Patent classifications
A63F2300/6607
SIMULATION OF RIGID BODIES
Implementations relate to a computer-implemented method to display a rigid body object within a virtual environment. Some implementations include receiving a model representation of the rigid body object, wherein the model representation includes a plurality of constraints for the rigid body object; splitting the rigid body object into two or more splinters based on the model representation, obtaining a modified representation of the rigid body object based on a modified rigid body object formed by connecting each of the two or more splinters to one or more other splinters by one or more rigid joints, determining an input state of the rigid body object in the virtual environment, solving a set of equations based on the input state and the modified representation of the rigid body object to determine an updated state of the rigid body object.
Non-Transitory Computer-Readable Medium And Video Game Processing System
A non-transitory computer-readable medium including a video game processing program for causing a server to perform functions to control a character during progress of a video game is provided. The functions include: a selecting function configured to select a combination of objects in accordance with a progress status of the video game, the objects being to be used for satisfying a predetermined condition in the video game as an in-game condition; and a using function configured to cause the character to use the combination of the objects selected by the selecting function in order to satisfy the in-game condition.
Systems and methods for augmented reality environments and tokens
In some aspects, the disclosure is directed to methods and systems for generating an augmented reality environment. An application executing on a computing device may receive a real-time video feed. The application may present the real-time video feed on a display of the computing device. The application may identify an image on a physical token from the real-time video feed. The application may select an animation from a set of one or more animations based on the identified image. The application may add the animation to the real-time video feed at an animation position above the physical token. The application may present the real-time video feed with the added animation.
Intermediary emergent content
In some implementations, a method includes obtaining an end state of a first content item spanning a first time duration. In some implementations, the end state of the first content item indicates a first state of a synthesized reality (SR) agent at the end of the first time duration. In some implementations, the method includes obtaining an initial state of a second content item spanning a second time duration subsequent the first time duration. In some implementations, the initial state of the second content item indicates a second state of the SR agent at the beginning of the second time duration. In some implementations, the method includes synthesizing an intermediary emergent content item spanning over an intermediary time duration that is between the end of the first time duration and the beginning of the second time duration.
Text to performance pipeline system
Methods, apparatus and systems are provided for generating an interactive non-player character (NPC) scene for a computer game environment of a video game. Changes are detected in relation to a script associated with the interactive NPC scene. For each NPC, a set of NPC data associated with the interactions said each NPC has within the script is generated corresponding to the changes. The generated set of NPC data is processed with an NPC rig associated with said each NPC to generate an NPC asset. A camera solver is applied to a region of the computer game environment associated with the script for determining locations of NPC assets and one or more cameras within said region in relation to said interactive NPC scene. Data representative of said each NPC asset and said determined NPC asset and camera locations for use by a game development engine for generating said interactive NPC scene.
CHOREOGRAPHED AVATAR MOVEMENT AND CONTROL
Choreographed avatar movement and control methods, systems and computer program products for the same, the method comprising associating M1 animation segments, for animating an avatar, to M1 corresponding animation cards in a first animation deck virtually implemented over a video game platform; associating M2 animation segments, for animating the avatar, to M2 corresponding animation cards in a second animation deck virtually implemented over the video game platform; and providing N animation decks for selection, the N animation decks comprising the first animation deck and the second animation deck. Transitioning between animation cards in one or more animation decks, wherein the transitioning results in rendering of one or more animation segments associated with selected animation cards as applied to the avatar, such that timing of the transitioning in synchronization with audio being played during the transitioning is a factor in determining a score for the avatar being animated.
Animation and physics synchronization
This specification relates to animation and physics updates in computer games. According to a first aspect of this disclosure, there is described a computer implemented method comprising: updating, using an animation engine, an in-game animation at a first rate; and updating, using an in-game physics engine, an in-game physics state at a second rate, the second rate being different to the first rate. Updating the in-game physics state comprises: interpolating one or more in-game physical parameters corresponding to a physics update time that lies between two consecutive animation update times, the interpolation based on in-game animation frames corresponding to the two consecutive animation update times; and determining the update to the in-game physics state based on the interpolated physical parameters.
Animation and physics synchronization
This specification relates to animation and physics updates in computer games. According to a first aspect of this disclosure, there is described a computer implemented method comprising: updating, using an animation engine, an in-game animation at a first rate; and updating, using an in-game physics engine, an in-game physics state at a second rate, the second rate being different to the first rate. Updating the in-game physics state comprises: interpolating one or more in-game physical parameters corresponding to a physics update time that lies between two consecutive animation update times, the interpolation based on in-game animation frames corresponding to the two consecutive animation update times; and determining the update to the in-game physics state based on the interpolated physical parameters.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
In a virtual space of an own apparatus, the movement speed of a movement object is reduced on the basis of a reduction value according to a communication delay time with respect to an opponent apparatus. The reduction value is adjusted such that the movement speed of the movement object is reduced in accordance with the time having elapsed from start of movement of the movement object. The opponent character object is caused to perform an action on the movement object, on the basis of data received from the opponent apparatus.
ANIMATION PROCESSING METHOD AND APPARATUS, COMPUTER STORAGE MEDIUM, AND ELECTRONIC DEVICE
An animation processing method is performed by an electronic device. The method including: obtaining a terrain feature in a graphical user interface at a current moment, the graphical user interface including a virtual character, and obtaining state information and task information that correspond to the virtual character in an animation segment at the current moment; performing feature extraction on the terrain feature, the state information, and the task information using an animation processing model, to obtain joint action information corresponding to the virtual character at a next moment; determining a joint torque according to the joint action information; and obtaining gesture adjustment information corresponding to the virtual character from the current moment to the next moment based on the joint torque, and updating the animation segment according to the gesture adjustment information to render the updated animated segment in the graphical user interface.