Patent classifications
A63F13/5258
Hand-locked Rendering of Virtual Objects in Artificial Reality
In one embodiment, a method includes, by one or more computing devices, determining, based on first tracking data, a first viewpoint of the user and a first hand pose of the user. The method may include generating a virtual object in a virtual environment based on the first hand pose and a predetermined spatial relationship between the virtual object and the hand of the user. The method may include rendering a first image of the virtual object as viewed from the first viewpoint. The method may include determining, based on second tracking data, a second viewpoint of the user and a second hand pose. The method may include adjusting the first image of the virtual object based on changes from the first hand pose to the second hand pose. The method may include rendering and displaying a second image from the adjusted first image viewed from the second viewpoint.
METHOD AND SYSTEM FOR A CLOUD NATIVE 3D SCENE GAME
Methods and systems are presented for a cloud native 3D scene game, for initiating a game request by one or more users to a cloud server through a game client, creating and starting one corresponding game process according to the game request of the one or more users by the cloud server, and processing the game data of the one or more users at the same time by the game process. A cloud server is used for creating the game process for a plurality of users.
METHOD AND SYSTEM FOR A CLOUD NATIVE 3D SCENE GAME
Methods and systems are presented for a cloud native 3D scene game, for initiating a game request by one or more users to a cloud server through a game client, creating and starting one corresponding game process according to the game request of the one or more users by the cloud server, and processing the game data of the one or more users at the same time by the game process. A cloud server is used for creating the game process for a plurality of users.
Simulation method and system for real-time broadcasting
Provided is a simulation method and system for real-time broadcasting. A simulation method may include verifying an action set for a mechanical object, and displaying a movement of the mechanical object in response to the action using a line that connects a start location of the movement and an end location of the movement.
Simulation method and system for real-time broadcasting
Provided is a simulation method and system for real-time broadcasting. A simulation method may include verifying an action set for a mechanical object, and displaying a movement of the mechanical object in response to the action using a line that connects a start location of the movement and an end location of the movement.
Contextually significant 3-dimensional model
A monitoring system includes a video assembly comprising at least one camera positioned in a predetermined area and configured to transmit a real-time video feed of a physical location in the predetermined area. The monitoring system further includes a control system configured to receive the real-time video feed from the at least one camera. The control system includes a memory device and a processor configured to generate a virtual model of a predetermined area based on instructions stored on the memory device, wherein the processor is configured to incorporate the real-time video feed into the virtual model at a virtual location in the virtual model corresponding to the physical location in the predetermined area. The control system also includes a display unit configured to display the virtual model.
CAMERA MOVEMENT CONTROL METHOD AND APPARATUS, DEVICE, AND STORAGE MEDIUM
Some aspects of the disclosure provide a method for camera operation control in an electronic device. The method includes obtaining, based on a plurality of frames associated with a target time slice, a first target parameter to be met by a camera of a virtual camera system in the target time slice. Then, the method includes determining a target operation speed of the camera in the target time slice at least partially based on the first target parameter and a time-speed change magnification curve, and controlling the camera to operate based on the target operation speed. Apparatus and non-transitory computer-readable storage medium counterpart embodiments are also contemplated.
IN-GAME DYNAMIC CAMERA ANGLE ADJUSTMENT
A methods and system are provided for dynamically adjusting a camera angle in a video game is provided. One example method includes receiving a dataset of a plurality of video sequences that are associated with tagging data in metadata that identify characteristics of actions occurring in each of the plurality of video sequences. The method includes generating an artificial intelligence (AI) model from the dataset. The method includes accessing the AI model during gameplay of the video game. The accessing includes providing snapshots of video sequences generated during said gameplay of the video game. The method includes adjusting a game camera angle dynamically during the gameplay. The adjusting is responsive to adjustment instructions derived from said AI model.
Storage medium, game system, game apparatus and game control method
A non-limiting example game system includes a main body apparatus, and this main body apparatus is provided attachably and detachably with a left controller and a right controller. In a first operation mode, a movement and an action of a player character are controlled according to an operation of a player. In a second operation mode, an offensive character is made to appear, and a movement and an action of the offensive character are controlled according to an operation of the player. Therefore, the movement of the player character is restricted in the second operation mode. A direction and a position of a virtual camera are controlled so as to follow the player character in the first operation mode and to respectively capture the player character and the offensive character in the second operation mode.
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.