-
公开(公告)号:EP2409277A2
公开(公告)日:2012-01-25
申请号:EP10753857.1
申请日:2010-03-02
CPC分类号: G06T13/80 , G06K9/00342 , G06T13/00
摘要: In applications that display a representation of a user, it may be reasonable to insert a pre-canned animation rather than animating a user's captured motion. For example, in a tennis swing, the ball toss and take back in a serve could be a pre-canned animation, whereas the actual forward swing may be mapped from the user's gestures. An animation of a user's gestures can be chained together into sequences with pre-canned animations, where animation blending techniques can provide for a smoother transition between the animation types. Techniques for blending animations, that may comprise determining boundaries and transition points between pre-canned animations and animations based on captured motion, may improve animation efficiency. Gesture history, including joint position, velocity, and acceleration, can be used to determine user intent, seed parameters for subsequent animations and game control, and determine the subsequent gestures to initiate.
摘要翻译: 在显示用户表示的应用程序中,插入预先准备的动画可能是合理的,而不是动画化用户的捕获动作。 例如,在网球摆动中,球投掷并收回服务可以是预先制作的动画,而实际的向前挥杆可以从用户的手势映射。 用户手势的动画可以一起链接到具有预先固定动画的序列中,其中动画混合技术可以提供动画类型之间更平滑的转换。 用于混合动画的技术可以提高动画效率,其可以包括基于捕获的运动来确定预先确定的动画和动画之间的边界和转换点。 手势历史,包括联合位置,速度和加速度,可用于确定用户意图,后续动画和游戏控制的种子参数,并确定随后的手势启动。
-
公开(公告)号:EP2409211A2
公开(公告)日:2012-01-25
申请号:EP10753858.9
申请日:2010-03-02
发明人: LATTA, Stephen, G , GEISNER, Kevin , MARKOVIC, Relja , BENNETT, Darren, Alexander , TOMLIN, Arthur, Charles
摘要: Systems, methods and computer readable media are disclosed for manipulating virtual objects. A user may utilize a controller, such as his hand, in physical space to associate with a cursor in a virtual environment. As the user manipulates the controller in physical space, this is captured by a depth camera. The image data from the depth camera is parsed to determine how the controller is manipulated, and a corresponding manipulation of the cursor is performed in virtual space. Where the cursor interacts with a virtual object in the virtual space, that virtual object is manipulated by the cursor.
-
公开(公告)号:EP2033085A2
公开(公告)日:2009-03-11
申请号:EP07795846.0
申请日:2007-06-07
IPC分类号: G06F9/38
CPC分类号: G06T1/20
摘要: Techniques and technologies are provided for binding resources to particular slots associated with shaders in a graphics pipeline. Resource dependencies between resources being utilized by each shader can be determined, and, based on these resource dependencies, common resource/slot associations can be computed. Each common resource/slot association identifies a particular one of the resources to be associated with a particular one of the slots.
摘要翻译: 提供技术和技术用于将资源绑定到与图形流水线中的着色器相关联的特定时隙。 可以确定每个着色器使用的资源之间的资源依赖性,并且基于这些资源依赖性,可以计算公共资源/时隙关联。 每个公共资源/时隙关联标识要与特定一个时隙相关联的特定资源。
-
公开(公告)号:EP2715654A2
公开(公告)日:2014-04-09
申请号:EP12793597.1
申请日:2012-05-26
发明人: MURPHY, Brian, Scott , LATTA, Stephen, G. , BENNETT, Darren, Alexander , PEREZ, Pedro , WRIGHT, Shawn, C. , MARKOVIC, Relja , DEAGUERO, Joel, B. , WILLOUGHBY, Christopher, H. , HASTINGS, Ryan, Lucas , GEISNER, Kevin
IPC分类号: G06Q50/10
CPC分类号: H04L67/38 , A63F13/10 , A63F13/12 , A63F13/5375 , A63F13/795 , A63F13/85 , A63F2300/5533 , A63F2300/5553 , A63F2300/57 , A63F2300/572 , A63F2300/575 , H04W4/043
摘要: Synchronous and asynchronous communications between avatars is allowed. For synchronous communications, when multiple users are playing different games of the same game title and when the avatars of the multiple users are at the same location in their respective games they can communicate with one another, thus allowing the users of those avatars to communicate with one another. For asynchronous communications, an avatar of a particular user is left behind at a particular location in a game along with a recorded communication. When other users of other games are at that particular location, the avatar of that particular user is displayed and the recorded communication is presented to the other users.
