TECHNIQUES FOR INTEGRATING DIFFERENT FORMS OF INPUT WITH DIFFERENTFORMS OF OUTPUT WHEN INTERACTING WITH AN APPLICATION
    11.
    发明申请
    TECHNIQUES FOR INTEGRATING DIFFERENT FORMS OF INPUT WITH DIFFERENTFORMS OF OUTPUT WHEN INTERACTING WITH AN APPLICATION 审中-公开
    在与应用程序交互时集成输出不同输入的不同形式的技术

    公开(公告)号:US20150245005A1

    公开(公告)日:2015-08-27

    申请号:US14621339

    申请日:2015-02-12

    Applicant: AUTODESK, Inc

    Abstract: In one embodiment of the present invention, a hybrid software application transitions between stereoscopic imaging and non-stereoscopic imaging to optimize user interactions with a three-dimensional model of a three-dimensional object. Based on user input, the hybrid software application selects an operational mode as either stereoscopic mode or non-stereoscopic mode. The hybrid software application then performs then operations on the three-dimensional model. If the operational mode is the stereoscopic mode, then the hybrid software application generates two, offset images of the three-dimensional object—an image for the right eye and a separate image for the left eye. By contrast, if the operational mode is the non-stereoscopic mode, then the hybrid software application generates a single image of the three-dimensional object that is shared by both eyes. Advantageously, by sagaciously transitioning between stereoscopic imaging and non-stereoscopic imaging, the user viewing experience may be tailored to optimize user productivity for each operation.

    Abstract translation: 在本发明的一个实施例中,混合软件应用程序在立体成像和非立体成像之间转换,以优化与三维对象的三维模型的用户交互。 基于用户输入,混合软件应用程序选择操作模式作为立体模式或非立体模式。 混合软件应用程序然后执行三维模型上的操作。 如果操作模式是立体模式,则混合软件应用程序生成三维对象的偏移图像 - 用于右眼的图像和用于左眼的单独图像。 相比之下,如果操作模式是非立体模式,则混合软件应用程序生成由双眼共享的三维对象的单个图像。 有利地,通过在立体成像和非立体成像之间的转变,可以调整用户观看体验以优化每个操作的用户生产力。

    TECHNIQUES FOR SAMPLING AND REMIXING IN IMMERSIVE ENVIRONMENTS

    公开(公告)号:US20240428523A1

    公开(公告)日:2024-12-26

    申请号:US18391494

    申请日:2023-12-20

    Applicant: AUTODESK, INC.

    Abstract: During a sampling stage, a system enables a user to capture samples of 3D digital components within an immersive environment. The 3D digital component can include a 3D object that is rendered and displayed within the immersive environment. The 3D digital components can also include object-property components used to render a 3D object, such as texture, color scheme, animation, motion path, or physical parameters. The samples of the 3D digital components are stored to a sample-palette data structure (SPDS) that organizes the samples. During a remix stage, the system enables a user to apply a sample stored to the SPDS to modify a 3D object and/or an immersive environment. The user can add a sampled object to an immersive environment to modify the immersive environment. The user can apply one or more object-based samples to a 3D object to modify one or more object properties of the 3D object.

    TRANSITIONS BETWEEN STATES IN A HYBRID VIRTUAL REALITY DESKTOP COMPUTING ENVIRONMENT

    公开(公告)号:US20220066620A1

    公开(公告)日:2022-03-03

    申请号:US17379640

    申请日:2021-07-19

    Applicant: AUTODESK, INC.

    Abstract: A hybrid workstation enables a virtual reality (VR) interface, a traditional (TD) interface, and transitions between the interfaces. The VR interface comprises three-dimensional (3D)-based software and hardware components. The TD interface comprises two-dimensional (2D)-based software and hardware components. The state of the hybrid workstation is defined by three parameters comprising interface (VR interface or TD interface), position (seated or standing), and movement (stationary or room-scale). The hybrid workstation detects a transition from a current state to a next state upon determining that any of the three parameters have changed. The hybrid workstation then determines a transition response based on the particular transition that is detected. The transition response comprises a set of operations that are performed on the VR interface and/or the TD interface that mitigate the disruption and inefficiency caused when the particular transition occurs.

