COMPUTERIZED MOTION ARCHITECTURE
    1.
    发明申请
    COMPUTERIZED MOTION ARCHITECTURE 审中-公开
    计算机化运动体系结构

    公开(公告)号:WO2017087886A1

    公开(公告)日:2017-05-26

    申请号:PCT/US2016/062915

    申请日:2016-11-18

    Applicant: GOOGLE INC.

    Abstract: A computing system is presented including a processor and non-transient memory which includes instructions to execute a method including receiving a motion instruction message which includes graphical objects to be modified and instructions to be assigned to each of the graphical objects to be modified, where an instruction includes a property to be applied to a graphical object. The method also includes identifying actors to be assigned to each of the graphical objects based on the instructions assigned to each of the graphical objects, where an actor is a non-graphical object capable of executing one or more instructions. The method also includes generating the actors for each of the graphical objects, executing the instructions assigned to each of the graphical objects via the actors, and outputting the modified graphical objects for display.

    Abstract translation: 呈现包括处理器和非瞬态存储器的计算系统,所述处理器和非瞬态存储器包括用于执行方法的指令,所述指令包括接收包括要修改的图形对象的运动指令消息以及要分配给每个 要修改的图形对象,其中指令包括要应用于图形对象的属性。 该方法还包括基于分配给每个图形对象的指令识别要分配给每个图形对象的参与者,其中参与者是能够执行一个或多个指令的非图形对象。 该方法还包括为每个图形对象生成角色,执行通过角色分配给每个图形对象的指令,并输出修改的图形对象以供显示。

    INTERACTION BETWEEN 3D ANIMATION AND CORRESPONDING SCRIPT
    2.
    发明申请
    INTERACTION BETWEEN 3D ANIMATION AND CORRESPONDING SCRIPT 审中-公开
    3D动画与对应脚本之间的交互

    公开(公告)号:WO2013074992A3

    公开(公告)日:2013-10-10

    申请号:PCT/US2012065625

    申请日:2012-11-16

    Abstract: Interaction between a 3D animation and a corresponding script includes: displaying a user interface that includes at least a 3D animation area and a script area, the 3D animation area including (i) a 3D view area for creating and playing a 3D animation and (ii) a timeline area for visualizing actions by one or more 3D animation characters, the script area comprising one or more objects representing lines from a script having one or more script characters; receiving a first user input corresponding to a user selecting at least one of the objects from the script area for assignment to a location in the timeline area; generating a timeline object at the location in response to the first user input, the timeline object corresponding to the selected object; and associating audio data with the generated timeline object, the audio data corresponding to a line represented by the selected object.

    Abstract translation: 3D动画与相应的脚本之间的相互作用包括:显示包括至少3D动画区域和脚本区域的用户界面,3D动画区域包括(i)用于创建和播放3D动画的3D视图区域,以及 )用于由一个或多个3D动画字符可视化动作的时间线区域,所述脚本区域包括表示来自具有一个或多个脚本字符的脚本的行的一个或多个对象; 接收对应于用户从所述脚本区域中选择至少一个所述对象的第一用户输入,用于分配到所述时间线区域中的位置; 响应于所述第一用户输入在所述位置处生成时间轴对象,所述时间轴对象对应于所选择的对象; 以及将音频数据与所生成的时间轴对象相关联,所述音频数据对应于由所选择的对象表示的行。

    CONTROLLING A CINEMATOGRAPHIC PROCESS IN A TEXT-TO-ANIMATION SYSTEM
    3.
    发明申请
    CONTROLLING A CINEMATOGRAPHIC PROCESS IN A TEXT-TO-ANIMATION SYSTEM 审中-公开
    控制文本动画系统中的电影过程

    公开(公告)号:WO2010045734A1

    公开(公告)日:2010-04-29

    申请号:PCT/CA2009/001519

    申请日:2009-10-22

    CPC classification number: G06F17/2785 G06T13/00 G06T2213/04

    Abstract: There is described a method and a system for controlling a cinematographic process in an animation. The method comprises: receiving a text descriptive of a scene, the text comprising an instruction relative to the cinematographic process, the instruction comprising natural language words written according to a control language; identifying the instruction in the text based on the natural language words and a set of keywords in a lexicon of the control language, the set of keywords expressing at least one action of the cinematographic process; generating a conceptual structure defining the at least one action relative to the scene, from the text and the instruction identified; transmitting the conceptual structure to an animation generator, to generate the animation in accordance with the instruction in the text; and displaying the animation with the cinematographic process.