-
公开(公告)号:EP2718897A2
公开(公告)日:2014-04-16
申请号:EP12796475.7
申请日:2012-06-05
发明人: EVERTT, Jeffrey Jesus , CLARK, Justin Avram , WILLOUGHBY, Christopher Harley , SCAVEZZE, Mike , DEAGUERO, Joel , MARKOVIC, Relja , SOLA, Joe , HALEY, David
CPC分类号: G06T7/12 , A63F13/213 , A63F13/53 , A63F2300/1093 , A63F2300/6018 , G06T7/50 , G06T7/70 , G06T15/08 , G06T19/20 , G06T2200/08 , G06T2207/10004 , G06T2207/10028 , G06T2219/2012 , H04N5/2226 , H04N13/257 , H04N13/268 , H04N13/271
摘要: To digitize an object, a camera captures images of different sides of the object with color and depth data. At least two different sides of the object are identified from the images, and constructions are created of the sides of the object from the images. Points of the constructions to connect to one another are determined and used to align the constructions. The construction are merged to generate a rendition of the object. Various techniques are applied to extrapolate edges, remove seams, extend color intelligently, filter noise, apply skeletal structure to the object, and optimize the digitization further. The rendition of the object can be provided for display as a digital representation of the object and potentially used in different applications (e.g., games, Web, etc.).
摘要翻译: 数字化图片中的对象在这里讨论。 用户将该物体呈现给照相机,该照相机捕捉包括物体正面和背面的颜色和深度数据的图像。 对于正面和背面图像,通过分析深度数据确定距离相机最近的点。 从最近的点开始,通过注意深度数据的巨大差异来找到对象的边缘。 深度数据也用于构建对象前后的点云构造。 应用各种技术来推断边缘,去除接缝,智能地扩展颜色,过滤噪声,将骨架结构应用于对象,并进一步优化数字化。 最终,向用户呈现数字表示并且可能用于不同的应用(例如游戏,网络等)。
-
公开(公告)号:EP2715655A2
公开(公告)日:2014-04-09
申请号:EP12794059.1
申请日:2012-05-26
发明人: MURPHY, Brian, Scott , LATTA, Stephen, G. , BENNETT, Darren, Alexander , GEISNER, Kevin , WRIGHT, Shawn, C. , MARKOVIC, Relja , DEAGUERO, Joel, B. , WILLOUGHBY, Christopher, H. , HASTINGS, Ryan, Lucas
IPC分类号: G06Q50/10
CPC分类号: A63F13/12 , A63F13/335 , A63F13/48 , A63F13/795 , A63F13/822 , A63F2300/50 , A63F2300/5553 , A63F2300/556 , A63F2300/807
摘要: In accordance with one or more aspects, for a particular user one or more other users associated with that particular user are identified based on a social graph of that particular user. An avatar of at least one of the other users is obtained and included as a non-player-character in a game being played by that particular user. The particular user can provide requests to interact with the avatar of the second user (e.g., calling out the name of the second user, tapping the avatar of the second user on the shoulder, etc.), these requests being invitations for the second user to join in a game with the first user. An indication of such an invitation is presented to the second user, which can, for example, accept the invitation to join in a game with the first user.
