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公开(公告)号:US12189850B2
公开(公告)日:2025-01-07
申请号:US18470381
申请日:2023-09-19
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Javier Fernandez Rico
Abstract: A method for updating information for a graphics pipeline including executing in the first frame period an application on a CPU to generate primitives of a scene for a first video frame. Gaze tracking information is received in a second frame period for an eye of a user. In the second frame period a landing point on an HMD display is predicted at the CPU based at least on the gaze tracking information. A late update of the predicted landing point to a buffer accessible by the GPU is performed in the second frame period. Shader operations are performed in the GPU in the second frame period to generate pixel data based on the primitives and based on the predicted landing point, wherein the pixel data is stored into a frame buffer. The pixel data is scanned out in the third frame period from the frame buffer to the HMD.
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公开(公告)号:US20240367060A1
公开(公告)日:2024-11-07
申请号:US18593580
申请日:2024-03-01
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Celeste Bean , Steven Osman
IPC: A63F13/87 , A63F13/533 , A63F13/56 , A63F13/65 , A63F13/812 , G06F3/01
Abstract: Systems and methods for enabling communication between users are described. One of the methods includes receiving, via a computer network, data regarding a plurality of real gestures made by a first user via a first user account. The data regarding the plurality of real gestures is received from a client device. The method further includes determining, from the data, whether a speed of occurrence of the plurality of real gestures is greater than a predetermined speed. After determining that the speed of occurrence of the plurality of real gestures is greater than the predetermined speed, the method includes determining one or more meanings of a combination of the plurality of real gestures. The method includes communicating the one or more meanings of the combination via a virtual avatar, controlled by the first user via the first user account, to a second user.
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公开(公告)号:US20230338841A1
公开(公告)日:2023-10-26
申请号:US17729402
申请日:2022-04-26
Applicant: Sony Interactive Entertainment Inc.
Inventor: Jeffrey R. Stafford , Patrick Connor , Andrew Young
IPC: A63F13/52 , A63F13/25 , A63F13/213
CPC classification number: A63F13/52 , A63F13/25 , A63F13/213 , A63F2300/8082 , A63F2300/6615 , A63F2300/1087
Abstract: By using the user head and/or eye tracking capabilities of an extended reality (XR) system, a region of gaze (ROG) of the user towards the virtual screen can be determined and signaled to non-XR games and applications running on the host system connected to the XR system. The existing non-XR games/applications can be patched, upgraded, or remastered to support the application of the ROG and ROG based enhancements of the visuals and user interfaces, using the provided by the system software on the host system that is rendering the game for the XR system.
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公开(公告)号:US11762461B2
公开(公告)日:2023-09-19
申请号:US17678892
申请日:2022-02-23
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Javier Fernandez Rico
CPC classification number: G06F3/013 , G06F3/015 , G06N5/046 , G06T15/005
Abstract: A method for updating information for a graphics pipeline including executing in the first frame period an application on a CPU to generate primitives of a scene for a first video frame. Gaze tracking information is received in a second frame period for an eye of a user. In the second frame period a landing point on an HMD display is predicted at the CPU based at least on the gaze tracking information. A late update of the predicted landing point to a buffer accessible by the GPU is performed in the second frame period. Shader operations are performed in the GPU in the second frame period to generate pixel data based on the primitives and based on the predicted landing point, wherein the pixel data is stored into a frame buffer. The pixel data is scanned out in the third frame period from the frame buffer to the HMD.
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35.
公开(公告)号:US20230044972A1
公开(公告)日:2023-02-09
申请号:US17968706
申请日:2022-10-18
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Javier Fernandez Rico
IPC: G06F3/01 , G02B27/00 , G06F1/3231 , G06N3/04
Abstract: A method for predicting eye movement in a head mounted display (HMD). The method including tracking movement of an eye of a user with a gaze tracking system disposed in the HMD at a plurality of sample points. The method including determining velocity of the movement based on the movement of the eye. The method including determining that the eye of the user is in a saccade upon the velocity reaching a threshold velocity. The method including predicting a landing point on the display of the HMD corresponding to a direction of the eye for the saccade.