    Abstract translation: 描述了一种用于控制动画中的电影摄影过程的方法和系统。 该方法包括:接收描述场景的文本,该文本包括相对于电影摄影过程的指令,该指令包括根据控制语言书写的自然语言单词; 基于所述控制语言的词典中的所述自然语言单词和一组关键词来识别所述文本中的指令,所述一组关键词表达所述电影过程的至少一个动作; 从文本和识别的指令生成定义关于场景的至少一个动作的概念结构; 将概念结构发送到动画生成器,以根据文本中的指令生成动画; 并用电影摄影过程显示动画。

    SYSTEM FOR PARAMETRIC GENERATION OF CUSTOM SCALABLE ANIMATED CHARACTERS ON THE WEB
    4.
    发明申请
    SYSTEM FOR PARAMETRIC GENERATION OF CUSTOM SCALABLE ANIMATED CHARACTERS ON THE WEB 审中-公开
    网络上自定义可扩展动画角色的参数生成系统

    公开(公告)号:WO2017019268A1

    公开(公告)日:2017-02-02

    申请号:PCT/US2016/041222

    申请日:2016-07-07

    Applicant: GOOGLE INC.

    Abstract: A graphic character object temporary storage stores parameters of a character and associated default values in a hierarchical data structure and one or more animation object data represented in a hierarchical data structure, the one or more animation object data having an associated animation, the graphic character object temporary storage and the animation object data being part of a local memory of a computer system. A method includes receiving a vector graphic object having character part objects which are represented as geometric shapes, displaying a two dimensional character, changing the scale of a part of the displayed two dimensional character, and storing an adjusted parameter in the graphic character object temporary storage as a percentage change from the default value, displaying a customized two dimensional character, applying keyframe data in an associated animation object data to the character parts objects, and displaying an animation according to the keyframe data.

    Abstract translation: 图形字符对象临时存储器存储分层数据结构中的字符和相关联的默认值的参数以及在分层数据结构中表示的一个或多个动画对象数据,所述一个或多个动画对象数据具有相关联的动画,图形字符对象 临时存储和动画对象数据是计算机系统的本地存储器的一部分。 一种方法包括接收具有表示为几何形状的字符部分对象的矢量图形对象,显示二维字符,改变所显示的二维字符的一部分的比例,以及将调整后的参数存储在图形字符对象临时存储器 作为与默认值的百分比变化,显示定制的二维字符,将相关联的动画对象数据中的关键帧数据应用于字符部分对象,并根据关键帧数据显示动画。

    MANUFACTURING VIDEO GRAPHICS
    5.
    发明申请
    MANUFACTURING VIDEO GRAPHICS 审中-公开
    制作视频图形

    公开(公告)号:WO2010057897A1

    公开(公告)日:2010-05-27

    申请号:PCT/EP2009/065343

    申请日:2009-11-17

    CPC classification number: G06T13/40 G06T13/80 G06T2213/04

    Abstract: An apparatus comprising: a memory system storing a plurality of sequences, each sequence comprising data for reproducing a different pattern of interactions between a respective plurality of moving characters and storing a combination data structure defining for each sequence connectability of that sequence with other ones of the plurality of sequences; a processor configured to determine pair-wise combinations of the stored sequences, by selecting sequences for pair-wise combination that are defined as connectable by the stored combination data structure, wherein each pair- wise combination has in common at least one of their respective plurality of moving characters and configured to use determined pair-wise combinations of the stored sequences to produce and output video graphics comprising a series of sequences in which movable characters repetitively interact in different combinations.

    Abstract translation: 一种装置,包括:存储多个序列的存储器系统,每个序列包括用于再现相应多个移动字符之间的不同交互模式的数据,并存储为该序列的每个序列可连接性定义的组合数据结构 多个序列; 配置为通过选择被存储的组合数据结构可连接的成对组合的序列来确定所存储的序列的成对组合的处理器,其中每个成对组合具有共同的,它们各自的多个组合中的至少一个 移动字符并被配置为使用所存储的序列的确定的成对组合来产生和输出视频图形,该视频图形包括可移动角色以不同的组合重复地相互作用的一系列序列。

    CREATING AND EXECUTING ANIMATION BEHAVIOR FOR GUI
    6.
    发明申请
    CREATING AND EXECUTING ANIMATION BEHAVIOR FOR GUI 审中-公开
    创建和执行GUI的动画行为

    公开(公告)号:WO2004104938A8

    公开(公告)日:2005-08-18

    申请号:PCT/US0315988

    申请日:2003-05-15

    Applicant: MICROSOFT CORP

    CPC classification number: G06T13/00 G06T2213/04

    Abstract: A graphical display animation system (100) is disclosed that supports timed modification of element property values of elements within a graphical display. The animation system utilizes a display structure for maintaining a set of elements (202) corresponding to displayed objects within a graphically displayed scene. The elements include a variable property value. The animation system also utilizes a property system that maintains properties associated with elements maintained by the display structure. The properties include dynamic properties (410) that are capable of changing over time and thus affecting the appearance of the corresponding element on a graphical display. The animation system includes animation classes (222), from which animation objects are instantiated and associated with an element property at runtime. The animation object instances provide time varying values affecting values assigned to the dynamic properties maintained by the property system.

