Patent classifications
A63F13/5258
Interactive frame-synchronized augmented video
Systems and methods for providing an interactive augmented experience using prerecorded video include: creating a scene model based on an image of a physical environment; generating a fantasy object; integrating a position of the fantasy object onto the scene model; determining a state of the fantasy object; selecting, using a type of meta data, one or more frames of a pre-recorded video of the physical environment associated with a desired physical camera, such that each of the frames is associated with a frame number and acquired with a physical camera; synchronizing a virtual camera with the desired physical camera; and projecting, using a first video player or a second video player, the one or more frames onto the scene model to position the scene model relative to the fantasy object, such that the projecting alternates between the first video player and the second video player.
Interactive frame-synchronized augmented video
Systems and methods for providing an interactive augmented experience using prerecorded video include: creating a scene model based on an image of a physical environment; generating a fantasy object; integrating a position of the fantasy object onto the scene model; determining a state of the fantasy object; selecting, using a type of meta data, one or more frames of a pre-recorded video of the physical environment associated with a desired physical camera, such that each of the frames is associated with a frame number and acquired with a physical camera; synchronizing a virtual camera with the desired physical camera; and projecting, using a first video player or a second video player, the one or more frames onto the scene model to position the scene model relative to the fantasy object, such that the projecting alternates between the first video player and the second video player.
VIRTUAL OBJECT CONTROL METHOD AND APPARATUS, ELECTRONIC APPARATUS, AND STORAGE MEDIUM
The present disclosure provides method and apparatus, an electronic apparatus, and a storage medium for a virtual object control, and relates to the field of computer technologies. In the present disclosure, when a touch operation in a control region is detected, a viewing angle of a virtual scene is determined; an acceleration of a virtual object during a falling process is obtained with reference to the touch operation, the viewing angle, and the gravitational acceleration; and the virtual object is controlled to fall according to the acceleration. In this way, an action of a character can be realistically simulated by determining non-fixed moving directions and speeds.
IMAGE DISPLAY SYSTEM, NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN IMAGE DISPLAY PROGRAM, DISPLAY CONTROL APPARATUS, AND IMAGE DISPLAY METHOD
An example of an image display system includes a goggle apparatus including a display section. A virtual camera and a user interface are placed in a virtual space. In accordance with the orientation of the goggle apparatus, the orientation of the virtual camera in the virtual space is controlled. For example, in a case where the line of sight of the virtual camera rotates in a left direction in a yaw direction and then reverses in a right direction, and when the amount of change in the right direction is greater than or equal to a threshold, the user interface is moved to the front of the virtual camera.
IMAGE DISPLAY SYSTEM, NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN IMAGE DISPLAY PROGRAM, DISPLAY CONTROL APPARATUS, AND IMAGE DISPLAY METHOD
An example of an image display system includes a goggle apparatus including a display section. A virtual camera and a user interface are placed in a virtual space. In accordance with the orientation of the goggle apparatus, the orientation of the virtual camera in the virtual space is controlled. For example, in a case where the line of sight of the virtual camera rotates in a left direction in a yaw direction and then reverses in a right direction, and when the amount of change in the right direction is greater than or equal to a threshold, the user interface is moved to the front of the virtual camera.
Video recording and playback systems and methods
Methods and apparatus provide for: recording a sequence of video images output by a videogame, recording a sequence of depth buffer values for a depth buffer used by the videogame, recording a sequence of in-game virtual camera positions used to generate the video images, recording one or more in-game events and their respective in-game positions, associating the depth buffer value sequence, the in-game virtual camera position sequence, and an identifier for the videogame, with the video image sequence, and associating the one or more in-game events and their respective in-game positions with the identifier for the videogame. Methods an apparatus also provide for: obtaining a video recording of a videogame playing session, comprising a sequence of video images, obtaining a depth buffer value sequence, an in-game virtual camera position sequence, and an identifier for the videogame that are associated with the video recording, obtaining data indicative of a statistically significant in-game event and an in-game event position, calculating a position within the current video image corresponding to the in-game event position, in dependence upon the associated in-game virtual camera position and depth buffer values, and augmenting the current video image with a graphical representation of the statistically significant in-game event, responsive to the calculated position.
Video recording and playback systems and methods
Methods and apparatus provide for: recording a sequence of video images output by a videogame, recording a sequence of depth buffer values for a depth buffer used by the videogame, recording a sequence of in-game virtual camera positions used to generate the video images, recording one or more in-game events and their respective in-game positions, associating the depth buffer value sequence, the in-game virtual camera position sequence, and an identifier for the videogame, with the video image sequence, and associating the one or more in-game events and their respective in-game positions with the identifier for the videogame. Methods an apparatus also provide for: obtaining a video recording of a videogame playing session, comprising a sequence of video images, obtaining a depth buffer value sequence, an in-game virtual camera position sequence, and an identifier for the videogame that are associated with the video recording, obtaining data indicative of a statistically significant in-game event and an in-game event position, calculating a position within the current video image corresponding to the in-game event position, in dependence upon the associated in-game virtual camera position and depth buffer values, and augmenting the current video image with a graphical representation of the statistically significant in-game event, responsive to the calculated position.
METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN VIRTUAL REALITY VIEWS
Methods and systems for spectating a live video game are presented. In one method embodiment, an operation includes providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD). The method also provides an operation for providing a magnifying window for displaying a magnified view of the interactive environment, where the magnified view is associated with a second vantage point that is closer to the interactive environment than is a first vantage point of the overhead view. The method further provides an operation for tracking a real-world position of a controller of the spectator and moving the location of the magnifying window to correspond to the real-world position of the controller.
METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN VIRTUAL REALITY VIEWS
Methods and systems for spectating a live video game are presented. In one method embodiment, an operation includes providing an interface for presenting an overhead view of an interactive environment of a video game on a head mounted display (HMD). The method also provides an operation for providing a magnifying window for displaying a magnified view of the interactive environment, where the magnified view is associated with a second vantage point that is closer to the interactive environment than is a first vantage point of the overhead view. The method further provides an operation for tracking a real-world position of a controller of the spectator and moving the location of the magnifying window to correspond to the real-world position of the controller.
METHODS AND SYSTEMS FOR SPECTATING CHARACTERS IN FOLLOW-MODE FOR VIRTUAL REALITY VIEWS
Methods and systems for spectating a live video game are presented. In one embodiment, a method for performing an automated catch-up to a player is provided. The method includes providing an interface for presenting a first view of a video game on a client device where the first view has a first vantage point and includes a target player. The method includes an operation for providing a portal within the interface for presenting a second view of the target object, the second view having a second vantage point. The method further includes an operation for moving the second vantage point toward the target object within the portal. Additionally, the method provides an operation for wiping away the portal.