Patent classifications
G06T2213/12
AVATAR DISPLAY DEVICE, AVATAR DISPLAY SYSTEM, AVATAR DISPLAY METHOD, AND AVATAR DISPLAY PROGRAM
An avatar display device with: a storage device for storing passive permission data including a permission flag indicating permission or denial of a passive avatar in relation to an action of an active avatar with respect to the passive avatar; and an output unit which, if the action from the active avatar with respect to the passive avatar is detected, and the permission flag in the passive permission data indicates permission, outputs data for displaying, on an active terminal and a passive terminal, moving image data in which the passive avatar accepts the action of the active avatar.
ELECTRONIC DEVICE AND METHOD FOR DISPLAYING CHARACTER OBJECT BASED ON PRIORITY OF MULTIPLE STATES IN ELECTRONIC DEVICE
An electronic device is provided. The electronic device includes a sensor module, a communication module, a display, a memory, and at least one processor configured to identify a plurality of states based on at least one of information obtained through the sensor module, information received from an external electronic device through the communication module, or information associated with a function of the electronic device, identify priorities of the plurality of states, identify a first state among the plurality of states based on the identified priorities, identify whether there is a second state mergeable with the first state, and control the display to display, a first character object corresponding to the first state or a third character object corresponding to merge of the first state and the second state, based on whether there is the second state mergeable with the first state.
Media animation selection using a graph
A media sequence includes media items arranged in a sequence. A graph is generated to represent animations available for the media items in the media sequence. The graph includes nodes that represent the available animations. The animations to be used in generating the media sequence is selected via selection of a path through the graph, and the media sequence is generated using the selected animations.
SYSTEMS AND METHODS FOR ANIMATING A SIMULATED FULL LIMB FOR AN AMPUTEE IN VIRTUAL REALITY
A system and method for generating simulated full limb animations in real time based on sensor and tracking data. A computing environment for receiving and processing tracking data from one or more sensors, for mapping tracking data onto a 3D model having a skeletal hierarchy and a surface topology, and for rendering an avatar for display in virtual reality. A method for animating a full-bodied avatar from tracking data collected from an amputee. A means for determining, predicting, or modulating movements an amputee intends to make with his or her simulated full limb. A modified inverse kinematics method for arbitrarily and artificially overriding a position and orientation of a tracked end effector. Synchronous virtual reality therapeutic activities with predefined movement patterns that may modulate animations.
NON-TRANSITORY COMPUTER-READABLE MEDIUM AND ANIMATION GENERATING SYSTEM
A non-transitory computer-readable medium storing an animation generating program for causing a server to perform functions to generate an animation of an object configured by a combination of parts is provided. The functions include: registering content of a specified operation against the parts as specified operation information in advance; obtaining the specified operation information for identifying the specified operation; and a generating a part animation of each of object parts among the object parts of the object to control the specified operation of the object parts by dynamically calculating a rotation angle of a joint site required for the specified operation of the object parts in accordance with a predetermined calculation rule, and generating an animation of the entire object based on the part animation of each of the object parts.
System for neurobehavioural animation
The present invention relates to a computer implemented system for animating a virtual object or digital entity. It has particular relevance to animation using biologically based models, or behavioural models particularly neurobehavioural models. There is provided a plurality of modules having a computational element and a graphical element. The modules are arranged in a required structure and have at least one variable and being associated with at least one connector. The connectors link variables between modules across the structure, and the modules together provide a neurobehavioural model. There is also provided a method of controlling a digital entity in response to an external stimulus.
CONTENT CONTROL SYSTEM, CONTENT CONTROL METHOD, AND CONTENT CONTROL PROGRAM
A content control system with at least one processor. The at least one processor specifies a motion of a target virtual object in a virtual space showing a class scene, determines a language expression corresponding to the specified motion with reference to a storage unit that stores a language expression rule, and outputs expression data corresponding to the determined language expression.
METHOD FOR ESTABLISHING COMPLEX MOTION CONTROLLER
A method for establishing a complex motion controller includes following steps: obtaining a source controller and a destination controller, wherein the source controller is configured to generate a source motion, and the destination controller is configured to generate a destination motion; determining a transition tensor between the source controller and the destination controller, wherein the transition tensor has a plurality of indices, one of the plurality of indices corresponds to a plurality of phases of the source motion; calculating a plurality of transition outcomes of the transition tensor and recording the plurality of transition outcomes according to the plurality of indices; calculating a plurality of transition qualities according to the plurality of transition outcomes; and searching for an optimal transition quality from the plurality of transition qualities to establish a complex motion controller for generating a complex motion corresponding to one of the plurality of phases.
User Representations in Artificial Reality
The disclosed technology can execute rules for an ambient avatar to perform physical interactions based on a status of a represented user and/or a context of a viewing user. The disclosed technology can further evaluate and select movement points that support avatar movement in an artificial reality environment. The disclosed technology can yet further detect trigger conditions and transition a user presence in a shared communication session. And the disclosed technology can generate stylized 3D avatars from 2D images.
Systems and methods for computer animation using an order of operations deformation engine
A method for computer animation includes receiving, by a processor executing a multi-platform deformation engine system in association with a third-party game engine system, an input file that includes an asset geometry, where the asset geometry defines an asset mesh structure, where the asset geometry may exclude an internal support frame, and where logic for custom deformation steps may be included, altogether in a fashion portable and made to produce consistent results across multiple different software and/or hardware platform environments and/or across real-time and/or offline scenarios. The method also includes applying at least one deformer to the asset mesh structure, where the at least one deformer includes a plurality of user-selectable deformer channels, and where each deformer channel is associated with at least a portion of the asset mesh structure and configured to adjust a visual appearance of the associated portion of the asset mesh structure. The method also includes receiving a customizable order of operations for evaluation of at least a subset of the plurality of deformer channels, the order of operations specifying an order in which each deformer channel of the subset is to be evaluated in real-time during animation of the asset geometry.