    Abstract translation: 公开了一种图形显示动画系统(100),其支持图形显示内元素的元素属性值的定时修改。 动画系统利用显示结构来维护与图形显示的场景中的显示对象相对应的一组元素(202)。 元素包括可变属性值。 该动画系统还利用一种属性系统来维护与由显示结构维护的元素相关联的属性。 这些属性包括能够随时间变化并因此影响图形显示上相应元素的外观的动态属性(410)。 动画系统包括动画类(222),动画对象在此实例化并与运行时的元素属性相关联。 动画对象实例提供影响分配给属性系统维护的动态属性的值的时变值。

    AUTOMATIC GENERATION OF ANIMATION OF SYNTHETIC CHARACTERS
    7.
    发明申请
    AUTOMATIC GENERATION OF ANIMATION OF SYNTHETIC CHARACTERS 审中-公开
    自动生成合成特征动画

    公开(公告)号:WO01033508A1

    公开(公告)日:2001-05-10

    申请号:PCT/US2000/004833

    申请日:2000-02-25

    CPC classification number: G06T13/20 G06T13/40 G06T2213/04

    Abstract: The present invention provides a technique for aquiring motion samples, labeling motion samples with labels based on a plurality of parameters, using the motion samples and the labels to learn a function that maps labels to motions generally, and using the fucntion to synthesize arbitrary motions. The synthesized motions may be portrayed through computer graphic images to provide realistic animation. The present invention allows the modeling of labeled motions samples in a manner that can accomodate the synthesis of motion of arbitrary location, speed, and style. The modeling can provide subtle details of the motion through the use of probabilistic sub-modeling incorporated into the modeling process. Motion samples may be labeled according to any relevant parameters. Labels may be used to differentiate between different styles to yield different models, or different styles of a motion may be consolidated into a single base line model with the labels used to embellish the baseline model. The invention allows automation of labeling to increase the efficiency of processing a large variety of motion samples. The invention also allows automation of the animation of synthetic characters by generating the animation based on a general description of the motion desired along with a specification of any embellishments desired.

    Abstract translation: 本发明提供了一种用于获取运动样本的技术,使用运动样本和标签来基于多个参数标记具有标签的运动样本,以学习将标签通常映射到运动的功能,并且使用该功能来合成任意运动。 合成的运动可以通过计算机图形图像来描绘,以提供逼真的动画。 本发明允许以可以适应任意位置,速度和风格的运动的合成的方式对标记的运动样本进行建模。 建模可以通过使用结合到建模过程中的概率子建模来提供运动的细微细节。 运动样本可以根据任何相关参数进行标记。 可以使用标签来区分不同的样式以产生不同的模型,或者不同风格的运动可以被合并到具有用于修饰基准模型的标签的单个基线模型中。 本发明允许标签的自动化以提高处理各种运动样品的效率。 本发明还允许通过基于所需运动的一般描述以及所需的任何装饰的规格来生成动画来自动化合成人物的动画。

    INTERACTION BETWEEN 3D ANIMATION AND CORRESPONDING SCRIPT
    8.
    发明申请
    INTERACTION BETWEEN 3D ANIMATION AND CORRESPONDING SCRIPT 审中-公开
    三维动画与相应脚本之间的交互

    公开(公告)号:WO2013074992A2

    公开(公告)日:2013-05-23

    申请号:PCT/US2012/065625

    申请日:2012-11-16

    Abstract: Interaction between a 3D animation and a corresponding script includes: displaying a user interface that includes at least a 3D animation area and a script area, the 3D animation area including (i) a 3D view area for creating and playing a 3D animation and (ii) a timeline area for visualizing actions by one or more 3D animation characters, the script area comprising one or more objects representing lines from a script having one or more script characters; receiving a first user input corresponding to a user selecting at least one of the objects from the script area for assignment to a location in the timeline area; generating a timeline object at the location in response to the first user input, the timeline object corresponding to the selected object; and associating audio data with the generated timeline object, the audio data corresponding to a line represented by the selected object.