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公开(公告)号:US20220179489A1
公开(公告)日:2022-06-09
申请号:US17678892
申请日:2022-02-23
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Javier Fernandez Rico
Abstract: A method for updating information for a graphics pipeline including executing in the first frame period an application on a CPU to generate primitives of a scene for a first video frame. Gaze tracking information is received in a second frame period for an eye of a user. In the second frame period a landing point on an HMD display is predicted at the CPU based at least on the gaze tracking information. A late update of the predicted landing point to a buffer accessible by the GPU is performed in the second frame period. Shader operations are performed in the GPU in the second frame period to generate pixel data based on the primitives and based on the predicted landing point, wherein the pixel data is stored into a frame buffer. The pixel data is scanned out in the third frame period from the frame buffer to the HMD.
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37.
公开(公告)号:US11262839B2
公开(公告)日:2022-03-01
申请号:US15982312
申请日:2018-05-17
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Javier Fernandez Rico
Abstract: A method for updating information for a graphics pipeline including executing in the first frame period an application on a CPU to generate primitives of a scene for a first video frame. Gaze tracking information is received in a second frame period for an eye of a user. In the second frame period a landing point on an HMD display is predicted at the CPU based at least on the gaze tracking information. A late update of the predicted landing point to a buffer accessible by the GPU is performed in the second frame period. Shader operations are performed in the GPU in the second frame period to generate pixel data based on the primitives and based on the predicted landing point, wherein the pixel data is stored into a frame buffer. The pixel data is scanned out in the third frame period from the frame buffer to the HMD.
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公开(公告)号:US11210807B2
公开(公告)日:2021-12-28
申请号:US16872946
申请日:2020-05-12
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Chris Ho , Jeffrey Roger Stafford
IPC: G06K9/00 , G06T7/66 , G06T7/00 , G06T13/80 , G06T7/73 , G06T11/20 , G06T7/20 , G06F3/01 , G06T11/40 , G06T15/10
Abstract: A method for implementing a graphics pipeline. The method includes building a first shadow map of high resolution, and building a second shadow map based on the first shadow map of lower resolution. The method includes determining a light source affecting a virtual scene, and projecting geometries of objects of an image of the virtual scene onto a plurality of pixels of a display from a first point-of-view. The method includes determining a foveal region when rendering the image, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining a first set of geometries is drawn to a first pixel, determining the first set of geometries is in shadow based on the light source, and determining the first set of geometries is outside of the foveal region. The method includes rendering the first set of geometries using the second shadow map.
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公开(公告)号:US20210366079A1
公开(公告)日:2021-11-25
申请号:US17398818
申请日:2021-08-10
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Chris Ho , Jeffrey Roger Stafford
Abstract: Methods and systems are provided for using temporal supersampling to increase a displayed resolution associated with peripheral region of a foveated rendering view. A method for enabling reconstitution of higher resolution pixels from a low resolution sampling region for fragment data is provided. The method includes an operation for receiving a fragment from a rasterizer of a GPU and for applying temporal supersampling to the fragment with the low resolution sampling region over a plurality of prior frames to obtain a plurality of color values. The method further includes an operation for reconstituting a plurality of high resolution pixels in a buffer that is based on the plurality of color values obtained via the temporal supersampling. Moreover, the method includes an operation for sending the plurality of high resolution pixels for display.
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公开(公告)号:US11107183B2
公开(公告)日:2021-08-31
申请号:US15727512
申请日:2017-10-06
Applicant: Sony Interactive Entertainment Inc.
Inventor: Andrew Young , Chris Ho , Jeffrey Roger Stafford
Abstract: A method for implementing a graphics pipeline. The method includes generating a plurality of bones for an object defining positioning relationships between the bones. The method includes determining a subsystem of bones from the plurality of bones for the object. The method includes determining a foveal region when rendering an image of the virtual scene including the object, wherein the foveal region corresponds to where an attention of a user is directed. The method includes determining that at least one portion of the object is located in a peripheral region for the image. The method includes animating the object by applying a transformation to the subsystem of bones.
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