines contact between a virtual object set within a virtual space and a finger of the user. The information processing device sets the virtual object in a partly deformed state such that a part of the virtual object, the part corresponding to the position of the finger determined to be in contact with the object among the fingers of the user, is located more to a far side from a user side than the finger, and displays the virtual object having the shape set thereto as an image in the virtual space on a display device.

Techniques and workflows for computer graphics animation system

The disclosed implementations describe techniques and workflows for a computer graphics (CG) animation system. In some implementations, systems and methods are disclosed for representing scene composition and performing underlying computations within a unified generalized expression graph with cycles. Disclosed are natural mechanisms for level-of-detail control, adaptive caching, minimal re-compute, lazy evaluation, predictive computation and progressive refinement. The disclosed implementations provide real-time guarantees for minimum graphics frame rates and support automatic tradeoffs between rendering quality, accuracy and speed. The disclosed implementations also support new workflow paradigms, including layered animation and motion-path manipulation of articulated bodies.

Method and system for correlating anatomy using an electronic mobile device transparent display screen

Method and system form a correlated view of human or other animal anatomy using at least one transparent display screen associated with an electronic mobile device. The view relates an optical view with other electromagnetic spectrum images with a non-optical electromagnetic image of selected portions of human or other animal anatomy. At least three visible position markers associate with selected positions of a predetermined portion of human or other animal anatomy. The disclosure forms a correlated view of the predetermined portion of human or other animal anatomy by relating said at least one non-optical electromagnetic image of the at least three visible position markers with a visual image of said at least three visible position markers. The view correlates the size and dimensions of the optical view and non-optical electromagnetic image of the predetermined portion of human or other animal anatomy.

SYSTEM AND METHOD FOR GENERATION OF 3D VIRTUAL OBJECTS
20170336951 · 2017-11-23 ·

A system includes one or more hardware processors, a memory storing vosset data for a virtual object, the vosset data including a first displacement threshold and a first component, and a vosset module executable by the one or more hardware processors. The vosset module is configured to display the first component of the virtual object to a user in a virtual environment, display a manipulator object adjacent to the virtual object in the virtual environment, the manipulator identifies a pre-determined direction of displacement, detect a displacement event associated with the manipulator object, the displacement event being initiated by the user performing a grab event on the manipulator object and extending the manipulator object a displacement distance in the direction of displacement, determine that the displacement distance exceeds a displacement threshold, and alter the virtual object based on detecting the determining that the displacement distance exceeds the displacement threshold.

Method and system for managing multiplayer game sessions
11241627 · 2022-02-08 · ·

A method for managing a game session of a multiplayer game is provided. A request to start a game session of the multiplayer game is received from a first party. The first party is associated with a first category of players of the multiplayer game, and the number of players within the first category is determined. If the number of players within the first category is below a threshold number, an invite is sent to at least a second party associated with the first category. Upon receiving a request to join a game session of the multiplayer game from the at least a second party, a game session of the multiplayer game is started by accepting the request from the first party, and the at least a second party is added to the game session of the multiplayer game.

Controller for interfacing with a computing program using position, orientation, or motion

A method for determining the position of a controller device, comprises: receiving dimensions of the display input by a user of the computer-based system; capturing successive images of the display at the controller device; determining a position of the controller device relative to the display based on the dimensions of the display and a perspective distortion of the display in the captured successive images of the display; providing the determined position of the controller to the computer-based system to interface with the interactive program to cause an action by the interactive program.

PROJECTION OF INTERACTIVE ENVIRONMENT

An interactive environment image may be projected onto one or more surfaces, and interaction with the projected environment image may be detected within a three-dimensional space over the one or more surfaces. The interactive environment image may be a three dimensional image, or it may be two dimensional. An image is projected onto a surface to provide a visual representation of a virtual space including one or more of the virtual objects, which may be spatially positioned. User interaction with the projected visualized representation of the virtual space may be detected and, in response to user interaction, the projected visualized representation may be changed.