Patent classifications
A63F2300/6615
Providing apparatus, providing method and computer readable storage medium for performing processing relating to a virtual viewpoint image
A providing apparatus configured to provide three-dimensional geometric data to be used to generate a virtual viewpoint image receives a data request from a communication apparatus, decides which of a plurality of pieces of three-dimensional geometric data including first three-dimensional geometric data and second three-dimensional geometric data with a different quality than the first three-dimensional geometric data is to be provided to the communication apparatus from which the received data request was transmitted, and provides the three-dimensional geometric data decided on from among the plurality of pieces of three-dimensional geometric data, to the communication apparatus as a response to the received data request.
PROVIDING APPARATUS, PROVIDING METHOD AND COMPUTER READABLE STORAGE MEDIUM FOR PERFORMING PROCESSING RELATING TO A VIRTUAL VIEWPOINT IMAGE
A providing apparatus configured to provide three-dimensional geometric data to be used to generate a virtual viewpoint image receives a data request from a communication apparatus, decides which of a plurality of pieces of three-dimensional geometric data including first three-dimensional geometric data and second three-dimensional geometric data with a different quality than the first three-dimensional geometric data is to be provided to the communication apparatus from which the received data request was transmitted, and provides the three-dimensional geometric data decided on from among the plurality of pieces of three-dimensional geometric data, to the communication apparatus as a response to the received data request.
FOVEATED ENHANCEMENT OF NON-XR GAMES WITHIN A HMD SYSTEM
By using the user head and/or eye tracking capabilities of an extended reality (XR) system, a region of gaze (ROG) of the user towards the virtual screen can be determined and signaled to non-XR games and applications running on the host system connected to the XR system. The existing non-XR games/applications can be patched, upgraded, or remastered to support the application of the ROG and ROG based enhancements of the visuals and user interfaces, using the provided by the system software on the host system that is rendering the game for the XR system.
Methods and Systems for Generating Level of Detail Visual Assets in a Video Game
Systems and methods of generating, selecting and rendering level of detail (LOD) visual assets are described. In an offline process for auto-generating the LOD visual assets, a LOD management module receives data representative of a LOD visual asset of an object model and its associated switch distance and iteratively reduces a polygon mesh complexity of the LOD visual asset to generate a lower complexity LOD visual asset along with its associated offline authored switch distance. Data representative of the LOD visual assets is presented in one or more GUIs to enable a user to optimize the data. Subsequently, a rendering module selects a LOD visual asset based on its associated switch distance or a modulated switch distance. The modulated switch distance is determined by applying one or more corrective factors to the associated switch distance.
Methods and Systems for Selecting a Level of Detail Visual Asset During the Execution of a Video Game
In a process for selecting a LOD visual asset from a set of pre-generated LOD visual assets for rendering during gameplay, data representative of the set of pre-generated LOD visual assets and associated switch distances is accessed. One or more variables related to the client devices and/or the gameplay being rendered on the client devices is monitored. Thereafter, either a first action of applying at least one corrective factor to the associated switch distance in order to generate modulated switch distances and then selecting a LOD from the set of pre-generated generated LOD visual assets based on one of the modulated switch distances or a second action of selecting a LOD visual asset from the set of pre-generated LOD visual assets based on the associated switch distances corresponding to the selected LOD visual asset is performed.
Methods and systems for generating level of detail visual assets in a video game
Systems and methods of generating, selecting and rendering level of detail (LOD) visual assets are described. In an offline process for auto-generating the LOD visual assets, a LOD management module receives data representative of a LOD visual asset of an object model and its associated switch distance and iteratively reduces a polygon mesh complexity of the LOD visual asset to generate a lower complexity LOD visual asset along with its associated offline authored switch distance. Data representative of the LOD visual assets is presented in one or more GUIs to enable a user to optimize the data. Subsequently, a rendering module selects a LOD visual asset based on its associated switch distance or a modulated switch distance. The modulated switch distance is determined by applying one or more corrective factors to the associated switch distance.
Wireless head mounted display with differential rendering
A method is provided, including: receiving captured images of an interactive environment in which a head-mounted display (HMD) is disposed; receiving inertial data processed from at least one inertial sensor of the HMD; analyzing the captured images of the interactive environment and the inertial data to determine a predicted future location of the HMD; using the predicted future location of the HMD to adjust a beamforming direction of an RF transceiver in a direction that is towards the predicted future location of the HMD; tracking a gaze of a user of the HMD; predicting a movement of the gaze of the user; generating video depicting a view of a virtual environment for the HMD; wherein the regions of the view are rendered differently based on the predicted movement of the gaze of the user; wirelessly transmitting the video via the RF transceiver to the HMD using the adjusted beamforming direction.
GAME SCREEN RENDERING METHOD AND APPARATUS, TERMINAL, AND STORAGE MEDIUM
A game screen rendering method is provided for a terminal. The method includes obtaining scene data of a game screen, the scene data being used for constructing a game scene and an element included in the game scene, selecting a target rendering mode from n pre-configured rendering modes, n being an integer greater than 1, rendering the scene data using the target rendering mode to generate the game screen, and displaying the game screen.
Global illumination calculation method and apparatus
A global illumination calculation method and apparatus is provided. The method includes: acquiring at least one of SDF information and illumination information corresponding to each of preselected pixels displayed on a screen, and the SDF information and illumination information corresponding to each pixel are stored in a two-dimensional map formed by mapping a three-dimensional map; and performing global illumination calculation according to at least one of the SDF information and the illumination information corresponding to each pixel. The method solves technical problems of global illumination calculation methods in the related art that a large amount of hardware resources are consumed and the presented image effects are not ideal enough.
SYSTEMS AND METHODS FOR ADJUSTING ONE OR MORE PARAMETERS OF A GPU
A method for adjusting complexity of content rendered by a graphical processing unit (GPU) is described. The method includes processing, by the GPU, an image frame for a scene of a game. The method further includes tracking one or more metrics regarding the processing of the image frame during the processing of the image frame. During the processing of the image frame, the method includes sending a quality adjuster signal (QAS) to a shader associated with a game engine. The QAS is generated based on the one or more metrics associated with the processing by the GPU. During the processing of the image frame, the method includes adjusting, by the shader, one or more shader parameters upon receipt of the QAS, wherein said adjusting the one or more shader parameters changes a level of complexity of the image frame being processed by the GPU.