A63F2300/6607

SCREEN GENERATION METHOD AND APPARATUS, COMPUTER DEVICE, STORAGE MEDIUM AND PROGRAM PRODUCT
20230031217 · 2023-02-02 ·

Disclosed is a screen generation method performed by a computer device, including: generating a match screen between a first virtual object and at least one second virtual object, the first virtual object being controlled by a computer device, and the second virtual object being controlled by a user account; playing an object switching animation when the first virtual object satisfies a target condition, the object switching animation being used to render a generation effect of switching a target virtual part of the first virtual object to obtain a switched first virtual object; and generating a match screen between the switched first virtual object and the at least one second virtual object when the playing of the object switching animation ends, a confrontation mode corresponding to the switched first virtual object being different from a confrontation mode corresponding to the first virtual object before the switch

VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, DEVICE, STORAGE MEDIUM, AND PROGRAM PRODUCT
20230033902 · 2023-02-02 ·

A method of controlling a virtual object in a virtual scene is performed by a computer device. The method includes: displaying a virtual scene picture including a first virtual object, the first virtual object including a first body part equipped with a first virtual prop and a second body part equipped with a second virtual prop; in response to receiving a first trigger operation on the first virtual object, controlling the first virtual object to perform a target action based on the first virtual prop equipped at the first body part of the first virtual object; and in response to receiving a second trigger operation within a specified duration after the first trigger operation is received, controlling the first virtual object to perform the target action based on the second virtual prop equipped at the second body part of the first virtual object.

SYSTEMS AND METHODS FOR IMPROVED PLAYER INTERACTION USING AUGMENTED REALITY

A computer-implemented method, gaming device and computer-readable medium for an Augmented Reality (AR) application. The method includes maintaining an AR gaming environment during a gaming session. The method also includes receiving image data representing a real-world scene including one or more real-world objects. The method also includes detecting in the image data at least one real-world object from a set of detectable real-world objects. The method further includes upon detection of the at least one real-world object in the image data, generating at least one virtual character in the AR gaming environment, the at least one virtual character having an association with the at least one real-world object.

Virtual object display method and apparatus, electronic device, and storage medium

The present disclosure discloses a display method and apparatus for a virtual object, an electronic device, and a storage medium, and is related to the field of computer technologies. The method includes: obtaining a plurality of animation frames corresponding to each of a plurality of virtual objects and a weight of each animation frame; blending a plurality of animation frames corresponding to the plurality of virtual objects in parallel through an image processor according to the weight of each animation frame, to obtain target position and pose data of each bone in bone models of the plurality of virtual objects; and displaying the plurality of virtual objects in a graphical user interface according to the target position and pose data of each bone in the bone models of the plurality of virtual objects.

Battle Control Method for Game Objects, and Computer-Readable Storage Medium and Intelligent Terminal
20230093624 · 2023-03-23 ·

A combat control method for a game object, a computer readable storage medium, and an intelligent terminal are provided. The combat control method includes: configuring a game object, where the game object includes first game units and second game units; configuring an arrangement area for the game object, where the arrangement area has n accommodation units for accommodating each game object in a horizontal direction, and m accommodation units for accommodating each game object in a vertical direction; obtaining a first arrangement column by separating along the vertical direction in the arrangement area, and placing the first game units in the first arrangement column; and obtaining second arrangement columns by separating along the vertical direction in the arrangement area that do not overlap the first arrangement column, and placing the second game units in second arrangement columns to form a combat lineup. In the technical solution, deployment space may be fully utilized, and the game object may be quickly configured for a game player, thus improving game experience.

ANIMATION PRODUCTION SYSTEM
20230089238 · 2023-03-23 ·

To enables you to take animations in a virtual space an animation production system comprising: a virtual camera that shoots a character placed in a virtual space; a user input detection unit that detects an input of a user from at least one of a head mounted display and a controller which the user mounts; a character control unit that controls an action of the character in response to the input; and a preset storage unit that stores an expression of the character, wherein the character control unit sets the expression corresponding to the input that does not affect the action of the character to the character.

Gap jumping simulation of stretchable character in computer game

Embodiments relate to generating image frames including a motion of a character with one or more stretchable body parts by either performing only blending of prestored animation clips or performing both the blending of prestored animation clips and performing inverse kinematics operations where one or more bones in the body parts are stretched or contracted. Choosing whether to perform blending or the inverse kinematics depends on whether predetermined conditions are satisfied or not. Prestored animation clips to be blended may be determined according to the speed of the character when performing the jumping motion. When performing the inverse kinematics, physical properties of the character are simulated to determine the trajectory of the character during the jumping.

Skeleton model update apparatus, skeleton model update method, and program

A posture data acquisition section acquires posture data indicating a posture of a target node included in a skeleton model of a tree structure. An initial position determination section determines a position to which the target node is to move on the basis of the position data. The initial position determination section determines an initial position of a parent node of the target node in Forward and Backward Reaching Inverse Kinematics (FABRIK) computing on the basis of the position to which the target node is to move and a given posture of the skeleton model. A posture update section updates a posture of the skeleton model by executing the FABRIK computing including determination of a new position of the parent node on the basis of the position to which the target node is to move and the initial position of the parent node.

System and method for augmented and virtual reality
11601484 · 2023-03-07 · ·

One embodiment is directed to a system for enabling two or more users to interact within a virtual world comprising virtual world data, comprising a computer network comprising one or more computing devices, the one or more computing devices comprising memory, processing circuitry, and software stored at least in part in the memory and executable by the processing circuitry to process at least a portion of the virtual world data; wherein at least a first portion of the virtual world data originates from a first user virtual world local to a first user, and wherein the computer network is operable to transmit the first portion to a user device for presentation to a second user, such that the second user may experience the first portion from the location of the second user, such that aspects of the first user virtual world are effectively passed to the second user.

System and method of adjusting attributes of an application based at least on a stress index associated with a user

In one or more embodiments, one or more systems, one or more methods, and/or one or more processes may: if historical biometric data associated with a user is available is not available, collect the historical biometric data; if the historical biometric data is available, retrieve the historical biometric data; execute an application; display at least a portion of a graphic; determine that a gaze of the user includes the at least the portion of the graphic; determine a stress index threshold associated with the user; determine a stress index associated with the user, accounting for the at least the portion of the graphic exceeding the brightness threshold; determine that the stress index has reached or exceeded the stress index threshold; provide a notification indicating that the first stress index has reached or exceeded the stress index threshold; and reduce one or more stress inducing attributes associated with the application.