G06T13/40

Inverse reinforcement learning for user-specific behaviors
11710072 · 2023-07-25 ·

In one implementation, a method for inverse reinforcement learning for tailoring virtual agent behaviors to a specific user. The method includes: obtaining an initial behavior model for a virtual agent and an initial state for a virtual environment associated with the virtual agent, wherein the initial behavior model includes one or more tunable parameters; generating, based on the initial behavior model and the initial state for the virtual environment, a first set of behavioral trajectories for the virtual agent; obtaining a second set of behavioral trajectories from a source different from the initial behavior model; and generating an updated behavior model by adjusting at least one of the one or more tunable parameters of the initial behavior model as a function of the first and second sets of behavioral trajectories, wherein at least one of the first and second sets of behavioral trajectories are assigned different weights.

Computer-Implemented Method For Positioning Patterns Around An Avatar

A computer-implemented method for designing a virtual garment or upholstery (G) in a three-dimensional scene comprising the steps of: a) providing a three-dimensional avatar (AV) in the three-dimensional scene; b) providing at least one pattern (P) of said virtual garment or upholstery in the three-dimensional scene; c) determining a distance field from a surface of the avatar; d) positioning the pattern relative to the avatar by keeping a fixed orientation with respect to said distance field; and e) assembling the positioned pattern or patterns around the avatar to form said virtual garment or upholstery, and draping it onto the avatar. A computer program product, non-volatile computer-readable data-storage medium and Computer Aided Design system for carrying out such a method. Application of the method to the manufacturing of a garment or upholstery.

DATA STRUCTURE FOR COMPUTER GRAPHICS, INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING SYSTEM
20180012389 · 2018-01-11 · ·

The present invention is designed to allow easy synchronization of the movement of a computer graphics (CG) model with sound data. The data structure according to an embodiment of the present invention presents a data structure that relates to a computer graphics (CG) model, including first time-series information for designating the coordinates of the components of the CG model on a per beat basis, and the first time-series information is used on a computer to process the CG model.

DATA STRUCTURE FOR COMPUTER GRAPHICS, INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING SYSTEM
20180012389 · 2018-01-11 · ·

The present invention is designed to allow easy synchronization of the movement of a computer graphics (CG) model with sound data. The data structure according to an embodiment of the present invention presents a data structure that relates to a computer graphics (CG) model, including first time-series information for designating the coordinates of the components of the CG model on a per beat basis, and the first time-series information is used on a computer to process the CG model.

Motion Capture and Character Synthesis

In some examples, a computing device can determine synthetic meshes based on source meshes of a source mesh sequence and target meshes of a target mesh sequence. The computing device can then place the respective synthetic meshes based at least in part on a rigid transformation to define a processor-generated character. For example, the computing device can determine subsets of the mesh sequences based on a similarity criterion. The computing device can determine modified first and second meshes having a connectivity corresponding to a reference mesh. The computing device can then determine the synthetic meshes based on the modified first and second meshes. In some examples, the computing device can project source and target textures onto the synthetic mesh to provide projected source and target textures. The computing device can determine a synthetic texture registered to the synthetic mesh based on the projected source and target textures.

Motion Capture and Character Synthesis

In some examples, a computing device can determine synthetic meshes based on source meshes of a source mesh sequence and target meshes of a target mesh sequence. The computing device can then place the respective synthetic meshes based at least in part on a rigid transformation to define a processor-generated character. For example, the computing device can determine subsets of the mesh sequences based on a similarity criterion. The computing device can determine modified first and second meshes having a connectivity corresponding to a reference mesh. The computing device can then determine the synthetic meshes based on the modified first and second meshes. In some examples, the computing device can project source and target textures onto the synthetic mesh to provide projected source and target textures. The computing device can determine a synthetic texture registered to the synthetic mesh based on the projected source and target textures.

Removal of identifying traits of a user in a virtual environment

A virtual environment platform may receive, from a user device, a request to access a virtual reality (VR) environment and may verify, based on the request, a user of the user device to allow the user device access to the VR environment. The virtual environment platform may receive, after verifying the user of the user device, user voice input and user handwritten input from the user device. The virtual environment platform may generate processed user speech by processing the user voice input, wherein a characteristic of the processed user speech and a corresponding characteristic of the user voice input are different and may generate formatted user text by processing the user handwritten input, wherein the formatted user text is machine-encoded text. The virtual environment platform may cause the processed user speech to be audibly presented and the formatted user text to be visually presented in the VR environment.

Removal of identifying traits of a user in a virtual environment

A virtual environment platform may receive, from a user device, a request to access a virtual reality (VR) environment and may verify, based on the request, a user of the user device to allow the user device access to the VR environment. The virtual environment platform may receive, after verifying the user of the user device, user voice input and user handwritten input from the user device. The virtual environment platform may generate processed user speech by processing the user voice input, wherein a characteristic of the processed user speech and a corresponding characteristic of the user voice input are different and may generate formatted user text by processing the user handwritten input, wherein the formatted user text is machine-encoded text. The virtual environment platform may cause the processed user speech to be audibly presented and the formatted user text to be visually presented in the VR environment.

Method for scattering points in a uniform arbitrary distribution across a target mesh for a computer animated creature
11710270 · 2023-07-25 · ·

A programmatic arbitrary distribution of items in a modeling system may be provided. To perform the distribution, a surface may be received, and a point count of application points associated with locations on the surface may be determined. A density map may be applied over the surface to assign a density to portions of the surface for the point count. Application points are then assigned to locations on the surface according to the density map and a scattering function of the point count, where the scattering function is based on one or more repulsion forces between neighboring points. The one or more repulsion forces are treated as pushing each of the neighboring point apart. Thereafter, the surface may be provided having the application points scattered across the surface based on the one or more repulsion forces.

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.