A63F2300/66

Device for interfacing with a computing program using a projected pattern

A device for interfacing with an interactive program is provided, including: a housing, including, an IR projector for projecting an IR pattern into an interactive environment; a camera for capturing images of the projected IR pattern; an image processor configured to process the captured images for identification of the projected IR pattern; a transceiver configured to communicate with a computing device, the transceiver configured to transmit data generated by the image processor to the computing device, such that a position of the device in the interactive environment is determined based on the captured images of the IR pattern, the determined position of the device being utilized as input for the interactive program.

REDUCTION OF THE EFFECTS OF LATENCY FOR EXTENDED REALITY EXPERIENCES
20220222888 · 2022-07-14 ·

A method for reducing the effects of latency in an extended reality (XR) experience is disclosed. The method includes: i) distinguishing between two types of imagery to be rendered; ii) differentially computing and communicating data, dependent upon the imagery type, such that when the imagery is of: a) a first type, which is background or distant imagery, it is rendered in a known frame of reference by a server and sent to a user's device from the server where it is transformed to a second frame of reference by the user's device and re-rendered; and b) a second type, which is fast-moving imagery, fast-changing imagery, or imagery very close to a user's point of view relative to the first type imagery, it is rendered locally by the user's device; and iii) compositing the first type imagery and the second type imagery, by the user device.

LAYERED CLOTHING THAT CONFORMS TO AN UNDERLYING BODY AND/OR CLOTHING LAYER

An automated cage-to-cage fitting technique is used to fit arbitrary three-dimensional (3D) geometry to arbitrary target 3D geometry for 3D avatars in a 3D environment, such as an online game. Each graphical representation of items of clothing is provided with an inner cage and with an outer cage. The inner cage of a clothing item (a current layer) is mapped to the outer cage of another clothing item (a previous/underlying layer) that has already been fitted on the 3D avatar. This mapping enables the current layer to conform to the shape of the previous layer. The technique allows any body geometry to be fitted with any clothing geometry, including enabling layers of clothing to be fitted over underlying layer(s) of clothing, thereby providing customization.

Machine learned ground coverage for virtual gaming environment

Virtual game worlds for computer games can be provided using machine learning. The use of machine learning enables the virtual game worlds to be generated at run time by standard consumer hardware devices. Machine learning agents are trained in advance to the characteristics of the particular game world. In doing so, ground coverage of the virtual game world can be determined. In one implementation, the ground coverage is determined using at least one ground coverage agent, which is a trained machine learning agent to provide appropriate ground coverage for the terrain of the virtual game world. Advantageously, the virtual game world can be provided in high resolution and is able to cover a substantially larger region than conventional practical.

Information processing method and apparatus, mobile terminal, and storage medium

An information processing method and apparatus, a mobile terminal and a storage medium are provided. The method includes that: at least one virtual character is controlled to enter a continuous building mode in response to a trigger event for starting the continuous building mode; at least one model selection control is provided on a GUI, and each of the at least one model selection control corresponds to different models to be built, and at least one model selection control is configured to receive a first touch operation and determine a model to be built corresponding to the first touch operation; and when determining that at least one virtual character satisfies a preset condition, a building corresponding to the model to be built is built in at least one first building area in a game scene.

INTERSECTION TESTING IN A RAY TRACING SYSTEM USING MULTIPLE RAY BUNDLE INTERSECTION TESTS
20220189097 · 2022-06-16 ·

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.

SPATIALLY-CORRELATED HUMAN-MACHINE INTERFACE
20220080303 · 2022-03-17 ·

A human-machine interface involves plural spatially-coherent visual presentation surfaces at least some of which are movable by a person. Plural windows or portholes into a virtual space, at least some of which are handheld and movable, are provided by using handheld and other display devices. Aspects of multi-dimensional spatiality of the moveable window (e.g., relative to another window) are determined and used to generate images. As one example, the moveable window can present a first person perspective “porthole” view into the virtual space, this porthole view changing based on aspects of the moveable window's spatiality in multi-dimensional space relative to a stationary window. A display can present an image of a virtual space, and an additional, moveable display can present an additional image of the same virtual space.

Player-Tracking Video Game
20220105433 · 2022-04-07 ·

A rhythm-based video game (“game”) is disclosed. In the game, a player slashes blocks representing musical beats using a pair of energy blades resembling a lightsaber. A gaming console renders multiple digital objects, e.g., digital blocks, digital mines and digital obstacles, that are approaching a player in a virtual space. The gaming console also renders a digital representation of an instrument, e.g., a lightsaber (“digital saber”), using which the player slashes, cuts or otherwise interacts with the digital blocks to cause a digital collision between the digital saber and the digital blocks. The player can score by slashing the digital blocks, not hitting the digital mines and avoiding the digital obstacles. The game presents the player with a stream of approaching digital objects in synchronization with music, e.g., a song's beats, being played in the game. The pace at which the digital blocks approach the player increases with the beats.

Virtual animal character generation from image or video data

Systems and methods for generating a customized virtual animal character are disclosed. A system may obtain video data or other media depicting a real animal, and then may provide the obtained media to one or more machine learning models configured to learn visual appearance and behavior information regarding the particular animal depicted in the video or other media. The system may then generate a custom visual appearance model and a custom behavior model corresponding to the real animal, which may subsequently be used to render, within a virtual environment of a video game, a virtual animal character that resembles the real animal in appearance and in-game behavior.

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

Ray tracing systems and computer-implemented methods perform intersection testing on a bundle of rays with respect to a box. A bundle of rays to be tested for intersection with a box is received, and a first bundle intersection test is performed to determine whether or not all of the rays of the bundle intersect the box, wherein if the first bundle intersection test determines that all of the rays of the bundle intersect the box, an intersection testing result for the bundle with respect to the box is that all of the rays of the bundle intersect the box. If the first bundle intersection test does not determine that all of the rays of the bundle intersect the box, a second bundle intersection test is performed, which determines whether or not all of the rays of the bundle miss the box, the result of which is used to determine the intersection testing result for the bundle with respect to the box.