Intelligent software components for virtual worlds
    81.
    发明授权
    Intelligent software components for virtual worlds 失效
    用于虚拟世界的智能软件组件

    公开(公告)号:US06377263B1

    公开(公告)日:2002-04-23

    申请号:US08904562

    申请日:1997-08-04

    CPC classification number: G06N3/006 G06T13/00 G06T2213/12

    Abstract: A system and method for creating a virtual reality is defined. The virtual reality is efficiently constructed by providing a framework, or paradigm, in which the various aspects of the virtual world may be separately constructed, and then brought together at runtime to create the desired virtual reality. The framework includes views, which are windows into a virtual world, virtual worlds which are complete 3D models of the virtual reality, and modular components which are beings (or entities or creatures) that populate the virtual world. The components have both a graphical (visual) model and a behavioral model. The graphical model and behavioral model are independent software modules that may be reused with other components. Included with the modules are attributes, rules, and other parameters that may be used to affect the basic visual appearance and behavior of a component. Components may inherit from other components. The graphical model of a component is constructed from a hierarchy of parts.

    Abstract translation: 定义了一种用于创建虚拟现实的系统和方法。 通过提供一个框架或范例来有效地构建虚拟现实,其中可以分别构建虚拟世界的各个方面,然后在运行时将其组合在一起以创建所需的虚拟现实。 该框架包括视图,即虚拟世界中的窗口,虚拟世界,虚拟现实的完整3D模型,以及填充虚拟世界的生物(或实体或生物)的模块化组件。 组件具有图形(视觉)模型和行为模型。 图形模型和行为模型是可以与其他组件一起使用的独立软件模块。 模块中包含的属性,规则和其他可能用于影响组件的基本视觉外观和行为的参数。 组件可以从其他组件继承。 组件的图形模型由零件的层次结构构成。

    Selection by proximity with inner and outer sensitivity ranges
    82.
    发明授权
    Selection by proximity with inner and outer sensitivity ranges 失效
    通过内部和外部灵敏度范围的接近选择

    公开(公告)号:US06366285B1

    公开(公告)日:2002-04-02

    申请号:US08976435

    申请日:1997-11-21

    CPC classification number: G06F3/011 G06F3/04815

    Abstract: A method and apparatus for selecting objects in a virtual world through the use of inner and outer selection ranges. Inner selection ranges define the distance from an object an avatar must be to trigger a selection event to initiate interaction with the object. Outer selection ranges define the distance from an object an avatar may travel before triggering a de-selection event to the object which terminates interaction with the object. The method and apparatus is defined for implementation in virtual objects or virtual world frameworks.

    Abstract translation: 一种用于通过使用内部和外部选择范围来选择虚拟世界中的对象的方法和装置。 内部选择范围定义与化身所必须的对象的距离,以触发选择事件以启动与对象的交互。 外部选择范围定义与化身可能在触发解除选择事件之前可以移动的对象的距离,从而终止与对象的交互。 该方法和装置被定义用于在虚拟对象或虚拟世界框架中实现。

    System and method for directed improvisation by computer controlled characters
    83.
    发明授权
    System and method for directed improvisation by computer controlled characters 失效
    用计算机控制字符定制即兴创作的系统和方法

    公开(公告)号:US06359622B1

    公开(公告)日:2002-03-19

    申请号:US09464828

    申请日:1999-12-17

    CPC classification number: G06T13/40 A63F2300/65 G06T2213/12

    Abstract: A system and method for directing the improvisational behavior of a computer-controlled character which enables the character to reflect personality, mood, and other life-like qualities. The method includes the step of storing in the system a set of possible behaviors for the character and state data representative of a current state of the character. The possible behaviors include both physical and verbal behaviors. The current state includes the character's current mood, directing state, activity state, and location in a virtual world. The method also includes the step of identifying from the set of possible behaviors a subset of feasible behaviors for the character in the current state. Each of the feasible behaviors is evaluated to determine a respective desirability rating of the feasible behavior in the current state. The method further includes the step of selecting a behavior to be executed by the character from the subset of feasible behaviors. The behavior to be executed is selected in dependence upon its desirability rating.

