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公开(公告)号:US20120071239A1
公开(公告)日:2012-03-22
申请号:US13305145
申请日:2011-11-28
申请人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
发明人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
IPC分类号: A63F13/00
CPC分类号: H04N13/239 , A63F13/213 , A63F2300/1093 , G06K9/00355 , G06T7/593 , G06T15/00 , G06T2207/10012 , H04N13/207
摘要: A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence may be produced by rendering a 3D virtual reality based on the identified pixels of the physical foreground object.
摘要翻译: 接收具有物理前景对象和物理背景的捕获场景的实时立体视频信号。 实时地,在实时立体视频信号上使用前景/背景分离算法来识别来自表示物理前景对象的立体视频信号的像素。 可以通过基于所识别的物理前景对象的像素渲染3D虚拟现实来产生视频序列。
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公开(公告)号:US09020239B2
公开(公告)日:2015-04-28
申请号:US13305145
申请日:2011-11-28
申请人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
发明人: Thore KH Graepel , Andrew Blake , Ralf Herbrich
CPC分类号: H04N13/239 , A63F13/213 , A63F2300/1093 , G06K9/00355 , G06T7/593 , G06T15/00 , G06T2207/10012 , H04N13/207
摘要: A real-time stereo video signal of a captured scene with a physical foreground object and a physical background is received. In real-time, a foreground/background separation algorithm is used on the real-time stereo video signal to identify pixels from the stereo video signal that represent the physical foreground object. A video sequence may be produced by rendering a 3D virtual reality based on the identified pixels of the physical foreground object.
摘要翻译: 接收具有物理前景对象和物理背景的捕获场景的实时立体视频信号。 实时地,在实时立体视频信号上使用前景/背景分离算法来识别来自表示物理前景对象的立体视频信号的像素。 可以通过基于所识别的物理前景对象的像素渲染3D虚拟现实来产生视频序列。
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公开(公告)号:US07846024B2
公开(公告)日:2010-12-07
申请号:US11561374
申请日:2006-11-17
申请人: Thore KH Graepel , Ralf Herbrich
发明人: Thore KH Graepel , Ralf Herbrich
IPC分类号: A63F9/24
CPC分类号: G07F17/32 , G07F17/3276
摘要: Players in a gaming environment, particularly, electronic on-line gaming environments, may be scored relative to each other or to a predetermined scoring system. The scoring of each player may be based on the outcomes of games between players who compete against each other in one or more teams of one or more players. Each player's score may be represented as a distribution over potential scores which may indicate a confidence level in the distribution representing the player's score. The score distribution for each player may be modeled with a Gaussian distribution and may be determined through a Bayesian inference algorithm. The scoring may be used to track a player's progress and/or standing within the gaming environment, used in a leaderboard indication of rank, and/or may be used to match players with each other in a future game. The matching of one or more teams in a potential game may be evaluated using a match quality threshold which indicates a measure of expected match quality that can be related to the probability distribution over game outcomes.
摘要翻译: 在游戏环境中,特别是电子在线游戏环境中的玩家可以相对于彼此或预定的评分系统进行打分。 每个玩家的得分可以基于在一个或多个玩家的一个或多个队中彼此竞争的玩家之间的游戏的结果。 每个玩家的得分可以表示为潜在分数的分布,其可以指示表示玩家得分的分布中的置信水平。 每个玩家的得分分布可以用高斯分布来建模,并且可以通过贝叶斯推理算法来确定。 评分可以用于跟踪玩家在排行榜中使用的游戏环境中的进展和/或站立,并且/或可以用于在未来的游戏中将玩家彼此匹配。 可以使用匹配质量阈值来评估潜在游戏中的一个或多个团队的匹配,该匹配质量阈值指示可以与游戏结果的概率分布相关的预期匹配质量的度量。
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