    GENERATIVE DESIGN TECHNIQUES FOR ROBOT BEHAVIOR

    公开(公告)号:US20200030988A1

    公开(公告)日:2020-01-30

    申请号:US16134863

    申请日:2018-09-18

    Applicant: AUTODESK, INC.

    Abstract: An automated robot design pipeline facilitates the overall process of designing robots that perform various desired behaviors. The disclosed pipeline includes four stages. In the first stage, a generative engine samples a design space to generate a large number of robot designs. In the second stage, a metric engine generates behavioral metrics indicating a degree to which each robot design performs the desired behaviors. In the third stage, a mapping engine generates a behavior predictor that can predict the behavioral metrics for any given robot design. In the fourth stage, a design engine generates a graphical user interface (GUI) that guides the user in performing behavior-driven design of a robot. One advantage of the disclosed approach is that the user need not have specialized skills in either graphic design or programming to generate designs for robots that perform specific behaviors or express various emotions.

    TECHNIQUES FOR CLASSIFYING AND RECOMMENDING SOFTWARE WORKFLOWS

    公开(公告)号:US20190294993A1

    公开(公告)日:2019-09-26

    申请号:US16247507

    申请日:2019-01-14

    Applicant: AUTODESK, INC.

    Abstract: In various embodiments, a task-based recommendation subsystem automatically recommends workflows for software-based tasks based on a trained machine-learning model that maps different sets of commands to different distributions of weights applied to a set of tasks. In operation, the task-based recommendation subsystem applies a first set of commands associated with a target user to the trained machine-learning model to determine a target distribution of weights applied to the set of tasks. The task-based recommendation subsystem then performs processing operation(s) based on at least two different distributions of weights applied to the set of tasks and the target distribution to determine a training item. Subsequently, the task-based recommendation subsystem generates a recommendation that specifies the training item. Finally, the task-based recommendation subsystem transmits the recommendation to a user to assist the user in performing a particular task.

    TECHNIQUES FOR TRANSITIONING FROM A FIRST NAVIGATION SCHEME TO A SECOND NAVIGATION SCHEME

    公开(公告)号:US20190050133A1

    公开(公告)日:2019-02-14

    申请号:US15675645

    申请日:2017-08-11

    Applicant: AUTODESK, INC.

    Abstract: Techniques for gradually transitioning a user to a second navigation scheme while using a first navigation scheme in a 3D design application that generates and displays a 3D virtual environment. The design application initially implements the first navigation scheme and a set of function tools of the standard navigation scheme. The design application monitors for a set of patterns of navigation actions during use of the first-person navigation scheme, each pattern being performed more efficiently when using the standard navigation scheme. Upon detecting a pattern using the first-person navigation scheme, the design application may switch to the standard navigation scheme. Also, upon detecting selection of a function tool, the design application may switch to the standard navigation scheme during use of the function tool. When the function tool is closed, the design application may switch back to the first-person navigation scheme.

    THREE DIMENSIONAL VISUAL PROGRAMMING INTERFACE FOR A NETWORK OF DEVICES

    公开(公告)号:US20180018076A1

    公开(公告)日:2018-01-18

    申请号:US15717876

    申请日:2017-09-27

    Applicant: AUTODESK, INC.

    CPC classification number: G06F3/04815 G06F3/011 H04L41/22

    Abstract: Approaches for generating virtual representations of smart objects in a 3D visual programming interface. The interface displays a 3D virtual environment containing virtual objects that represents a real-world environment containing smart objects. The 3D virtual environment displays virtual objects in a manner that is spatially accurate relative to the physical objects in the real-world environment. For each virtual object representing a physical object, a logic node (port node) is displayed, the port node representing the set of functions associated with the physical object. The interface enables users to create, delete, or modify different types of logic nodes (representing functions) and create, delete, or modify links (representing data connections) between logic nodes within the 3D virtual environment. The authoring of the logic nodes and links produces an executable program. Upon executing the program, data flows between the logic nodes are visually represented as particles moving between the logic nodes.

