BAKELESS KEYFRAME ANIMATION SOLVER
    2.
    发明公开

    公开(公告)号:US20240331261A1

    公开(公告)日:2024-10-03

    申请号:US18622632

    申请日:2024-03-29

    发明人: Sylvain Cote

    IPC分类号: G06T13/80

    CPC分类号: G06T13/80

    摘要: The systems and methods described herein provide a bakeless keyframe animation solver that enables creation of keyframe poses by manipulation of a skeleton and authors animations through interpolation. A manipulation module enables the manipulation of joints of a skeleton to produce keyframes without the need to bake animations that are driven by a rig. An interpolation module uses the manipulation module to change the kinematic properties (e.g., FK and IK) of one or more joints when interpolating between one or more keyframes to create an animation.

    DETECTING ANOMALOUS GAMEPLAY IN VIDEO GAMES
    3.
    发明公开

    公开(公告)号:US20240325925A1

    公开(公告)日:2024-10-03

    申请号:US18622709

    申请日:2024-03-29

    发明人: Mohammad Shams

    IPC分类号: A63F13/75

    CPC分类号: A63F13/75

    摘要: Gameplay API (G-API) calls are embedded by an anomaly system to detect anomalous gameplay among a video game. Anomalous gameplay is detected by identifying anomalous sequences of G-API calls made during gameplay. Anomalous gameplay can correspond to issues that disrupt and/or degrade the user experience of a video game; such as the existence of a bug or exploit, or the use of cheats, and/or bots by users of a video game. A machine learning embedding model among an anomaly system is trained to embed G-API calls corresponding to a video game. Once trained, a distance analysis and distribution analysis is performed by the anomaly system on embedded G-API calls to detect anomalies among the G-API calls made by a video game. Data corresponding to the detected anomalies can be included among a generated anomaly detection report by the anomaly system for further analysis, such as by video game developers.

    SYSTEMS AND METHODS FOR GENERATING A MODEL DATABASE WITH BLENDSHAPE REPRESENTATION

    公开(公告)号:US20240320920A1

    公开(公告)日:2024-09-26

    申请号:US18125933

    申请日:2023-03-24

    IPC分类号: G06T17/20

    CPC分类号: G06T17/205

    摘要: A method, computer-readable storage medium, and device for generating a master representation of input models. The method comprises: receiving a first base mesh and a second base mesh, wherein the first base mesh has a first topology and is associated with a first set of blendshapes to deform the first base mesh, the second base mesh has a second topology and is associated with a second set of blendshapes to deform the second base mesh, and the second topology is different from the first topology; combining the first topology and the second topology into a combined mesh topology representation; combining the first set of blendshapes and the second set of blendshapes into a combined blendshape representation; and outputting the combined mesh topology representation and the combined blendshape representation as a master representation, wherein the master representation can be queried with a target topology and blendshape.

    Goal driven animation
    7.
    发明授权

    公开(公告)号:US12097431B2

    公开(公告)日:2024-09-24

    申请号:US17669927

    申请日:2022-02-11

    IPC分类号: A63F13/57 G06T7/73 G06T13/00

    摘要: The specification relates to the generation of in-game animation data and the evaluation of in-game animations. According to a first aspect of the present disclosure, there is described a computer implemented method comprising: inputting, into one or more neural network models, input data comprising one or more current pose markers indicative of a current pose of an in-game object, one or more target markers indicative of a target pose of an in-game object and an object trajectory of the in-game object; processing, using the one or more neural networks, the input data to generate one or more intermediate pose markers indicative of an intermediate pose of the in-game object positioned between the current pose and the target pose; outputting, from the one or more neural networks, the one or more intermediate pose markers; and generating, using the one or more intermediate pose markers, an intermediate pose of the in-game object, wherein the intermediate pose of the in-game object corresponds to a pose of the in-game object at an intermediate frame of in-game animation between a current frame of in-game animation in which the in-game object is in the current pose and a target frame of in-game animation in which the in-game object is in the target pose.

    Dynamic control surface
    9.
    发明授权

    公开(公告)号:US12023574B2

    公开(公告)日:2024-07-02

    申请号:US17656826

    申请日:2022-03-28

    摘要: The present disclosure provides for the dynamic mapping of functions within a content development application to a control surface including a plurality of distinct modular input consoles. The system includes a console controller that is configured to monitor usage of the content development application by the user and to dynamically control the mapping of functions to the control surface based on the contextual operation of the content development application. The console controller can determine the functions that are to be mapped to the control surface based on the context of the application and the functions that are prioritized for use by a user of the content development application.

    INTERACTIVE VIDEOGAME VERIFICATION USING CRYPTOGRAPHICALLY PROTECTED TRANSACTION RECORDS

    公开(公告)号:US20240187251A1

    公开(公告)日:2024-06-06

    申请号:US18442853

    申请日:2024-02-15

    发明人: Erez Maharshak

    IPC分类号: H04L9/32 A63F13/71 H04L9/00

    摘要: An example method of performing interactive videogame verification using cryptographically protected transaction records includes: receiving, by a videogame server, from a first videogame client device, a first transaction record reflecting a first set of events associated with an interactive videogame session, wherein the first transaction record is cryptographically signed by a first private cryptographic key associated with the first videogame client device; receiving, from a second videogame client device, a second transaction record reflecting a second set of events associated with the interactive videogame session, wherein the second transaction record is cryptographically signed by a second private cryptographic key associated with the second videogame client device; and validating the first transaction record based on the second transaction record.