Patent classifications
A63F13/5258
VIDEO RECORDING AND PLAYBACK SYSTEMS AND METHODS
Methods and apparatus provide for: recording a first 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, generating a second sequence of video images encoding the depth buffer value sequence, and associating the in-game virtual camera position sequence, with at least one of the first and second sequence of video images. Methods and apparatus also provide for: obtaining a first video recording of a videogame playing session comprising a sequence of video images, obtaining a second video recording generated by encoding a depth buffer value sequence, obtaining data indicative of an in-game virtual camera position sequence that is associated with at least one of the obtained video recordings, obtaining data indicative of a statistically significant in-game event and an in-game event position, calculating a position within a current video image of the first video recording corresponding to the in-game event position, in dependence upon the associated in-game virtual camera position and decoded 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.
CINEMATIC GAME CAMERA IN A GAMING PLATFORM
A method and system is disclosed receives a user selection of a game from a gaming platform via a user interface. The method and system receives a user selection of a camera option of the game. The camera option enables a camera to be controlled within a three-dimensional (3D) environment of the game by a user during real-time gameplay. The method and system move the camera within the 3D environment during the real-time gameplay responsive to user input to move the camera. The method and system responsive to moving the camera within the 3D environment, provide, via the user interface, a presentation of views from a perspective of the camera of the real-time gameplay in the 3D environment.
CINEMATIC GAME CAMERA IN A GAMING PLATFORM
A method and system is disclosed receives a user selection of a game from a gaming platform via a user interface. The method and system receives a user selection of a camera option of the game. The camera option enables a camera to be controlled within a three-dimensional (3D) environment of the game by a user during real-time gameplay. The method and system move the camera within the 3D environment during the real-time gameplay responsive to user input to move the camera. The method and system responsive to moving the camera within the 3D environment, provide, via the user interface, a presentation of views from a perspective of the camera of the real-time gameplay in the 3D environment.
Artificial intelligence (AI) controlled camera perspective generator and AI broadcaster
A method for generating broadcasts including receiving game state data and user data of players participating in a gaming session of a video game. A spectator zone-of-interest in the gaming session is identified having a scene of a virtual gaming world that is viewable from camera perspectives in the virtual gaming world. Statistics and facts are generated for the gaming session based on the game state data and the user data using a first AI model trained to isolate game state data and user data that are of interest by spectators. Narration is generated for the scene using a second AI model configured to select statistics and facts from the statistics and facts generated using the first AI model, the selected statistics and facts having a highest potential spectator interest as determined by the second AI model configured to generate the narration using the selected statistics and facts.
Artificial intelligence (AI) controlled camera perspective generator and AI broadcaster
A method for generating broadcasts including receiving game state data and user data of players participating in a gaming session of a video game. A spectator zone-of-interest in the gaming session is identified having a scene of a virtual gaming world that is viewable from camera perspectives in the virtual gaming world. Statistics and facts are generated for the gaming session based on the game state data and the user data using a first AI model trained to isolate game state data and user data that are of interest by spectators. Narration is generated for the scene using a second AI model configured to select statistics and facts from the statistics and facts generated using the first AI model, the selected statistics and facts having a highest potential spectator interest as determined by the second AI model configured to generate the narration using the selected statistics and facts.
Method and system for retargeting a human component of a camera motion
A method of retargeting camera motion is disclosed. Data is received that describes a position of a target along a target path. Data is received that describes a position and an orientation of a first camera along a first camera path wherein the first camera is filming the target. A second camera path is computed, the second path corresponding to a second camera. The second camera path corresponds to the first camera path with one or more exceptions. The one or more exceptions include one or more of modification of orientation data corresponding to the second camera path to place the target at the center of a camera screen associated with the second camera and removing of a camera rotation roll for the second camera. A difference is computed between the first camera path and the second camera path. The computed difference is applied to a third camera path.
Method and system for retargeting a human component of a camera motion
A method of retargeting camera motion is disclosed. Data is received that describes a position of a target along a target path. Data is received that describes a position and an orientation of a first camera along a first camera path wherein the first camera is filming the target. A second camera path is computed, the second path corresponding to a second camera. The second camera path corresponds to the first camera path with one or more exceptions. The one or more exceptions include one or more of modification of orientation data corresponding to the second camera path to place the target at the center of a camera screen associated with the second camera and removing of a camera rotation roll for the second camera. A difference is computed between the first camera path and the second camera path. The computed difference is applied to a third camera path.
System and Method for Creating an Avatar
An avatar or avatar environment to visualize data may be provided within a social networking system or service, for example as part of the Internet, and/or within a desktop widget, panel, gadget, or the like. The avatar may further evolve or alter its appearance, animation, or other visual or audio characteristics in response to the data or other input such as athletic activity performed by a corresponding user. In particular, the avatar of an embodiment may respond to and provide visualization of athletic or sport performance data.
System and Method for Creating an Avatar
An avatar or avatar environment to visualize data may be provided within a social networking system or service, for example as part of the Internet, and/or within a desktop widget, panel, gadget, or the like. The avatar may further evolve or alter its appearance, animation, or other visual or audio characteristics in response to the data or other input such as athletic activity performed by a corresponding user. In particular, the avatar of an embodiment may respond to and provide visualization of athletic or sport performance data.
INFORMATION PROCESSING APPARATUS HAVING DUAL MODES OF VIDEO GAME OBJECT LAUNCH, AND COUNTERPART METHOD AND SYSTEM
An information processing apparatus includes controlling movement of any of first objects arranged on a field, controlling movement of a second object fed to any of the first objects, and carrying out control such that a first object satisfying prescribed proximity relation with the second object among the first objects acquires the second object. The controlling movement of a second object includes ejecting the second object to the field from a prescribed position in a direction determined based on an accepted first user operation input and moving the second object over the field in accordance with an accepted second user operation input. The controlling movement of any of the first objects moves any of the first objects toward the second object ejected to the field and moves any of the first objects toward the second object that moves over the field.