TECHNIQUES FOR GENERATING DYNAMIC ILLUSTRATIONS USING PRINCIPLES OF ANIMATION

    公开(公告)号:US20170301126A1

    公开(公告)日:2017-10-19

    申请号:US15133103

    申请日:2016-04-19

    Applicant: Autodesk, Inc.

    CPC classification number: G06T13/80 G06T3/00 G06T3/0093 G06T13/40

    Abstract: An animation engine is configured to apply motion amplifiers to sketches received from an end-user in order to create exaggerated, cartoon-style animation. The animation engine receives a sketch input from the end-user as well as a selection of one or more motion amplifiers. The animation engine also receives one or more control sketches that indicate how the selected motion amplifiers are applied to the sketch input. The animation engine projects the sketch input onto a sketch grid to create a sketch element, and then animates the sketch element by deforming the underlying sketch grid based on the control sketches. The animation engine then interpolates the sketch input, based on the deformations of the sketch grid, to animate the sketch. In this manner, the animation engine exposes an intuitive set of tools that allows end-users to easily apply the well-known Principles of Animation.

    Animating sketches via kinetic textures

    公开(公告)号:US09734618B2

    公开(公告)日:2017-08-15

    申请号:US14549317

    申请日:2014-11-20

    Applicant: AUTODESK, INC.

    CPC classification number: G06T13/80 G06T2213/08

    Abstract: A sketch-based interface within an animation engine provides an end-user with tools for creating emitter textures and oscillator textures. The end-user may create an emitter texture by sketching one or more patch elements and then sketching an emitter. The animation engine animates the sketch by generating a stream of patch elements that emanate from the emitter. The end-user may create an oscillator texture by sketching a patch that includes one or more patch elements, and then sketching a brush skeleton and an oscillation skeleton. The animation engine replicates the patch along the brush skeleton, and then interpolates the replicated patches between the brush skeleton and the oscillation skeleton, thereby causing those replicated patches to periodically oscillate between the two skeletons.

    SHARING COMPUTER APPLICATION ACTIVITIES
    34.
    发明申请

    公开(公告)号:US20170034228A1

    公开(公告)日:2017-02-02

    申请号:US15183602

    申请日:2016-06-15

    Applicant: Autodesk, Inc.

    CPC classification number: H04L65/403 H04L43/045 H04L43/06 H04L67/22

    Abstract: Information regarding application usage on an actor device may be provided through activity notifications and activity reports. An activity notification describing current application activity on an actor device is sent, via wireless connection, to an observer device which displays the activity notification. Activity notifications provide different granularity levels of information based on a received level selection or based on a distance (proximity) between the actor device and the observer device. An activity report representing the history of application usage on an actor device may be displayed on the actor device. For example, the activity report may be triggered to by displayed when the actor device is placed flat. The activity report provides a graphical representation of the application usage on the actor device for a predetermined time period of prior usage. The graphical representation may comprise a plurality of stripes, each stripe representing a particular application or application type.

    Generating informative viewpoints based on editing history
    35.
    发明授权
    Generating informative viewpoints based on editing history 有权
    根据编辑历史生成信息观点

    公开(公告)号:US09019270B2

    公开(公告)日:2015-04-28

    申请号:US13802514

    申请日:2013-03-13

    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。

    Proximity-aware multi-touch tabletop
    36.
    发明授权
    Proximity-aware multi-touch tabletop 有权
    接近感觉多点触控桌面

    公开(公告)号:US08976136B2

    公开(公告)日:2015-03-10

    申请号:US13651263

    申请日:2012-10-12

    Applicant: Autodesk, Inc.

    Abstract: A proximity-aware multi-touch tabletop is disclosed that includes both a touch screen display and proximity sensors. The proximity sensors are disposed in one or more annular groups around the touch screen display and are positioned in upward-and outward-facing directions. The proximity sensors allow the multi-touch tabletop to sense the distance of a body, arm, hand, or fingers of a user from the multi-touch tabletop. Thus, hand, arm, and finger positions of a user can be determined relative to the body position of the user, which enables the multi-touch tabletop to differentiate between left hand/arm gestures and right hand/arm gestures. Further, because the multi-touch tabletop can correlate left arm and right arm movements to a user body, the multi-touch tabletop can differentiate gestures originating from different users. The ability of the multi-touch tabletop to distinguish between users greatly enhances user experiences, particularly in a multi-user environment.

    Abstract translation: 公开了包括触摸屏显示器和接近传感器的接近感知多点触控台面。 接近传感器设置在触摸屏显示器周围的一个或多个环形组中并且被定位在向上和向外的方向上。 接近传感器允许多点触控桌面感测使用者的身体,手臂,手或手指与多点触控桌面的距离。 因此,可以相对于用户的身体位置确定用户的手,手臂和手指位置,这使得多点触控桌面能够区分左手/手臂手势和右手/手臂手势。 此外,由于多点触控桌面可以将左臂和右臂移动与用户身体相关联,所以多触摸桌面可以区分源自不同用户的手势。 多点触控桌面区分用户的能力大大增强了用户体验,特别是在多用户环境中。

    Perturbation-based techniques for anonymizing datasets

    公开(公告)号:US11663358B2

    公开(公告)日:2023-05-30

    申请号:US15972085

    申请日:2018-05-04

    Applicant: AUTODESK, INC.

    Abstract: In various embodiments, a dataset generation application generates a new dataset based on an original dataset. The dataset generation engine perturbs a first data item included in the original dataset to generate a second data item. The dataset generation application then generates a test dataset based on the original dataset and the second data item. The test dataset includes the second data item instead of the first data item. Subsequently, the dataset generation application determines that the test dataset is characterized by a first property value that is substantially similar to a second property value that characterizes the original dataset. The first property value and the second property value are associated with the same property. Finally, the dataset generation application generates a new dataset based on the test dataset. The new dataset conveys aspect(s) of the original dataset without revealing the first data item.

    Tutorial-based techniques for building computing systems

    公开(公告)号:US11423801B2

    公开(公告)日:2022-08-23

    申请号:US16051387

    申请日:2018-07-31

    Applicant: AUTODESK, INC.

    Abstract: A tutorial system presents a tutorial comprising a series of steps for building a computing system and testing successful completion of at least one of the steps. The computing system comprises a programmable controller and at least one hardware component. The tutorial system is coupled to the target computing system via a connection. The tutorial system may present one or more programming steps for the user to enter and load particular programming to the controller. The tutorial system may further present one or more physical steps for the user to physically configure a particular hardware component, such as physically configuring connections or wiring between the particular hardware component and the controller and/or another hardware component of the computing system. The tutorial system directly tests successful completion of a physical step or a programming step through values received from the computing system via the connection.

    No-handed smartwatch interaction techniques

    公开(公告)号:US11262850B2

    公开(公告)日:2022-03-01

    申请号:US15650816

    申请日:2017-07-14

    Applicant: AUTODESK, INC.

    Abstract: Via no-handed inputs to a smartwatch, an end-user can initiate various smartwatch operations when either or both hands of the end-user are occupied. The smartwatch includes a suite of sensors for capturing inertial, acoustic, and optical data. The smartwatch also interfaces with a handheld mobile computing device and/or a shoe-mounted pedometry device to capture additional sensor data. A control engine executing on the smartwatch processes captured sensor data and identifies no-handed inputs performed by the end-user. The control engine maps these no-handed inputs to specific commands that can be executed on the smartwatch to initiate smartwatch operations.

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