    Abstract translation: 3D动画与相应脚本之间的交互包括:显示至少包括3D动画区域和脚本区域的用户界面,所述3D动画区域包括(i)3D视图区域,用于创建 以及(ii)用于使一个或多个3D动画角色的动作可视化的时间线区域,所述脚本区域包括表示来自具有一个或多个脚本字符的脚本的线的一个或多个对象; 接收对应于用户从脚本区域中选择至少一个对象的第一用户输入,用于分配给时间线区域中的位置; 响应于所述第一用户输入在所述位置处生成时间轴对象,所述时间轴对象对应于所述选择的对象; 并且将音频数据与生成的时间轴对象相关联,音频数据对应于由所选对象表示的线。

    COORDINATION OF ANIMATIONS ACROSS MULTIPLE APPLICATIONS OR PROCESSES
    9.
    发明申请
    COORDINATION OF ANIMATIONS ACROSS MULTIPLE APPLICATIONS OR PROCESSES 审中-公开
    通过多种应用或过程协调动画

    公开(公告)号:WO2012082458A1

    公开(公告)日:2012-06-21

    申请号:PCT/US2011/063458

    申请日:2011-12-06

    CPC classification number: G06T13/80 G06F9/451 G06T13/00 G06T2213/04

    Abstract: Animation coordination system and methods are provided that manage animation context transitions between and/or among multiple applications. A global coordinator can obtain initial information, such as initial graphical representations and object types, initial positions, etc., from initiator applications and final information, such as final graphical representations and object types, final positions, etc. from destination applications. The global coordination creates an animation context transition between initiator applications and destination applications based upon the initial information and the final information.

    Abstract translation: 提供了动画协调系统和方法,其管理多个应用之间和/或之间的动画上下文转换。 全球协调员可以从发起者应用程序获取初始信息,例如初始图形表示,对象类型,初始位置等,以及来自目的地应用程序的最终图形表示和对象类型,最终位置等最终信息。 全局协调根据初始信息和最终信息,在启动器应用程序和目标应用程序之间创建动画上下文转换。

    INGEENI FLASH INTERFACE
    10.
    发明申请
    INGEENI FLASH INTERFACE 审中-公开
    INGEENI闪存接口

    公开(公告)号:WO2005086629A3

    公开(公告)日:2007-07-05

    申请号:PCT/US2004043545

    申请日:2004-12-28

    CPC classification number: G06T13/00 G06T15/005 G06T2213/04

    Abstract: A method is described for presenting graphics to a user, said method comprising (1) providing a 3D graphics system comprising a 3D graphics environment and at least one virtual object positioned in the 3D graphics environment, wherein the 3D graphics system is configured to use 3D mathematics, (2) providing a 2D graphics rendering engine configured to use 2D mathematics, and providing a library of sprites for use by the 2D graphics rendering engine, wherein for each sprite in the library, there is provided an array of rendered views for that sprite, based on horizontal and vertical angles, with the rendered views being expressed in 2D mathematics, (3) selecting a camera perspective within the 3D graphics environment, (4) based on selected camera perspective, generating an appropriate 2D view of the 3D graphics environment, (5) based on the generated 2D view, selecting an appropriate sprite and, for that sprite, the appropriate rendered view for that sprite, (6) determining the appropriate screen location and scale for the selected rendered view for the sprite and (7) instructing the 2D graphics rendering engine to paint the selected rendered view for the sprite to the determined screen location and with the determined scale.

    Abstract translation: 描述了一种用于向用户呈现图形的方法,所述方法包括(1)提供包括3D图形环境和位于3D图形环境中的至少一个虚拟对象的3D图形系统,其中3D图形系统被配置为使用3D 数学,(2)提供配置为使用2D数学的2D图形呈现引擎,并提供用于2D图形呈现引擎的精灵库,其中对于图书馆中的每个精灵,提供了一系列呈现的视图 精灵,基于水平和垂直角度,渲染视图用2D数学表达,(3)在3D图形环境中选择相机透视图,(4)基于所选择的相机视角,生成3D图形的适当二维视图 环境,(5)基于生成的2D视图,选择适当的精灵,并为该精灵选择适当的渲染视图,(6)确定适当的 为所述精灵的所选渲染视图绘制屏幕位置和比例,以及(7)指示2D图形呈现引擎将所选择的所述精灵渲染视图绘制到所确定的屏幕位置并且以所确定的比例绘制。

Patent Agency Ranking