A63F13/5258

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.

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.

SERVER APPARATUS, PROGRAM, METHOD, AND TERMINAL DEVICE
20200398158 · 2020-12-24 ·

A server apparatus includes a communication interface, a memory, and a processor configured to execute an instruction command stored in the memory to identify other players located within a predetermined range of a distance from a first terminal device, when the communication interface receives position information detected by the first terminal device held by a first player from the first terminal device, to determine whether a non-player character appears in a virtual space of a game application in response to a number of the identified other players, and to transmit non-player information about a non-player character to the first terminal device when the processor determined that the non-player character appears in the virtual space.

SERVER APPARATUS, PROGRAM, METHOD, AND TERMINAL DEVICE
20200398158 · 2020-12-24 ·

A server apparatus includes a communication interface, a memory, and a processor configured to execute an instruction command stored in the memory to identify other players located within a predetermined range of a distance from a first terminal device, when the communication interface receives position information detected by the first terminal device held by a first player from the first terminal device, to determine whether a non-player character appears in a virtual space of a game application in response to a number of the identified other players, and to transmit non-player information about a non-player character to the first terminal device when the processor determined that the non-player character appears in the virtual space.

Transitioning gameplay on a head-mounted display

A method is provided, including the following: presenting gameplay of a video game through a head-mounted display, the head-mounted display being disposed in a local environment; capturing audio from the local environment, and analyzing the captured audio to detect a person speaking in the local environment; responsive to detecting the person speaking in the local environment, presenting a notification through the head-mounted display, the notification providing an option which pauses the gameplay of the video game; responsive to receiving a command indicating selection of the option, pausing the gameplay of the video game.

Transitioning gameplay on a head-mounted display

A method is provided, including the following: presenting gameplay of a video game through a head-mounted display, the head-mounted display being disposed in a local environment; capturing audio from the local environment, and analyzing the captured audio to detect a person speaking in the local environment; responsive to detecting the person speaking in the local environment, presenting a notification through the head-mounted display, the notification providing an option which pauses the gameplay of the video game; responsive to receiving a command indicating selection of the option, pausing the gameplay of the video game.

Perspective mode switching method and terminal

A method and a terminal device for switching perspective are provided. The terminal device receives a perspective switching instruction when the terminal device is in a first perspective mode in which the terminal device displays a scenario from a first perspective. The terminal device determines a second perspective mode to display the scenario from a second perspective. Next, the terminal devices adjusts a first display parameter of a first model of the scenario from the first perspective and a second display parameter of a second model of the scenario from the second perspective according to a preset rule for a transition from the first perspective mode to the second perspective mode. Further, the terminal device displays the first model according to the first display parameter and the second model according to the second display parameter during the transition from the first perspective mode to the second perspective mode.

Perspective mode switching method and terminal

A method and a terminal device for switching perspective are provided. The terminal device receives a perspective switching instruction when the terminal device is in a first perspective mode in which the terminal device displays a scenario from a first perspective. The terminal device determines a second perspective mode to display the scenario from a second perspective. Next, the terminal devices adjusts a first display parameter of a first model of the scenario from the first perspective and a second display parameter of a second model of the scenario from the second perspective according to a preset rule for a transition from the first perspective mode to the second perspective mode. Further, the terminal device displays the first model according to the first display parameter and the second model according to the second display parameter during the transition from the first perspective mode to the second perspective mode.

METHOD AND SYSTEM FOR MANAGING EMOTIONAL RELEVANCE OF OBJECTS WITHIN A STORY
20200391109 · 2020-12-17 ·

A method for determining cinematic shot quality of objects of interest within a frame of a video associated with a video game is disclosed. A plurality of objects of interest are determined from a set of objects from within the video game. Game state data is received from the game. The game state data describes at least a set of events occurring within the game. A plurality of interest level values is determined. A plurality of starvation values is determined for the plurality of objects of interest. A plurality of urgency values is determined for the plurality of objects of interest. A data structure is generated for use in managing cinematography associated with the frame. The data structure facilitates looking up of the plurality of interest level values and urgency values.

METHOD AND SYSTEM FOR MANAGING EMOTIONAL RELEVANCE OF OBJECTS WITHIN A STORY
20200391109 · 2020-12-17 ·

A method for determining cinematic shot quality of objects of interest within a frame of a video associated with a video game is disclosed. A plurality of objects of interest are determined from a set of objects from within the video game. Game state data is received from the game. The game state data describes at least a set of events occurring within the game. A plurality of interest level values is determined. A plurality of starvation values is determined for the plurality of objects of interest. A plurality of urgency values is determined for the plurality of objects of interest. A data structure is generated for use in managing cinematography associated with the frame. The data structure facilitates looking up of the plurality of interest level values and urgency values.