Abstract:
Generic, abstract, encapsulated, expandable and maintainable techniques for modeling and animating computer graphics display objects can be used in a variety of different computer applications and platforms including, for example, video games developed for inexpensive home 3D video game platforms. An abstract simulation entity definition for use in real time computer simulation and animation encapsulates both the physical and behavioral characteristics of a display object. The simulation entity provides a unique “genetic plan” containing abstract attributes that may be shared among objects. Each simulation entity has the knowledge or know-how of common operations, and the ability to communicate with other simulation entities. Two separate class hierarchies may be used to differentiate between abstract components and physical components of simulation entities: an entity class hierarchy may be used to specify data structures and methods for behavior and communication; and an object class hierarchy may be used to define geometry and animation information and functions. A simulation entity can possess more than one set of object information. This allows the entity to change form (e.g., from a tiger to a bird) or perform multi-functionality during its lifetime. The simulation entity construct allows for more accurate modeling of the real world, supporting automation of simulation software production, and distributed and/or remote processing.
Abstract:
A method for delivering animation includes transmitting a single source image to a client system. Parameters that generate a function are transmitted to the client system. Modulation frames are generated with the function. The modulation frames are applied to the single source image to generate the animation.
Abstract:
The present invention allows for rendering, with a micropolygon renderer, motion blurred images of objects modeled and animated with the most commonly used class of implicit surfaces. The invention introduces the technique of automatic implicit differentiation to automatically compute the time derivatives of points on the combined surface from the time derivatives of the constituent surface elements while evaluating the combined field function that defines the composite surface.
Abstract:
There is provided a database storing motion components, each of which includes motion information representative of a performance motion trajectory corresponding to a subdivided performance pattern for each musical instrument or part along with sounded point markers specifying tone-generation timing in the motion information. Motion components corresponding to the performance information are sequentially read out from the database to create basic motion information, and a three-dimensional picture is generated on the basis of the basic motion information and visually shown on a graphic display unit. Picture to be thus displayed can be selected optionally via a musical instrument change switch, player change switch and stage change switch, and the selected picture can be displayed in any desired direction by means of a viewpoint change switch.
Abstract:
A system and method for reproducing a multimedia data signal on a terminal. A terminal capability node is instantiated and the terminal capability is evaluated. The value of a capability is set, and the value is then altered based upon the capability of the evaluated terminal.
Abstract:
A method for controlling and automatically animating lip synchronization and facial expressions of three dimensional animated characters using weighted morph targets and time aligned phonetic transcriptions of recorded text. The method utilizes a set of rules that determine the systems output comprising a stream of morph weight sets when a sequence of timed phonemes and/or other timed data is encountered. Other data, such as timed emotional state data or emotemes such as “surprise, “disgust, “embarrassment”, “timid smile”, or the like, may be inputted to affect the output stream of morph weight sets, or create additional streams.
Abstract:
Realistic computer generated character animation is achieved by modeling skin or other covering as a separate a quasi-static surface elastically tied to an underlying detailed, articulated model controlled by the animator. The result, automatically incorporates realistic stretching, and sagging, and the combined effect of multiple overlapping animation controls while retaining for the animator frame-by-frame control of a detailed model of the character.
Abstract:
A hierarchical movie is provided. A hierarchical movie is a movie that contains one or more embedded movies. Embedded movies may themselves contain embedded movies. Each movie contains zero or more media sequences. Within a hierarchical movie, media sequences that should be edited together may be grouped together using embedded movies. The media sequences of a hierarchical movie may be sequenced during playback based on a different time coordinate system than the time coordinate system that governs any embedded movies. This allows a movie to contain both time-based and time-independent media sequences. Also, the relative timing of events in the movie may vary from performance to performance. The hierarchical movie structure allows movies to be used as user interface controls, and even as field-sensitive databases.
Abstract:
A system for the creation of real-time, behavior-based animated actors. The system provides tools to create actors that respond to users and to each other in real-time, with personalities and moods consistent with the author's goals and intentions. The system includes two subsystems. The first subsystem is an Animation Engine that uses procedural techniques to enable authors to create layered, continuous, non-repetitive motions and smooth transitions between them. The second subsystem is a Behavior Engine that enables authors to create sophisticated rules governing how actors communicate, change, and make decisions. The combined system provides an integrated set of tools for authoring the “minds” and “bodies” of interactive actors. The system uses an english-style scripting language so that creative experts who are not primarily programmers can create powerful interactive applications. The system allows authors of various abilities to create remarkably lifelike, responsively animated character interactions that can be run over networks in real time.
Abstract:
Methods, systems and computer program products are provided which transport a user in a virtual reality environment from a first location to a second location by providing a transportation vehicle that receives the user at the first location, receiving a destination signal from the user which indicates the second location as a destination, transporting the user in the transportation vehicle to the second location independent of any user input, and providing customized information to the user when the user is in the transportation vehicle. The transportation may be inter-world or intra-world. The customized information can take any number of forms such as dynamic visual scenery, audio messages, static visual graphics, video images, or any combination thereof.