Patent classifications
A63F2300/6615
Method For Generating An Acoustic Environment Model
A computer-implemented method for generating an acoustic environment model for a video game level is provided. The method comprises: obtaining graphical data for visually rendering a gameplay environment of the video game level, the graphical data comprising a three-dimensional geometrical model for the gameplay environment, and generating, based on the graphical data, an acoustic environment model corresponding to the gameplay environment and adapted for the simulating of gameplay sounds therein.
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.
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.
Easily computable object representations
Techniques are disclosed for providing easily computable representations of dynamic objects so that a graphic systems' physics engine can more accurately and realistically determine the result of physical actions on, or with, such dynamic objects. More particularly, disclosed techniques generate a convex decomposition of an arbitrarily complex polygonal shape that is then simplified in a manner that preserves physically significant details, resulting in an object having a relatively small number of convex shapes that cover the original polygonal shape. The salience of a physically significant detail may be controlled via a threshold value which may be user or system specified.
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.
Rendering control apparatus, control method thereof, recording medium, rendering server, and rendering system
For each of a plurality of rendering objects to be used to generate a screen to be provided for a client device, identification information and detailed information indicating data necessary for rendering are acquired. By referring to detailed information of each of the plurality of rendering objects, the rendering order of all the rendering objects is determined so as to allocate consecutive ordinal numbers to rendering objects having at least partial data indicated by detailed information in common. A rendering control apparatus transfers data, indicated by detailed information of a rendering object in accordance with the rendering order, to a GPU. In this process, among data indicated by detailed information of rendering objects which are continuous in the rendering order, only data which is not the same as data already transferred to the GPU is read out and transferred.
Wireless Head Mounted Display with Differential Rendering and Sound Localization
A method is provided, including the following method operations: 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 and the inertial data to determine a current and predicted future location of the HMD; using the predicted future location of the HMD to adjust a beamforming direction of an RF transceiver towards the predicted future location of the HMD; tracking a gaze of a user of the HMD; generating image data depicting a view of a virtual environment for the HMD, wherein regions of the view are differentially rendered; generating audio data depicting sounds from the virtual environment, the audio data being configured to enable localization of the sounds by the user; transmitting the image data and the audio data via the RF transceiver to the HMD.
DATA PROCESSING APPARATUS, SYSTEM AND METHOD
A data processing apparatus comprising circuitry configured to: receive, for each of one or more first users of a video game, attention data indicative of a region of attention of each first user in a respective first video image of the video game; determine, based on the attention data, an object of attention in the video game of the one or more first users; and generate rendering control data to control, in a second video image of the video game generated for a second, different, user of the video game, rendering of the object of attention with a characteristic distinguishing the object of attention from other objects rendered in the second video image.
METHOD OF RENDERING GRAPHICS FOR A VIDEO GAME
A method of rendering graphics for a video game, which comprises: assigning, to each of a plurality of objects in a frame to be rendered, an importance level of the object; determining, based on the importance levels, one or more rendering quality resource restrictions to be applied to at least some of the plurality of objects; and rendering the frame, wherein the plurality of objects are rendered in accordance with the rendering quality resource restrictions.
STREAMING TEXTURE DATA FOR GRAPHICALLY RENDERING A SCENE OF A VIDEO GAME
Described herein is a computer-implemented method for graphically rendering a scene of a video game, comprising: performing (102) a partial rendering of the scene; determining (104), based on the partial rendering of the scene, texture data required for performing a full rendering of the scene; streaming (106) the texture data from a storage to a memory; and performing (108), based on the streamed texture data, a full rendering of the scene.