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公开(公告)号:US09298263B2
公开(公告)日:2016-03-29
申请号:US12913345
申请日:2010-10-27
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
CPC分类号: G06F3/017 , G06F3/011 , G06K9/00342
摘要: A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
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公开(公告)号:US20120293518A1
公开(公告)日:2012-11-22
申请号:US13566939
申请日:2012-08-03
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
IPC分类号: G06T13/00
CPC分类号: A63F13/213 , A63F13/42 , A63F2300/1093 , A63F2300/6045 , A63F2300/64 , A63F2300/69 , G06F3/011 , G06F3/017 , G06T13/40
摘要: It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like.
摘要翻译: 可能期望将校正数据应用于捕获图像的方面或用户执行的手势以显示对应于校正数据的视觉表示。 捕获的运动可以是由捕获装置捕获的物理空间中的任何运动,例如相机。 可以在动画之前修改基于捕获设备捕获的图像数据生成的人的骨骼或网格模型的方面。 可以对在物理空间中表示目标或目标的运动(包括用户手势)的图像数据生成的模型进行修改。 例如,可以重新调整或重新对准骨骼模型的某些关节。 可以通过应用差分校正,磁性原理,二进制捕捉,将虚拟运动限定到定义的空间等来修改目标的模型。
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公开(公告)号:US09377857B2
公开(公告)日:2016-06-28
申请号:US12434545
申请日:2009-05-01
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
CPC分类号: G06F3/017 , G06F3/011 , G06K9/00342
摘要: A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
摘要翻译: 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
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公开(公告)号:US08988437B2
公开(公告)日:2015-03-24
申请号:US12408141
申请日:2009-03-20
IPC分类号: G06T13/00
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,而实际的向前摆动可以从用户的手势映射。 用户的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,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,可以提高动画效率。 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。
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公开(公告)号:US08451278B2
公开(公告)日:2013-05-28
申请号:US13566939
申请日:2012-08-03
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
IPC分类号: G06T13/00
CPC分类号: A63F13/213 , A63F13/42 , A63F2300/1093 , A63F2300/6045 , A63F2300/64 , A63F2300/69 , G06F3/011 , G06F3/017 , G06T13/40
摘要: It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like.
摘要翻译: 可能期望将校正数据应用于捕获图像的方面或用户执行的手势以显示对应于校正数据的视觉表示。 捕获的运动可以是由捕获装置捕获的物理空间中的任何运动,例如相机。 可以在动画之前修改基于捕获设备捕获的图像数据生成的人的骨骼或网格模型的方面。 可以对在物理空间中表示目标或目标的运动(包括用户手势)的图像数据生成的模型进行修改。 例如,可以重新调整或重新对准骨骼模型的某些关节。 可以通过应用差分校正,磁性原理,二进制捕捉,将虚拟运动限定到定义的空间等来修改目标的模型。
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公开(公告)号:US20110109617A1
公开(公告)日:2011-05-12
申请号:US12617012
申请日:2009-11-12
IPC分类号: G06T15/00
CPC分类号: G06T17/00 , G06T19/20 , G06T2219/2012
摘要: An image such as a depth image of a scene may be received, observed, or captured by a device. The image may then be analyzed to identify one or more targets within the scene. When a target is identified, vertices may be generated. A mesh model may then be created by drawing lines that may connect the vertices. Additionally, a depth value may also be calculated for each vertex. The depth values of the vertices may then be used to extrude the mesh model such that the mesh model may represent the target in the three-dimensional virtual world. A colorization scheme, a texture, lighting effects, or the like, may be also applied to the mesh model to convey the depth the virtual object may have in the virtual world.
