Patent classifications
A63F2300/5553
COMPUTER, CONTROL METHOD, NON-TRANSITORY COMPUTER-READABLE MEDIUM, AND TERMINAL DEVICE THAT EXECUTE PROGRESS OF A GAME
A computer for executing progress of a game by using a game content, the computer including memory and circuitry, the memory configured to store information corresponding to each of a plurality of game contents classified into a plurality of groups associated with an attribute, the circuitry configured to select a first game content from among game contents belonging to a first group among the plurality of groups based on a selection instruction from a player, identify the attribute associated with the selected first game content, select a second game content from among game contents belonging to a second group of the plurality of groups based on the identified attribute, and associate a game content group at least including the selected first game content and the selected second game content with a player and stores the resultant game content group to the memory.
Systems and methods for generating customized avatars and customized online portals
In accordance with some embodiments, a system facilitates the generation of a customized fundraising campaign on behalf of a third party organization by providing mechanisms via which an organizer of the third party organization can set terms of the fundraising campaign and allow participants of the campaign to create customized avatars for use in promoting the campaign.
Method, apparatus, and device for displaying skin of virtual character
A method for displaying a skin of a virtual character includes: displaying a matchmaking user interface (UI) for matching k user accounts online for gaming in the same virtual world, k being a positive integer; obtaining a customization parameter of a customized skin model of a target virtual character from a server when the target virtual character is present in virtual characters used by the k user accounts; loading n target skin component materials of the customized skin model according to the customization parameter, n being a positive integer; and displaying a gaming UI. The customized skin model is one of complete skin set models corresponding to the target virtual character and includes n skin components in a same style. The gaming UI includes the target virtual character located in the virtual world, the target virtual character wearing the customized skin model.
Virtual character generation from image or video data
Systems and methods for generating a customized virtual character are disclosed. A system may obtain video data or other media depicting a real person, and then may provide the obtained media to one or more machine learning models configured to learn visual appearance and behavior information regarding the particular person depicted in the video or other media. The system may then generate a custom visual appearance model and a custom behavior model corresponding to the real person, which may subsequently be used to render, within a virtual environment of a video game, a virtual character that resembles the real person in appearance and in-game behavior.
VIDEO GENERATION SYSTEM TO RENDER FRAMES ON DEMAND USING A FLEET OF SERVERS
Content controller system comprising rendering server system comprising a plurality of servers. The servers receiving a plurality of segment render requests that correspond respectively to segments included in a set of media content item segments. The servers render the segments corresponding to the segment render requests using a media content identification and a main user identification. Rendering the segments comprises retrieving metadata from a metadata database associated with the media content identification, rendering the segments using the metadata, generating a main user avatar based on the main user identification, and incorporating the main user avatar into the segments. The servers can upload the segments to a segment database and update segment states in a segment state database to indicate that the segments are available. Other embodiments are disclosed herein.
Content and context morphing avatars
Systems and methods disclosed herein create or modify a personalized mixed reality environment by taking into consideration both a user preferences and the actual location characteristics of the user.
Methods and systems for forming personalized 3D head and facial models
An electronic apparatus performs a method of customizing a standard face of an avatar in a game using a two-dimensional (2D) facial image of a real-life person that includes: identifying a set of real-life keypoints in the 2D facial image; transforming the set of real-life keypoints into a set of game-style keypoints associated with the avatar in the game; generating a set of control parameters of the standard face of the avatar in the game by applying the set of game-style keypoints to a keypoint to parameter (K2P) neural network model; and deforming the standard face of the avatar in the game based on the set of control parameters, wherein the deformed face of the avatar has the facial features of the 2D facial image.
THREE-DIMENSIONAL AVATAR GENERATION AND CUSTOMIZATION
An augmented reality (AR) application enables customization and manipulation of three dimensional (3D) avatars on a mobile client. The application provides a variety of options for modifying the physical appearance of an avatar, including base features such as skin tone and body shape. When a user adjusts these base features, application may make corresponding adjustments to part features (e.g., clothing items) that are displayed over the base features. The application provides the customized avatars for display, including in performances of animations (e.g., dances). The application enables interactive cameras such as smooth panning and zooming for a user to see their customized avatar from various angles. The application renders depth of the 3D using shaders optimized for use on a mobile client. The shaders may reuse framebuffers on an as-needed basis. The application renders shading that accounts for both virtual and physical light sources.
THREE-DIMENSIONAL AVATAR GENERATION AND MANIPULATION USING SHADERS
An augmented reality (AR) application enables customization and manipulation of three dimensional (3D) avatars on a mobile client. The application provides a variety of options for modifying the physical appearance of an avatar, including base features such as skin tone and body shape. When a user adjusts these base features, application may make corresponding adjustments to part features (e.g., clothing items) that are displayed over the base features. The application provides the customized avatars for display, including in performances of animations (e.g., dances). The application enables interactive cameras such as smooth panning and zooming for a user to see their customized avatar from various angles. The application renders depth of the 3D using shaders optimized for use on a mobile client. The shaders may reuse framebuffers on an as-needed basis. The application renders shading that accounts for both virtual and physical light sources.
STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
A character is displayed in its initial state in a virtual space with at least two of a plurality of parts set as non-exposed parts that are at least partially covered by respective corresponding accessories. A playback process of playing back a scene that an accessory for one of the at least two non-exposed parts is moved such that the one of the at least two non-exposed parts is exposed, and a changing process of allowing a user to change the part exposed by the playback process, are executed serially for the at least two non-exposed parts of the character in the initial state.