    TECHNIQUES FOR INTERACTING WITH WEARABLE DEVICES
    19.
    发明申请
    TECHNIQUES FOR INTERACTING WITH WEARABLE DEVICES 审中-公开
    用于与可穿戴设备交互的技术

    公开(公告)号:US20170052700A1

    公开(公告)日:2017-02-23

    申请号:US14832983

    申请日:2015-08-21

    Applicant: AUTODESK, Inc.

    Abstract: In one embodiment of the present invention, a gesture recognition application enables interactive entry via a touch pad. In operation, the gesture recognition application partitions the touch pad into multiple zones. Upon detecting a gesture via the touch pad, the gesture recognition application determines whether the gesture is zone-specific. If the gesture is zone-specific, then the gesture recognition application determines the zone based on the location of the gesture and then selects an input group based on the zone and the type of gesture. If the gesture is zone-agnostic, then the gesture recognition application selects an input group based on the type of gesture, irrespective of the location of the gesture. Advantageously, by providing zone-specific gesture recognition, the gesture recognition application increases the usability of touch pads with form factors that limit the type of gestures that can be efficiently performed via the touch pad.

    Abstract translation: 在本发明的一个实施例中,手势识别应用能够经由触摸板进行交互输入。 在操作中,手势识别应用程序将触摸板分成多个区域。 在经由触摸板检测到手势时,手势识别应用程序确定手势是否是特定区域。 如果手势是区域特定的,则手势识别应用基于手势的位置确定区域,然后基于区域和手势的类型选择输入组。 如果手势是区域不可知的,则手势识别应用程序基于手势的类型来选择输入组,而不管手势的位置。 有利地,通过提供特定于区域的手势识别,手势识别应用程序通过限制可以经由触摸板有效执行的手势的类型的形状因子来增加触摸板的可用性。

    GENERATING INFORMATIVE VIEWPOINTS BASED ON EDITING HISTORY
    20.
    发明申请
    GENERATING INFORMATIVE VIEWPOINTS BASED ON EDITING HISTORY 有权
    基于编辑历史生成信息查看

    公开(公告)号:US20150235475A1

    公开(公告)日:2015-08-20

    申请号:US14697504

    申请日:2015-04-27

    Applicant: AUTODESK, INC.

    Abstract: One embodiment of the invention is a collage engine that generates informative viewpoints of a 3D model based upon the editing history of the 3D model. In operation, the collage engine processes an editing log to identify segments of the 3D model that include related vertices. For a given segment, the collage engine selects a viewpoint used by the end-user to edit the 3D model and a viewpoint used by the end-user to inspect the 3D model. The collage engine may then present the informative viewpoints to the end-user for inclusion in a collage of 2D renderings based upon the informative viewpoints. Generally, the viewpoints used while editing and inspecting the 3D model are of importance in the overall presentation of the 3D model. Therefore, collages of 2D renderings based upon the informative viewpoints can be generated effectively.

    Abstract translation: 本发明的一个实施例是一种拼贴引擎,其基于3D模型的编辑历史生成3D模型的信息视点。 在操作中,拼贴引擎处理编辑日志以识别包括相关顶点的3D模型的段。 对于给定的段,拼贴引擎选择最终用户使用的视点来编辑3D模型,以及最终用户使用的视点来检查3D模型。 然后,拼贴引擎可以向最终用户呈现信息性视点,以便根据信息观点包含在二维渲染的拼贴中。 一般来说,编辑和检查3D模型时使用的观点在3D模型的整体呈现中是重要的。 因此,可以有效地生成基于信息观点的2D渲染的拼贴。

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