摘要翻译: 可以由设备接收,观察或捕获诸如场景的深度图像的图像。 然后可以分析图像以识别场景内的一个或多个目标。 当目标被识别时,可能会产生顶点。 然后可以通过绘制可以连接顶点的线来创建网格模型。 另外,也可以针对每个顶点计算深度值。 然后可以使用顶点的深度值来拉伸网格模型,使得网格模型可以表示三维虚拟世界中的目标。 颜色化方案,纹理,照明效果等也可以应用于网格模型以传达虚拟对象可能在虚拟世界中具有的深度。
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公开(公告)号:US20110035666A1
公开(公告)日:2011-02-10
申请号:US12913345
申请日:2010-10-27
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
CPC分类号: G06F3/017 , G06F3/011 , G06K9/00342
摘要: A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
摘要翻译: 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
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公开(公告)号:US20100281432A1
公开(公告)日:2010-11-04
申请号:US12434545
申请日:2009-05-01
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Darren Bennett
CPC分类号: G06F3/017 , G06F3/011 , G06K9/00342
摘要: A capture device may capture a user's motion and a display device may display a model that maps to the user's motion, including gestures that are applicable for control. A user may be unfamiliar with a system that maps the user's motions or not know what gestures are applicable for an executing application. A user may not understand or know how to perform gestures that are applicable for the executing application. Providing visual feedback representing instructional gesture data to the user can teach the user how to properly gesture. The visual feedback may be provided in any number of suitable ways. For example, visual feedback may be provided via ghosted images, player avatars, or skeletal representations. The system can process prerecorded or live content for displaying visual feedback representing instructional gesture data. The feedback can portray the deltas between the user's actual position and the ideal gesture position.
摘要翻译: 捕获设备可以捕获用户的运动,并且显示设备可以显示映射到用户的运动的模型,包括适用于控制的手势。 用户可能不熟悉映射用户的运动或不知道什么手势适用于执行应用的系统。 用户可能不了解或知道如何执行适用于执行应用程序的手势。 向用户提供表示教学手势数据的视觉反馈可以教导用户如何正确地手势。 可以以任何数量的适当方式提供视觉反馈。 例如,可以通过重影图像,玩家头像或骨骼表示来提供视觉反馈。 该系统可以处理预记录或实况内容,以显示表示教学手势数据的视觉反馈。 反馈可以描绘用户实际位置和理想手势位置之间的三角形。
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公开(公告)号:US20100238182A1
公开(公告)日:2010-09-23
申请号:US12408141
申请日:2009-03-20
IPC分类号: G06T13/00
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,而实际的向前摆动可以从用户的手势映射。 用户的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,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,可以提高动画效率。 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。
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公开(公告)号:US20100277489A1
公开(公告)日:2010-11-04
申请号:US12434532
申请日:2009-05-01
申请人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
发明人: Kevin Geisner , Relja Markovic , Stephen Gilchrist Latta , Gregory Nelson Snook , Kudo Tsunoda , Darren Alexander Bennett
IPC分类号: G09G5/00
CPC分类号: A63F13/213 , A63F13/42 , A63F2300/1093 , A63F2300/6045 , A63F2300/64 , A63F2300/69 , G06F3/011 , G06F3/017 , G06T13/40
摘要: It may be desirable to apply corrective data to aspects of captured image or the user-performed gesture for display of a visual representation that corresponds to the corrective data. The captured motion may be any motion in the physical space that is captured by the capture device, such as a camera. Aspects of a skeletal or mesh model of a person, that is generated based on the image data captured by the capture device, may be modified prior to animation. The modification may be made to the model generated from image data that represents a target or a target's motion, including user gestures, in the physical space. For example, certain joints of a skeletal model may be readjusted or realigned. A model of a target may be modified by applying differential correction, magnetism principles, binary snapping, confining virtual movement to defined spaces, or the like.
摘要翻译: 可能期望将校正数据应用于捕获图像的方面或用户执行的手势以显示对应于校正数据的视觉表示。 捕获的运动可以是由捕获装置捕获的物理空间中的任何运动,例如相机。 可以在动画之前修改基于捕获设备捕获的图像数据生成的人的骨骼或网格模型的方面。 可以对在物理空间中表示目标或目标的运动(包括用户手势)的图像数据生成的模型进行修改。 例如,可以重新调整或重新对准骨骼模型的某些关节。 可以通过应用差分校正,磁性原理,二进制捕捉,将虚拟运动限定到定义的空间等来修改目标的模型。
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