-
公开(公告)号:EP2715651A2
公开(公告)日:2014-04-09
申请号:EP12793140.0
申请日:2012-05-31
发明人: MURPHY, Brian Scott , LATTA, Stephen G. , BENNETT, Darren Alexander , PEREZ, Pedro , WRIGHT, Shawn C. , MARKOVIC, Relja , HASTINGS, Ryan Lucas , GEISNER, Kevin
CPC分类号: G07F17/3225 , A63F13/21 , A63F13/335 , A63F13/795 , G06Q50/01
摘要: Emotional response data of a particular user, when the particular user is interacting with each of multiple other users, is collected. Using the emotional response data, an emotion of the particular user when interacting with each of multiple other users is determined. Based on the determined emotions, one or more of the multiple other users are identified to share an online experience with the particular user.
-
公开(公告)号:EP2714219A2
公开(公告)日:2014-04-09
申请号:EP12794120.1
申请日:2012-05-31
发明人: MARKOVIC, Relja , LATTA, Stephen , GEISNER, Kevin , VANCE, A. Dylan , MURPHY, Brian Scott , COOHILL, Matt
CPC分类号: A63F13/20 , A63F13/06 , A63F13/10 , A63F13/12 , A63F13/213 , A63F13/215 , A63F13/216 , A63F13/795 , A63F2300/1087 , A63F2300/5566 , A63F2300/6045 , A63F2300/6607
摘要: A method of matching a player of a multi-player game with a remote participant includes recognizing the player, automatically identifying an observer within a threshold proximity to the player, using an identity of the observer to find one or more candidates to play as the remote participant of the multi-player game, and when selecting the remote participant, choosing a candidate from the one or more candidates above a non-candidate if the candidate satisfies a matching criteria.
摘要翻译: 一种将多玩家游戏的玩家与远程参与者进行匹配的方法包括:识别玩家,使用观察者的身份自动识别在与玩家邻近的阈值内的观察者,以找到一个或多个候选人作为远程玩家 并且当选择远程参与者时,如果候选者满足匹配标准,则从非候选者之上的一个或多个候选者中选择候选者。
-
公开(公告)号:EP2524350A2
公开(公告)日:2012-11-21
申请号:EP10843613.0
申请日:2010-12-31
发明人: MARKOVIC, Relja , LATTA, Stephen G. , GEISNER, Kevin A. , STEED, Jonathan T. , BENNETT, Darren A. , VANCE, Amos D.
摘要: Techniques for facilitating interaction with an application in a motion capture system allow a person to easily begin interacting without manual setup. A depth camera system tracks a person in physical space and evaluates the person's intent to engage with the application. Factors such as location, stance, movement and voice data can be evaluated. Absolute location in a field of view of the depth camera, and location relative to another person, can be evaluated. Stance can include facing a depth camera, indicating a willingness to interact. Movements can include moving toward or away from a central area in the physical space, walking through the field of view, and movements which occur while standing generally in one location, such as moving one's arms around, gesturing, or shifting weight from one foot to another. Voice data can include volume as well as words which are detected by speech recognition.
-
公开(公告)号:EP2435892A2
公开(公告)日:2012-04-04
申请号:EP10781372.7
申请日:2010-05-29
发明人: LATTA, Stephen , GEISNER, Kevin , CLAVIN, John , TSUNODA, Kudo , PEREZ, Kathryn Stone , MARKOVIC, Relja , SNOOK, Gregory N. , KIPMAN, Alex
CPC分类号: G06F3/017 , G06F3/038 , G06F3/0488 , G06F3/04883
摘要: Systems, methods and computer readable media are disclosed for gesture shortcuts. A user's movement or body position is captured by a capture device of a system, and is used as input to control the system. For a system-recognized gesture, there may be a full version of the gesture and a shortcut of the gesture. Where the system recognizes that either the full version of the gesture or the shortcut of the gesture has been performed, it sends an indication that the system-recognized gesture was observed to a corresponding application. Where the shortcut comprises a subset of the full version of the gesture, and both the shortcut and the full version of the gesture are recognized as the user performs the full version of the gesture, the system recognizes that only a single performance of the gesture has occurred, and indicates to the application as such.
-
-
-
-
-
-
-
-
-