G06T2219/20

Video stream augmenting

Augmenting a video stream of an environment is provided, the environment containing a private entity to be augmented. Video of the environment is processed in accordance with an entity recognition process to identify the presence of at least part of an entity in the environment. It is determined whether the identified entity is to be augmented based on information relating to the identified entity and the private entity. Based on determining that the identified entity is to be augmented, the video stream is modified to replace at least a portion of the identified entity with a graphical element adapted to obscure the portion of the identified entity in the video stream. By modifying the video stream to obscure an entity, private or personal information in the environment may be prevented from being displayed to a viewer of the video stream.

OBJECT CREATION USING BODY GESTURES

An intuitive interface may allow users of a computing device (e.g., children, etc.) to create imaginary three dimensional (3D) objects of any shape using body gestures performed by the users as a primary or only input. A user may make motions while in front of an imaging device that senses movement of the user. The interface may allow first-person and/or third person interaction during creation of objects, which may map a body of a user to a body of an object presented by a display. In an example process, the user may start by scanning an arbitrary body gesture into an initial shape of an object. Next, the user may perform various gestures using his body, which may result in various edits to the object. After the object is completed, the object may be animated, possibly based on movements of the user.

Dynamic local temporal-consistent textured mesh compression
10650570 · 2020-05-12 · ·

Mesh-based raw video data (or 3D video data) includes a sequence of frames, each of which includes geometry data (e.g., triangle meshes or other meshes) and texture map(s) defining one or more objects. The raw 3D video data is segmented based on consistent mesh topology across frames. For each segment, a consistent mesh sequence (CMS) is defined and a consistent texture atlas (CTA) is generated. The CMS and CTA for each segment are compressed and stored as compressed data files. The compressed data files can be decompressed and used to render displayable images.

Object creation using body gestures

An intuitive interface may allow users of a computing device (e.g., children, etc.) to create imaginary three dimensional (3D) objects of any shape using body gestures performed by the users as a primary or only input. A user may make motions while in front of an imaging device that senses movement of the user. The interface may allow first-person and/or third person interaction during creation of objects, which may map a body of a user to a body of an object presented by a display. In an example process, the user may start by scanning an arbitrary body gesture into an initial shape of an object. Next, the user may perform various gestures using his body, which may result in various edits to the object. After the object is completed, the object may be animated, possibly based on movements of the user.

Active content in digital media within a media universe

A media universe system may leverage network-based computation resources and services, for example a streaming service, and a digital asset repository or repository service to dynamically provide active content in digital media of the media universe streamed to the client. An asset repository may contain digital assets including 3D models of objects and characters used in the digital media. Client interactions with digital media via a client interface may be mapped to particular objects, characters, locations, etc. within the media universe according to the digital assets from the repository. Most or all content within a rendered scene streamed to a client device may be rendered as active content. Clients may interact with the active content to, for example, obtain contextual information about the corresponding objects, manipulate and explore objects, discover hidden content, reveal hidden storylines, order merchandise (e.g., via 3D printing) related to the content, etc.

METHOD AND SYSTEM FOR BRACES REMOVAL FROM DENTITION MESH
20200015936 · 2020-01-16 ·

A method for generating a digital model of dentition, executed at least in part by a computer, acquires a 3-D digital mesh that is representative of the dentition along a dental arch, including includes braces, teeth, and gingival tissue. The method modifies the 3-D digital mesh to generate a digital mesh dentition model by processing the digital mesh and automatically detecting one or more initial bracket positions from the acquired mesh, processing the initial bracket positions to identify bracket areas for braces that lie against tooth surfaces, identifying one or more brace wires extending between brackets, removing one or more brackets and one or more wires from the dentition model, and forming a reconstructed tooth surface within the digital mesh dentition model where the one or more brackets have been removed. The modified 3-D digital mesh dentition model is displayed, stored, or transmitted over a network to another computer.

Accessing a virtual reality environment

A method includes a computing device interpreting a request for a requesting entity to access a set of learning objects pertaining to a common topic represented in a virtual reality environment to produce a set of requested learning object identifiers. The method further includes determining whether a license smart contract for the set of learning objects associated with a non-fungible token of the object distributed ledger affirms access by the requesting entity to the set of learning objects. When access is affirmed, the method further includes generating the virtual reality environment utilizing a group of object representations in accordance with interaction information for at least some of the object representations of the group of object representations. The method further includes outputting the virtual reality environment to the requesting entity for interactive consumption.

Method and system for braces removal from dentition mesh

A method for generating a digital model of dentition, executed at least in part by a computer, acquires a 3-D digital mesh that is representative of the dentition along a dental arch, including includes braces, teeth, and gingival tissue. The method modifies the 3-D digital mesh to generate a digital mesh dentition model by processing the digital mesh and automatically detecting one or more initial bracket positions from the acquired mesh, processing the initial bracket positions to identify bracket areas for braces that lie against tooth surfaces, identifying one or more brace wires extending between brackets, removing one or more brackets and one or more wires from the dentition model, and forming a reconstructed tooth surface within the digital mesh dentition model where the one or more brackets have been removed. The modified 3-D digital mesh dentition model is displayed, stored, or transmitted over a network to another computer.

Repository service for managing digital assets

A media universe system may provide digital media content to clients via methods and apparatus that provide interactive and immersive viewing experiences to the clients. A repository service may store digital assets for the media universe and maintain an asset tracking database that may track how the digital assets of the media universe relate to one another over time within a world encompassed by the media universe. The repository service may also maintain mappings between the digital assets and other content of the media universe. The repository service may serve as a centralized continuity database for the world and the media universe. Providing an accessible, scalable, network-based location for the continuity database may enable developers to build interactive experiences for users to explore the world of the media universe, both spatially and temporally.

DYNAMIC LOCAL TEMPORAL-CONSISTENT TEXTURED MESH COMPRESSION
20190371045 · 2019-12-05 · ·

Mesh-based raw video data (or 3D video data) includes a sequence of frames, each of which includes geometry data (e.g., triangle meshes or other meshes) and texture map(s) defining one or more objects. The raw 3D video data is segmented based on consistent mesh topology across frames. For each segment, a consistent mesh sequence (CMS) is defined and a consistent texture atlas (CTA) is generated. The CMS and CTA for each segment are compressed and stored as compressed data files. The compressed data files can be decompressed and used to render displayable images.