Patent classifications
A63F2300/66
Ray-tracing for auto exposure
In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
Game console
A portable, handheld game console includes a main body incorporating a touch-sensitive display screen and a variety of input devices. The input devices can include shoulder buttons located on a peripheral side surface of the main body, as well as input devices located on the main body adjacent the touch-sensitive display screen.
Techniques and Workflows for Computer Graphics Animation System
A digital animation creation system determines a first view of an articulated virtual character in a virtual scene computed from a first rig state and a second view of an articulated virtual character computed from a second rig state distinct from the first rig state. The digital animation creation system generates a display view of the virtual scene comprising the first view of the articulated virtual character and the second view of the articulated virtual character, wherein the second view is presented with a diminished view relative to the first view.
CLOUD BASED DISTRIBUTED SINGLE GAME CALCULATION OF SHARED COMPUTATIONAL WORK FOR MULTIPLE CLOUD GAMING CLIENT DEVICES
Systems, apparatuses, and methods may provide for technology to process graphics data in a virtual gaming environment. The technology may identify, from graphics data in a graphics application, redundant graphics calculations relating to common frame characteristics of one or more graphical scenes to be shared between client game devices of a plurality of users and calculate, in response to the identified redundant graphics calculations, frame characteristics relating to the one or more graphical scenes. Additionally, the technology may send, over a computer network, the calculation of the frame characteristics to the client game devices.
Expression animation generation method and apparatus, storage medium, and electronic apparatus
The present disclosure discloses an expression animation generation method performed at a computing device. The method includes: obtaining an object model of a target virtual object; obtain an object control model matching the target virtual object by adapting the obtained object model to a target skeleton, the object control model comprising a plurality of control vertices and a plurality of control skeletons; obtaining an adjustment instruction for the target virtual object; identifying a target control vertex and associated target control skeletons to be adjusted in the object control model according to the adjustment instruction; adjusting the identified target control vertex and the associated target control skeletons in the object control model according to respective control weights of the associated target control skeletons, to obtain an expression frame image of the target virtual object; and generating an expression animation of the target virtual object by using the expression frame image.
Object loading method and apparatus, storage medium, and electronic device
This application discloses an object loading method performed at an electronic device. The electronic device determines a visible space located within an acquisition range of an image acquisition device located at a first position in a virtual scene and determines a target subspace located within a visible distance threshold indicated by a target type of a plurality of types in the visible space based on the first position, each type of the plurality of types having a visible distance threshold of an object in a subspace of the virtual scene. The electronic device then acquires an object whose visible distance is not greater than the visible distance threshold indicated by the target type in the target subspace as a to-be-rendered object and loads the to-be-rendered object in a storage resource of the user terminal to render an image of the virtual scene.
RAY-TRACING FOR AUTO EXPOSURE
In various examples, a virtual light meter may be implemented along with ray tracing techniques in order to determine incident light values—e.g., incoming irradiance, incident radiance, etc.—for adjusting auto exposure values of rendered frames. For example, one or more rays may be used to sample incident light over a sampling pattern—such as a hemispherical sampling pattern—for any position in a virtual game environment. As a result, the incident light values may be sampled near a subject of interest in a scene or frame such that exposure values are consistent or stable regardless of the composition of the rendered frames.
Player-tracking video game
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.
Cloud based distributed single game calculation of shared computational work for multiple cloud gaming client devices
Systems, apparatuses, and methods may provide for technology to process graphics data in a virtual gaming environment. The technology may identify, from graphics data in a graphics application, redundant graphics calculations relating to common frame characteristics of one or more graphical scenes to be shared between client game devices of a plurality of users and calculate, in response to the identified redundant graphics calculations, frame characteristics relating to the one or more graphical scenes. Additionally, the technology may send, over a computer network, the calculation of the frame characteristics to the client game devices.
SYSTEMS AND METHODS FOR IMPROVING FITNESS EQUIPMENT AND EXERCISE
The present invention provides systems for and methods of playing a video game that includes providing a game character having a virtual appearance characteristic, receiving an input signal indicative of a user exercise performance level, and altering the virtual appearance characteristic in response to receiving the input signal. Numerous other aspects are disclosed.