Patent classifications
A63F2300/6692
SYSTEMS AND METHODS OF RENDERING EFFECTS DURING GAMEPLAY
Systems and methods of rendering effects are described herein. A computing device can receive a user selection of an effect to be applied during gameplay of a computer game. The computing device can initiate a framework with which to apply the effect during the gameplay. The computing device can determine scenes during the gameplay to apply the effect through the framework. The computing device can determine graphical elements in the scenes that correspond to non-user interface elements through the framework. The computing system can apply the effect to the graphical elements through the framework.
GAME CONSOLE
A portable, handheld game console includes a main body incorporating a touch-sensitive display screen and a variety of input devices. The input devices can include shoulder buttons located on a peripheral side surface of the main body, as well as input devices located on the main body adjacent the touch-sensitive display screen.
Method of providing a virtual space image subjected to blurring processing based on detected displacement, and system therefor
A method including generating a virtual space image for displaying on a head mounted display (HMD). The method further includes acquiring a rotational direction and a rotational speed of the HMD. The method further includes subjecting the virtual space image to blurring processing based on the rotational direction and the rotational speed, the blurring processing being performed on end regions of the virtual space image on both sides of the virtual space image in a direction corresponding to the rotational direction, a size of the end regions corresponding to the rotational speed, and an intensity of blurring of the end regions corresponding to the rotational speed.
IMAGE PROCESSING METHOD AND APPARATUS
An image processing method is provided. Information about a current location of a virtual object on an application interface is obtained, and line-of-sight blocking data corresponding to the location information is queried for. A first mask layer is generated based on a current operation status of the virtual object on the application interface by using the line-of-sight blocking data. A second mask layer is replaced with the first mask layer according to a preset unit of time, the second mask layer being one of at least two mask layers that are generated prior to generation of the first mask layer, the second mask layer being generated earliest among the at least two mask layers. A result of mixing the first mask layer and the at least two mask layers, except the second mask layer, to the application interface is output.
Game console
A portable, handheld game console includes a main body incorporating a touch-sensitive display screen and a variety of input devices. The input devices can include shoulder buttons located on a peripheral side surface of the main body, as well as input devices located on the main body adjacent the touch-sensitive display screen.
Frame overlay for disparities between frames of a game stream
A client device of a game streaming system generates an overlay that identifies discontinuities and other changes in features between streamed frames. The client device receives a stream of frames, representing game content for display, from a server via a network. The client device analyzes the received frames to identify discontinuities and other changes in features of the plurality of frames, such as a particular feature changing one or more of position, size, texture, or other visual characteristic between successively received frames. The client device generates the overlay to indicate the identified features and displays the overlay with at least one of the received frames.
VIRTUAL PROTOCOL
A system and a method for overlaying real physical world items into a virtual simulated world, interactions between the worlds and protocols for efficient communication between these and third party participants are provided. The present invention attains the above-described objective by a studio site having real life items and a primary game engine simulating at least some of said real life items, wherein the primary game engine receives motion and position data from said studio and generates visualisation of said items, wherein the visualisation is overlaid studio images using a keyer function.
Game special effect generation method and apparatus, and storage medium and electronic device
Disclosed are a game special effect generation method and apparatus, and a storage medium and an electronic device, which belong to the technical field of game development. The method comprises: in response to a game running event, acquiring a picture file or a video file (S110), wherein sound spectrum information is stored in a color channel of the picture file or the video file; reading the sound spectrum information in the picture file or the video file (S120); and generating a special effect animation in a game according to the sound spectrum information (S130).
SIMULATED LIGHTING SYSTEM AND METHOD FOR COMPOSITED ELEMENTS IN A VIRTUAL ENVIRONMENT
A virtual environment (e.g., a game environment) is navigable by a user providing user input. The virtual environment is subject to one or more lighting effects from one or more virtual environment light sources therein. A view of the virtual environment is generated in connection with a virtual camera, with that view including at least a portion of a virtual object. The virtual object is defined in connection with an object model. Generation of the view includes: calculating color contributions for sections into which an image obtained from the virtual camera is partitioned; creating a composite image by blending (e.g., additively blending) the calculated color contributions onto the object model using an object mask, the object mask defining different effects to be applied to different parts of the virtual object; and integrating the created composite image in the view of the virtual environment.
METHOD OF PROVIDING A VIRTUAL SPACE IMAGE SUBJECTED TO BLURRING PROCESSING BASED ON DETECTED DISPLACEMENT, AND SYSTEM THEREFOR
A method including generating a virtual space image for displaying on a head mounted display (HMD). The method further includes acquiring a rotational direction and a rotational speed of the HMD. The method further includes subjecting the virtual space image to blurring processing based on the rotational direction and the rotational speed, the blurring processing being performed on end regions of the virtual space image on both sides of the virtual space image in a direction corresponding to the rotational direction, a size of the end regions corresponding to the rotational speed, and an intensity of blurring of the end regions corresponding to the rotational speed.