WEB-BASED SYSTEM FOR CAPTURING AND SHARING INSTRUCTIONAL MATERIAL FOR A SOFTWARE APPLICATION
    61.
    发明申请
    WEB-BASED SYSTEM FOR CAPTURING AND SHARING INSTRUCTIONAL MATERIAL FOR A SOFTWARE APPLICATION 审中-公开
    用于为软件应用程序捕获和共享指令性材料的基于WEB的系统

    公开(公告)号:US20130174028A1

    公开(公告)日:2013-07-04

    申请号:US13706224

    申请日:2012-12-05

    Applicant: Autodesk, Inc.

    CPC classification number: G06F17/24 G06F16/50 G06Q10/06

    Abstract: A system and technique for capturing a workflow history and video of an electronic document are disclosed. Events generated by an application while modifying an electronic document are stored on a web server as metadata. In addition, a captured digital image or frames of captured digital video that reflect the state of the document at the time the event was generated are also stored on the web server. The metadata is associated with one or more portions of the document and with the captured digital image or frames of captured digital video.

    Abstract translation: 公开了一种用于捕获电子文档的工作流历史和视频的系统和技术。 修改电子文档时由应用程序生成的事件作为元数据存储在Web服务器上。 此外,捕获的数字图像或者在生成事件时反映文档的状态的捕获的数字视频的帧也被存储在web服务器上。 元数据与文档的一个或多个部分以及所捕获的数字图像或所捕获的数字视频的帧相关联。

    TECHNIQUES FOR SAMPLING AND REMIXING IN IMMERSIVE ENVIRONMENTS

    公开(公告)号:US20240428537A1

    公开(公告)日:2024-12-26

    申请号:US18391498

    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.

    TECHNIQUES FOR WORKFLOW ANALYSIS AND DESIGN TASK OPTIMIZATION

    公开(公告)号:US20200348969A1

    公开(公告)日:2020-11-05

    申请号:US16705133

    申请日:2019-12-05

    Applicant: AUTODESK, INC.

    Abstract: A W-graph system comprising a server connected with a plurality of clients via a network. Each client/user performs a design task via a design application while the server collects timestamped event data. The server generates a plurality of W-graphs for a plurality of tasks based on the collected event data. Each W-graph comprises one or more representative workflows, each representative workflow comprising at least one merged node representing nodes from different workflows for different users performing the same task. A W-graph for a task selected by the user may be viewed in a W-graph GUI. A user may also select a W-suggest function to have a current workflow for a task analyzed for optimization based on a W-graph generated for the same task. A modified current workflow is generated that highlights user techniques in the current workflow that are less efficient than user techniques in the W-graph.

    COMPUTER-AIDED TECHNIQUES FOR ITERATIVELY GENERATING DESIGNS

    公开(公告)号:US20200242201A1

    公开(公告)日:2020-07-30

    申请号:US16257008

    申请日:2019-01-24

    Applicant: AUTODESK, INC.

    Abstract: In various embodiments, a generative design application iteratively generates designs via a generative design process. In operation, the generative design application performs one or more layout operations on virtual objects based on a first set of design constraints to generate a first design. The generative design application then modifies the first set of design constraints based on feedback associated with a mid-air representation of the first design displayed in a virtual reality environment to generate a second set of design constraints. Subsequently, the generative design application performs one or more layout operations on the virtual objects based on the second set of design constraints to generate a second design that achieves design goal(s). Advantageously, enabling a designer to incrementally indicate design goal(s) as constraints via a virtual reality environment instead of as a predetermined objective function reduces both the time and effort required to generate designs.

    HAPTIC DEVICE FOR MIXED REALITY ENVIRONMENTS
    66.
    发明申请

    公开(公告)号:US20200035071A1

    公开(公告)日:2020-01-30

    申请号:US16118345

    申请日:2018-08-30

    Applicant: AUTODESK, INC.

    Abstract: A haptic system includes a haptic ring that is worn on the finger of a user. The haptic ring includes a flexible tube that is positioned against the finger pad of the user and configured to transport a fluid across the finger pad of the user. A first pump is configured to pump a warm fluid into the flexible tube and a second pump is configured to pump a cold fluid into the flexible tube, thereby providing a haptic sensation of temperature. A valve is positioned downstream of the haptic ring that is configured to open and close to modulate the pressure of the fluid, thereby providing a haptic sensation of pressure and/or vibration to the finger pad of the user. The haptic ring is unobtrusive and therefore does not significantly interfere with the ability of the user to perceive tactile sensations of the real world.

    GENERATIVE DESIGN TECHNIQUES FOR ROBOT BEHAVIOR

    公开(公告)号:US20200034514A1

    公开(公告)日:2020-01-30

    申请号:US16134864

    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:US20190294994A1

    公开(公告)日:2019-09-26

    申请号:US16247510

    申请日:2019-01-14

    Applicant: AUTODESK, INC.

    Abstract: In various embodiments, a pattern-based recommendation subsystem automatically recommends workflows for software-based tasks. In operation, the pattern-based recommendation subsystem computes an expected distribution of frequencies across command patterns based on different distributions of frequencies across the command patterns. The expected distribution of frequencies is associated with a target user, and each different distribution of frequencies is associated with a different user. The pattern-based recommendation subsystem then applies a set of commands associated with the target user to a trained machine-learning model to determine a target distribution of weights applied to a set of tasks. Subsequently, the pattern-based recommendation subsystem determines a training item based on the expected distribution of frequencies and the target distribution of weights. The pattern-based recommendation subsystem generates a recommendation that specifies the training item. Finally, the pattern-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:US20190050134A1

    公开(公告)日:2019-02-14

    申请号:US15675647

    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.

    TECHNIQUES FOR GENERATING DYNAMIC EFFECTS ANIMATIONS

    公开(公告)号:US20180082460A1

    公开(公告)日:2018-03-22

    申请号:US15441224

    申请日:2017-02-23

    Applicant: AUTODESK, INC.

    CPC classification number: G06T13/80 G06T2210/56

    Abstract: In one embodiment, a dynamic effects subsytem automatically generates a dynamic effects animation. A graphical user interface enables an animator to sketch applied energies that influence graphical objects. Each applied energy includes flow particles that are associated with velocity fields. Over time, a dynamic effects engine moves the flow particles and the associated velocity fields along a overall direction associated with the applied energy. To generate each frame included in the dynamic effects animation, the dynamic effect engine computes samples of the graphical objects, computes the influences of the velocity fields on the samples, and updates the positions of the samples based on the influences of the velocity fields. Notably, the applied energies and the flow particles enable the animator to effectively and interactively control the automated animation operations of the dynamic effects engine. Consequently, the resulting dynamic effects animation meets artistic, performance, and physical accuracy goals.

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