Patent classifications
A63F13/5258
COMPOSITOR FOR DECOUPLED RENDERING
Techniques involve rendering computing graphics from decoupled inputs. Content updates (e.g., geometry, textures, lighting, audio, etc.) for 3D objects and/or a 3D scene can provided to a compositor at different rates. The compositor buffers the inputs, interpolates between buffered values, binds data for each of the content updates, and triggers drawing the data to render a frame. If buffered data fails to satisfy some criteria, previous buffered values can be used instead of the buffered data, or a different function can be performed (e.g., extrapolation instead of interpolation). User inputs from one or more I/O components (e.g., a gamepad, keyboard, mouse, etc.) can be fed directly into the compositor, which can generate and use a 3D camera from the inputs to draw frames faster than the content updates occur. As such, the present compositor improves power efficiency, and reduces latency and increases smoothness of the input response.
Systems and methods for customized camera views in virtualized environments
Systems and methods for providing customized camera views of virtualized environments are provided herein. In one embodiment a method includes detecting a gameplay event of interest within a virtual gaming environment and displaying a customized camera view of the gameplay event of interest based on user input receiving during traversal of a projectile from a weapon to a target. The customized camera view has a focal point of the projectile.
Systems and methods for customized camera views in virtualized environments
Systems and methods for providing customized camera views of virtualized environments are provided herein. In one embodiment a method includes detecting a gameplay event of interest within a virtual gaming environment and displaying a customized camera view of the gameplay event of interest based on user input receiving during traversal of a projectile from a weapon to a target. The customized camera view has a focal point of the projectile.
Method, virtual reality apparatus and recording medium for fast moving in virtual reality
A method, a virtual reality (VR) apparatus and a recording medium for fast moving in a virtual reality are provided. The method is applicable to a VR apparatus including a head-mounted display (HMD), a locator and a calculation device. In the method, the calculation device executes an application of the VR to display frames of the application on the HMD. Then, the calculation device detects a moving direction of a user wearing the HMD in a three-dimensional space by using the locator. Afterwards, the calculation device fast moves a field of view of the frames from a current location toward the moving direction.
Method, virtual reality apparatus and recording medium for fast moving in virtual reality
A method, a virtual reality (VR) apparatus and a recording medium for fast moving in a virtual reality are provided. The method is applicable to a VR apparatus including a head-mounted display (HMD), a locator and a calculation device. In the method, the calculation device executes an application of the VR to display frames of the application on the HMD. Then, the calculation device detects a moving direction of a user wearing the HMD in a three-dimensional space by using the locator. Afterwards, the calculation device fast moves a field of view of the frames from a current location toward the moving direction.
Game engine application direct to video encoder rendering
Systems, apparatuses, and methods for rendering images directly to a video encoder are disclosed. A game engine includes an embedded rendering unit configured to render images in different color spaces depending on the mode. The rendering unit renders images for a first color space only to be driven directly to a display while operating in a first mode. The rendering unit renders images for a second color space only which are provided directly to a video encoder while operating in a second mode. In a third mode, the rendering unit renders images for both color spaces. In one embodiment, the first color space is RGB and the second color space is YUV. The game engine also generates a plurality of attributes associated with each rendered image and the video encoder encodes each rendered image into an encoded bitstream based on the attributes associated with the rendered image.
Game engine application direct to video encoder rendering
Systems, apparatuses, and methods for rendering images directly to a video encoder are disclosed. A game engine includes an embedded rendering unit configured to render images in different color spaces depending on the mode. The rendering unit renders images for a first color space only to be driven directly to a display while operating in a first mode. The rendering unit renders images for a second color space only which are provided directly to a video encoder while operating in a second mode. In a third mode, the rendering unit renders images for both color spaces. In one embodiment, the first color space is RGB and the second color space is YUV. The game engine also generates a plurality of attributes associated with each rendered image and the video encoder encodes each rendered image into an encoded bitstream based on the attributes associated with the rendered image.
LIVE IMAGE DISPLAY SUPPORT APPARATUS, GAME SYSTEM, AND LIVE IMAGE DISPLAY SUPPORT METHOD
Pieces of game data are stored in a game data storage section in the process of game processing. A game server then transmits, among them, game parameters such as scores and positions of characters and data such as the three-dimensional structure of a virtual world to a live image display support apparatus. The live image display support apparatus performs prioritization and clustering by using the game parameters and generates control information such as the state of a virtual camera on the basis of a normal and the like of the ground in the virtual world.
LIVE IMAGE DISPLAY SUPPORT APPARATUS, GAME SYSTEM, AND LIVE IMAGE DISPLAY SUPPORT METHOD
Pieces of game data are stored in a game data storage section in the process of game processing. A game server then transmits, among them, game parameters such as scores and positions of characters and data such as the three-dimensional structure of a virtual world to a live image display support apparatus. The live image display support apparatus performs prioritization and clustering by using the game parameters and generates control information such as the state of a virtual camera on the basis of a normal and the like of the ground in the virtual world.
Method and apparatus for displaying virtual environment picture, device, and storage medium
This application discloses a method for displaying a virtual environment picture performed by a computer device. The method includes: displaying a first virtual environment picture obtained by observing a virtual environment by using a first observation position; displaying, in response to receiving a first directional instruction generated by a first directional operation, a directional skill indicator pointing to a first direction; and in accordance with a determination that a length of the directional skill indicator is greater than a distance threshold in the first virtual environment picture, displaying a second virtual environment picture obtained by observing the virtual environment by using a second observation position, the second virtual environment picture including the directional skill indicator, and the second observation position being in the first direction of the first observation position or in a surrounding region in the first direction.