A63F13/5258

Repositioning user perspectives in virtual reality environments

Optimizations are provided for facilitating optimal viewing positions for viewing virtual objects in VR environments. Initially, user selection of a virtual object being rendered in a VR display is detected. Subsequently, an optimal viewing position is dynamically calculated based on one or more characteristic of the virtual object to be viewed. A predetermined triggering event is also detected, and in response to the predetermined triggering event, a scene which is arranged to display the selected virtual object from the optimal viewing position is rendered in the VR display.

Repositioning user perspectives in virtual reality environments

Optimizations are provided for facilitating optimal viewing positions for viewing virtual objects in VR environments. Initially, user selection of a virtual object being rendered in a VR display is detected. Subsequently, an optimal viewing position is dynamically calculated based on one or more characteristic of the virtual object to be viewed. A predetermined triggering event is also detected, and in response to the predetermined triggering event, a scene which is arranged to display the selected virtual object from the optimal viewing position is rendered in the VR display.

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.

VIDEO RECORDING AND PLAYBACK SYSTEMS AND METHODS

A method of detecting significant footage for recording from a videogame comprises obtaining position information for a target object within a virtual environment of the videogame, obtaining depth buffer information for a current position of a virtual camera used to generate a current image of the virtual environment for display by the videogame, calculating a first distance along a line between the current position of the virtual camera and the obtained position of the target object, detecting whether a depth buffer value along the line corresponds to at least a threshold distance from the virtual camera, the threshold distance being based upon the calculated first distance, and if so, associating the current image with an indicator that the image is significant for the purposes of recording footage from the videogame.

Methods and Systems For Enabling Spectator Selection and Modification of Video Game Storylines
20240100426 · 2024-03-28 ·

In a multiplayer video game, virtual cameras are controlled by continually assessing and ranking storylines relating to the interactions of various players during a game session. A ranking for each storyline may be based on various factors such as, but not limited to, what the players can see, the distance between certain players, nearby game items or in-game. Subsequently, at least one virtual camera is navigated to provide a view of the highest-ranking storyline, subject to certain limitations on how the camera can move, transition, or otherwise display the interactions between players. A set of rules including rules of cinematography, are used to provide additional control of the movement of the virtual camera. Movements of a human camera-person are used on a mocap system to control the movement of the virtual camera.

DISPLAY MODE IN VIRTUAL SCENE

A virtual scene display method, includes obtaining, an adsorption region of a target virtual object in response to detection of a viewing-angle adjustment operation. The method further includes obtaining, in response to a determination that an aiming point is located in the adsorption region of the target virtual object, a target rotation speed of a viewing angle of a virtual scene according to a location of the aiming point, a location of the target virtual object, and the viewing-angle adjustment operation. Further, the method includes displaying, with the circuitry of the electronic device, a target virtual scene based on the target rotation speed of the viewing angle.

In-game dynamic camera angle adjustment
11935181 · 2024-03-19 · ·

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, METHOD, AND INFORMATION PROCESSING APPARATUS
20240082713 · 2024-03-14 ·

A program is executed by a first computer including a processor and a memory. The program causes the processor to perform: generating a virtual space 501; arranging a virtual camera and a user object 502 in the virtual space 501; generating a virtual space image based on the virtual camera; and moving the user object 502 based on a movement operation having been performed. In the generating of the virtual space image, when the movement operation is not being performed, a position of the virtual camera is controlled such that the virtual space image is an image from a first-person viewpoint of the user object 502, and when the movement operation is being performed, the position of the virtual camera is controlled such that the virtual space image is an image from a third-person viewpoint.

STORAGE MEDIUM, METHOD, AND INFORMATION PROCESSING APPARATUS
20240082713 · 2024-03-14 ·

A program is executed by a first computer including a processor and a memory. The program causes the processor to perform: generating a virtual space 501; arranging a virtual camera and a user object 502 in the virtual space 501; generating a virtual space image based on the virtual camera; and moving the user object 502 based on a movement operation having been performed. In the generating of the virtual space image, when the movement operation is not being performed, a position of the virtual camera is controlled such that the virtual space image is an image from a first-person viewpoint of the user object 502, and when the movement operation is being performed, the position of the virtual camera is controlled such that the virtual space image is an image from a third-person viewpoint.

STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
20240082721 · 2024-03-14 ·

An example of an information processing system moves a player character in accordance with an operation of a player, automatically moves a first non-player character, and when the player character is on a movable object and the movable object is moving, places the first non-player character on the movable object and causes the first non-player character to transition to an implementable state. If the first non-player character is in the implementable state, The example of the information processing system causes the first non-player character to perform a first action in accordance with an operation input provided by the player.