OPTIMIZING LEVEL OF DETAIL GENERATION IN VIRTUAL ENVIRONMENTS

    公开(公告)号:US20250111604A1

    公开(公告)日:2025-04-03

    申请号:US18478885

    申请日:2023-09-29

    Abstract: A method and system for generating versions of assets comprising various levels of detail is provided. The method includes receiving, at a client device, a first input representation of an asset at a lowest level of detail and a second input representation of an asset at a highest level of detail. The method further includes analyzing the first model input and the second model input and identifying a set of parameters based thereon. The method further includes generating a plurality of models representing the asset with different intermediate levels of detail based on the set of parameters, displaying, at the client device, a model from the plurality of models based on a proximity of the asset from a viewpoint of the user in a virtual environment.

    Solution of body-garment collisions in avatars for immersive reality applications

    公开(公告)号:US12299821B2

    公开(公告)日:2025-05-13

    申请号:US18148326

    申请日:2022-12-29

    Abstract: A method for resolving body-garment collisions in avatars for immersive reality applications is provided. The method includes forming a two-dimensional projection of a dressed avatar in an immersive reality application running in a headset, identifying, from the two-dimensional projection, an area that includes a garment collision, and replacing a pixel in the area that includes the garment collision, with a pixel indicative of a garment for the dressed avatar, to form a new two-dimensional projection of the dressed avatar. A system and a non-transitory, computer-readable medium storing instructions to perform the above method, are also provided.

    AUTOMATIC CREATION OF ANIMATED HAIR IN VIRTUAL REALITY

    公开(公告)号:US20250078373A1

    公开(公告)日:2025-03-06

    申请号:US18458749

    申请日:2023-08-30

    Abstract: Various aspects of the subject technology relate to systems, methods, and machine-readable media for creation of animated virtual hair in a shared artificial reality environment. Various aspects may include creating a first stylistic hair mesh based on an inflation of a first virtual hair strand. Aspects may also include creating a second stylistic hair mesh based on an inflation of a second virtual hair strand. Aspects may also include calculating skinning weights for the first stylistic hair mesh and the second stylistic hair mesh. Aspects may also include combining the first stylistic hair mesh and the second stylistic hair mesh to a united single hair mesh based on the skinning weights. Aspects may include determining a movement parameter of the first virtual hair strand and the second virtual hair strand to animate the united single hair mesh.

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