Patent classifications
A63F2300/6607
HUMAN-LIKE NON-PLAYER CHARACTER BEHAVIOR WITH REINFORCEMENT LEARNING
Systems, apparatuses, and methods for creating human-like non-player character (NPC) behavior with reinforcement learning (RL) are disclosed. An artificial intelligence (AI) engine creates a NPC that has seamless movement when accompanying a player controlled by a user playing a video game. The AI engine is RL-trained to stay close to the player but not get in the player's way while acting in a human-like manner. Also, the AI engine is RL-trained to evaluate the quality of information that is received over time from other AI engines and then to act on the evaluated information quality. Each AI agent is trained to evaluate the other AI agents and determine whether another AI agent is a friend or a foe. In some cases, groups of AI agents collaborate together to either help or hinder the player. The capabilities of each AI agent are independent from the capabilities of other AI agents.
System and method for guided continuous body tracking for complex interaction
A method, non-transitory computer readable medium and apparatus that provides feedback to a user for interacting continuously without any disconnect. It gives real time visual clues and gestures based on application need. This solves the problem of a disconnected user found in current system and applications as user will be continuously aware whether and how much he is being tracked by the application that will allow him to continuously interact with the application. The requirements from various applications like FBT (Full body Tracking), HBT (Half Body Tracking), LTO (Leg Tracking Only), HTO (Hand Tracking Only), STO (Specific Tracking only) is sent to the CFBTE (Continuous Full Body Tracking Engine). The CFBTE process the requirements and generates the visual clues and gesture events. In visual clues the tracking level/intensity is continuously displayed, which will guide the user on system readiness and effectiveness for interaction.
Generating and using a predictive virtual personification
A system for generating a predictive virtual personification includes receiving, from an AV data source, a data store, and a saliency recognition engine, wherein the AV data source is configured to transmit one or more AV data sets to the saliency recognition engine, each AV data set includes a graphical representation of a donor subject, and the saliency recognition engine is configured to receive the AV data set and one or more identified trigger stimulus events, locate a set of saliency regions of interest (SROI) within the graphical representation of the donor subject, generate a set of SROI specific saliency maps and store, in the data store, a set of correlated SROI specific saliency maps generated by correlating each SROI specific saliency map a corresponding trigger event.
ANIMATION PRODUCTION SYSTEM
enables you to take animations in a virtual space, the principal invention for solving the above-described problem is an animation production method that provides a virtual space in which a given object is placed, the method comprising: detecting an operation of a user equipped with a head mounted display; controlling a movement of an object based on the detected operation of the user; shooting the movement of the object; storing an action data relating to the movement of the shot object in a first track; and storing audio from the user in a second track.
ANIMATION PRODUCTION SYSTEM
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.
METHOD AND TERMINAL FOR IMPLEMENTING TURNING OF VIRTUAL CHARACTER
The present disclosure relates to a method and a terminal for implementing turning of a virtual character. The method includes: obtaining a turning angle of a virtual character; obtaining a preset fixed turning time; calculating an average angular velocity of the virtual character according to the turning angle and the preset fixed turning time; and controlling the virtual character to turn at the average angular velocity. According to the method for implementing turning of a virtual character turning is performed at a constant speed in a turning process, smooth turning can be implemented, stalling is avoided in the turning process, and picture fluency can be improved. When the turning angle is relatively large, the average angular velocity is high, and quick and smooth turning can be implemented; or when the turning angle is small, turning can also be implemented.
Avatar facial expression animations with head rotation
Apparatuses, methods and storage medium associated with animating and rendering an avatar are disclosed herein. In embodiments, In embodiments, an apparatus may include an avatar animation engine configured to receive a plurality of facial motion parameters and a plurality of head gestures parameters, respectively associated with a face and a head of a user. The plurality of facial motion parameters may depict facial action movements of the face, and the plurality of head gesture parameters may depict head pose gestures of the head. Further, the avatar animation engine may be configured to drive an avatar model with facial and skeleton animations to animate an avatar, using the facial motion parameters and the head gestures parameters, to replicate a facial expression of the user on the avatar that includes impact of head post rotation of the user. Other embodiments may be described and/or claimed.
HIGH-QUALITY OBJECT-SPACE DYNAMIC AMBIENT OCCLUSION
Systems and methods are disclosed for calculating dynamic ambient occlusion (AO) values for character models to yield high-quality approximations of global illumination effects. The approach utilizes a dual component machine-learning model that factorizes dynamic AO computation into a non-linear component, in which visibility is determined by approximating spheres and their casted shadows, and a linear component that leverages a skinning-like algorithm for efficiency. The parameters of both components are trained in a regression against ground-truth AO values. The resulting model accommodates lighting interactions with external objects and can be generalized without requiring carefully constructed training data.
SYSTEM AND METHOD FOR AUGMENTED AND VIRTUAL REALITY
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.
Software with Motion Recording Feature to Simplify Animation
Features of a software program designed to facilitate animation by users of handheld or portable electronic devices are described. The software program may be in the form of instructions suitable to be carried out by the microprocessor of such a device in response to inputs from the user. The software provides a motion recording feature in which a user input in the form of a pointer, touch point, or other position-related input is monitored over the course of a recording session, converted to a data string of attribute values, and stored in memory. The software displays an animation of a virtual object over an animation period by retrieving the data string of attribute values from the memory and causing the processor to generate the animation using the retrieved data string of attribute values