    Abstract translation: 用于指导计算机控制角色的即兴行为的系统和方法,其使角色能够反映个性,心情和其他类似生活的品质。 该方法包括在系统中存储表示字符的当前状态的字符和状态数据的一组可能行为的步骤。 可能的行为包括身体和言语行为。 当前状态包括人物当前的心情,指挥状态,活动状态和虚拟世界中的位置。 该方法还包括从当前状态中的字符的可行行为的子集的可能行为集合中识别的步骤。 评估每个可行行为以确定当前状态中可行行为的各自的期望等级。 该方法还包括从可行行为的子集中选择要由角色执行的行为的步骤。 要执行的行为根据其可取性评级进行选择。

    Method and system for constructing a virtual reality environment from spatially related recorded images
    84.
    发明授权
    Method and system for constructing a virtual reality environment from spatially related recorded images 有权
    从空间相关的记录图像构建虚拟现实环境的方法和系统

    公开(公告)号:US06337688B1

    公开(公告)日:2002-01-08

    申请号:US09240925

    申请日:1999-01-29

    Inventor: Viktors Berstis

    CPC classification number: A63F13/655 A63F13/10 A63F2300/69 A63F2300/8082

    Abstract: A simulation of a real environment is constructed from a series of recorded frames that each contain an image of the real environment and each have data recording the associated position and orientation within the real environment. The series of image frames is first grouped into frame groups so that each frame group includes only recorded frames that have closely spaced associated positions. Logical links are then created between neighboring frame groups, where the logical links are indicative of navigation paths permitted during simulation between positions associated with the frame groups thus linked. The environment is then simulated by displaying a recorded frame belonging to a current frame group. In response to an input specifying a desired movement within the simulation, a recorded frame from a neighboring frame group of the current frame group is displayed instead.

    Abstract translation: 真实环境的模拟由一系列记录的帧构成,每个记录的帧包含真实环境的图像,并且每个记录帧具有在真实环境内记录相关联的位置和取向的数据。 一系列图像帧首先被分组成帧组,使得每个帧组仅包括具有紧密间隔的相关位置的记录帧。 然后在相邻帧组之间创建逻辑链路,其中逻辑链路指示在与所链接的帧组相关联的位置之间的模拟期间允许的导航路径。 然后通过显示属于当前帧组的记录帧来模拟环境。 响应于在模拟中指定期望的移动的输入,代替地显示来自当前帧组的相邻帧组的记录帧。

    Method and apparatus for accelerating animation in a video graphics system
    85.
    发明授权
    Method and apparatus for accelerating animation in a video graphics system 有权
    用于在视频图形系统中加速动画的方法和装置

    公开(公告)号:US06331854B1

    公开(公告)日:2001-12-18

    申请号:US09166033

    申请日:1998-10-05

    CPC classification number: G06T13/00 G06T2200/28

    Abstract: A method and apparatus for accelerating animation in a video graphics system is accomplished by storing drawing operations for a first scene in a bus master buffer. The first scene is to be drawn to a first frame. A frame flip operation is then stored in the bus master buffer at a location subsequent to the drawing operations for the first scene such that when accessed by a graphics processor, the frame flip will be performed after the drawing operations for the first scene have completed. Drawing calculations for a second scene to be drawn to a second frame are performed, and the resulting drawing operations are stored in the bus master buffer at a location subsequent to the page flip operation. The graphics processor is signaled, and the graphics processor fetches and executes the commands in the bus master buffer sequentially such that the drawing operations to the first frame are performed first, followed by the frame flip operation and finally the drawing operations to the second frame.

    Abstract translation: 通过在总线主缓冲器中存储用于第一场景的绘图操作来实现用于加速视频图形系统中的动画的方法和装置。 第一个场景是绘制到第一帧。 然后,在总线主缓冲器中,在第一场景的绘图操作之后的位置,将帧翻转操作存储在总线主缓冲器中,使得当由图形处理器访问时,将在第一场景的绘图操作完成之后执行帧翻转。 执行要绘制到第二帧的第二场景的绘图计算,并且在翻页操作之后的位置将所得到的绘图操作存储在总线主缓冲器中。 信号通知图形处理器,并且图形处理器顺序地获取和执行总线主缓冲器中的命令,使得首先执行到第一帧的绘图操作,然后执行帧翻转操作,最后执行到第二帧的绘图操作。

    Adaptive font sizes for network browsing
    87.
    发明授权
    Adaptive font sizes for network browsing 失效
    用于网络浏览的自适应字体大小

    公开(公告)号:US06278465B1

    公开(公告)日:2001-08-21

    申请号:US08880532

    申请日:1997-06-23

    Applicant: Jakob Nielsen

    Inventor: Jakob Nielsen

    CPC classification number: G06T11/00 G06F17/30905

    Abstract: When retrieving documents over a network, such as the Internet, the font size imposed by default or by a style sheet is sometimes not the right size for comfortable viewing by a user. A database of font size changes made by a user to particular documents is maintained and used to infer a font size preference for a document. A document is displayed using a recorded preference. If no preference is found for a document, a check is made to determine if a preference has been specified for a different document related to that document by having a common portion of a network address. That is, if a preference had been specified for one chapter of a document having a particular network address, a preference would be inferred for other chapters of the document based on a common portion of a hierarchical address.

