A63F2300/6653

GAME PROCESSING METHOD AND RECORDING MEDIUM
20200108314 · 2020-04-09 · ·

A game processing method executed by an information processing device includes obtaining information on a character object, obtaining information on a clothing object worn by the character object, obtaining information on clothing area including an area exposed from the clothing object, the clothing area being set to skin of the character object, setting drawing setting of the clothing area to first drawing setting for drawing as the skin or to second drawing setting for drawing as clothing, and drawing the character object and the clothing object based on the information on the character object, the information on the clothing object, and the drawing setting.

Mixed reality viewer system and method
10572000 · 2020-02-25 · ·

A mixed reality viewing system includes a viewer configured to be secured to a steady platform and operable by a user to view a theme through the viewer. The viewer includes a display device, a user interface comprising a zoom control, and at least one sensor comprising at least one camera. The mixed reality viewing system also includes a computer graphics generation system communicatively coupled to the viewer. The computer graphics generation system is configured to generate streaming media of a real world environment based on image data captured via the at least one camera of the viewer, generate augmented reality graphics, virtual reality graphics, or both, superimposed on the streaming media of the real world environment, and transmit the streaming media of the real world environment along with the superimposed augmented reality graphics, virtual reality graphics, or both, to be displayed on the display device of the viewer.

GAME SYSTEM
20200030704 · 2020-01-30 ·

A game system comprising a game surface generator configured to generate a game surface having: a primary game surface with a first edge; an additional game surface with a second edge, wherein the primary game surface and the additional game surface are each divided into a plurality of game spaces and the first edge of the primary game surface is coupled to the second edge of the additional game surface, there being a bijective mapping between the primary game surface and the additional game surface; a game piece control module configured to position a plurality of game pieces on the primary game surface such that each game piece is positioned on one of the game spaces and a plurality of additional game pieces are positioned on corresponding game spaces of the additional game surface according to the bijective mapping.

APPARATUS AND METHOD OF MAPPING A VIRTUAL ENVIRONMENT

A method of mapping a virtual environment includes: obtaining a first sequence of video images output by a videogame title; obtaining a corresponding sequence of in-game virtual camera positions at which the video images were created; obtaining a corresponding sequence of depth buffer values for a depth buffer used by the videogame whilst creating the video images; and, for each of a plurality of video images and corresponding depth buffer values of the obtained sequences, obtain mapping points corresponding to a selected predetermined set of depth values corresponding to a predetermined set of positions within a respective video image; where for each pair of depth values and video image positions, a mapping point has a distance from the virtual camera position based upon the depth value, and a position based upon the relative positions of the virtual camera and the respective video image position, thereby obtaining a map dataset of mapping points corresponding to the first sequence of video images.

Augmented ride system and method

A ride system includes a ride vehicle configured to accommodate a passenger and travel along a ride path during a ride in an amusement park, a head mounted display connected to the ride vehicle and configured to be worn by the passenger, and a ride and game control system integrated with the ride vehicle and configured to coordinate a ride experience of the passenger with events occurring during the ride using at least the head mounted display and the ride vehicle. The ride and game control system includes a user interface, a ride controller, and a monitoring system. The ride and game control system also includes a computer graphics generation system communicatively coupled to the head mounted display and configured to selectively generate AR features for display on the head mounted display based on data received from the ride controller, the monitoring system, the user interface, or any combination thereof.

VIDEO RECORDING AND PLAYBACK SYSTEMS AND METHODS

A method of detecting significant footage for recording from a videogame comprises obtaining position information for a target object within a virtual environment of the videogame, obtaining depth buffer information for a current position of a virtual camera used to generate a current image of the virtual environment for display by the videogame, calculating a first distance along a line between the current position of the virtual camera and the obtained position of the target object, detecting whether a depth buffer value along the line corresponds to at least a threshold distance from the virtual camera, the threshold distance being based upon the calculated first distance, and if so, associating the current image with an indicator that the image is significant for the purposes of recording footage from the videogame.

Time-dependent client inactivity indicia in a multi-user animation environment
11948239 · 2024-04-02 · ·

A method for managing a multi-user animation platform is disclosed. A three-dimensional space within a computer memory is modeled. An avatar of a client is located within the three-dimensional space, the avatar being graphically represented by a three-dimensional figure within the three-dimensional space. The avatar is responsive to client input commands, and the three-dimensional figure includes a graphical representation of client activity. The client input commands are monitored to determine client activity. The graphical representation of client activity is then altered according to an inactivity scheme when client input commands are not detected. Following a predetermined period of client inactivity, the inactivity scheme varies non-repetitively with time.

STORAGE MEDIUM, GAME SYSTEM AND GAME CONTROL METHOD
20240115943 · 2024-04-11 ·

A non-limiting example game system includes a main body apparatus, and the main body apparatus executes a virtual game, and a game screen is displayed on a display. A player character, a first fellow character and background objects such as the ground, trees and rocks are displayed in the game screen. A judgment object of a rectangular parallelepiped is set to the player character, and it is judged whether line segments each connecting each of multiple judgment points that are set to vertices of the rectangular parallelepiped to a position of a virtual camera collide with the background object, respectively. When the number of the line segments that collide with the background object is two or more, it is judged that a silhouette of the player character is to be displayed. If it is judged that the silhouette of the player character is to be displayed, a silhouette of a part or whole of the player character that is hidden behind the background object when viewed from the virtual camera is displayed on a surface of the background object.

GAME APPARATUS AND PROGRAM

A game apparatus includes a position acquisition device configured to acquire information related to a position of a second object movable in a game field in which a first object is disposed and in a three-dimensional virtual space, and an image generation device configured to generate an image representing a view from a virtual viewpoint in the three-dimensional virtual space, and perform an image change by at least one of erasure and transparentization of the first object on the basis of a height of the first object with respect to the position of the second object in a display area including at least a part of the second object when generating the image.

OCCLUSION USING PRE-GENERATED 3D MODELS FOR AUGMENTED REALITY
20190325661 · 2019-10-24 ·

To prevent virtual content from occluding physical objects in an augmented reality (AR) system, the embodiments herein describe generating a pass-through texture using a pre-generated model of a physical object. In one embodiment, the AR system determines the location of the physical object as well as its orientation. With this information, the system rotates and re-sizes the pre-generated model of the object to match its location and orientation in the real-world. The system then generates the pass-through texture from the pre-generated model and inserts the texture into the virtual content. When the virtual content is displayed, the pass-through texture permits light from the real-world view to pass through substantially unaffected by the virtual content. In this manner, the physical object (which aligns with the location of the pass-through texture in the virtual content) can be seen by the useri.e., is not occluded by the virtual content.