    Abstract translation: 通过网络(如Internet)检索文档时,默认情况下或由样式表强加的字体大小有时不适合用户轻松查看。 维护用户对特定文档进行字体大小更改的数据库,并用于推断文档的字体大小偏好。 使用记录的首选项显示文档。 如果没有找到文档的偏好,则通过具有网络地址的公共部分来进行检查以确定是否已经为与该文档相关的不同文档指定了偏好。 也就是说,如果已经为具有特定网络地址的文档的一个章节指定了偏好,则将基于分层地址的公共部分来推断文档的其他章节的偏好。

    Client apparatus, image display controlling method, shared virtual space providing apparatus and method, and program providing medium
    88.
    发明授权
    Client apparatus, image display controlling method, shared virtual space providing apparatus and method, and program providing medium 失效
    客户端装置,图像显示控制方法,共享虚拟空间提供装置和方法以及程序提供媒体

    公开(公告)号:US06268872B1

    公开(公告)日:2001-07-31

    申请号:US09081147

    申请日:1998-05-19

    Abstract: An avatar acting in a shared virtual space is changed in a manner nearly resembling that in a real space. A client PC, along with another client PC, is connected to a shared server through the Internet to receive data about the shared virtual space constituted by a VRML file from the shared server and displays the received data on a CRT monitor. A virtual life object (called an avatar), the alter ego of a user, is changed based on a growth parameter that changes according to occurrence of an event. A hard disk holding a growth parameter control table stores growth parameters updated by an event caused by an operation performed on own client apparatus or another client apparatus or an event caused by passing of predetermined time. The update growth parameter is also transferred to another client PC through the shared server.

    Abstract translation: 在共享虚拟空间中起作用的化身以类似于真实空间的形式发生变化。 客户端PC与另一个客户端PC通过互联网连接到共享服务器,以从共享服务器接收由VRML文件构成的共享虚拟空间的数据,并将接收到的数据显示在CRT监视器上。 基于根据事件的发生而变化的增长参数来改变虚拟生活对象(称为化身),即用户的改变自我。 保持增长参数控制表的硬盘存储由在自己的客户机装置或其他客户端装置上执行的操作引起的事件更新的增长参数或由预定时间过去引起的事件。 更新增长参数也通过共享服务器传输到另一台客户端PC。

    Limb coordination system for interactive computer animation of articulated characters
    89.
    发明授权
    Limb coordination system for interactive computer animation of articulated characters 失效
    肢体协调系统用于交互式计算机动画的关节角色

    公开(公告)号:US06191798B1

    公开(公告)日:2001-02-20

    申请号:US08828490

    申请日:1997-03-31

    CPC classification number: G06T13/40

    Abstract: A method and apparatus for interactively controlling and coordinating the limb movements of computer-generated articulated characters with an arbitrary number of joints. On-line computational methods are used for animating limb movements of articulated characters by solving associated forward and inverse kinematics problems in real time subject to multiple goals and constraints. The methods provide computer animated characters with fully interactive goal-directed behaviors, such as bipedal walking, through simultaneous satisfaction of position, alignment, posture, balance, obstacle avoidance, and joint limitation constraints. Goal-based motion primitives, called synergies, coordinate sets of joint movements which separately attempt to satisfy each of the above constraints. The present methods adapt character movements on-line to accommodate uneven terrain, body modifications, or changes in the environment by automatically transforming and producing joint rotations relative to the instantaneous point of contact of the body with the world. Libraries of pre-configured goal-directed behaviors, such as reaching, sitting, walking, jumping, etc., can be constructed and used to animate a wide variety of characters.

    Abstract translation: 一种用于以任意数量的关节交互地控制和协调计算机产生的铰接字符的肢体运动的方法和装置。 在线计算方法用于通过在多个目标和约束条件下实时解决相关的正向和反向运动学问题来动画化铰接角色的肢体运动。 这些方法通过同时满足位置,对齐,姿势,平衡,障碍物回避和联合限制约束来提供具有完全交互式目标导向行为的计算机动画角色,例如双足步行。 基于目标的运动原语,称为协同作用,协调联合运动的集合,单独尝试满足上述每个限制。 本方法通过自动转换和产生相对于身体与世界的瞬时接触点的关节旋转,在线调整人物运动以适应不平坦的地形,身体修改或环境变化。 可以构建预先配置的目标导向行为的图书馆,例如到达,坐着,步行,跳跃等等,以用于动画各种各样的角色。

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