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    • 3. 发明授权
    • Systems and methods for player input motion compensation by anticipating motion vectors and/or caching repetitive motion vectors
    • US10148978B2
    • 2018-12-04
    • US15958919
    • 2018-04-20
    • ZeniMax Media Inc.
    • Michael Kopietz
    • H04N7/12H04N19/513H04N19/176H04N19/517H04N19/139H04N19/107H04N19/172
    • Systems and methods for reducing latency through motion estimation and compensation techniques are disclosed. The systems and methods include a client device that uses transmitted lookup tables from a remote server to match user input to motion vectors, and tag and sum those motion vectors. When a remote server transmits encoded video frames to the client, the client decodes those video frames and applies the summed motion vectors to the decoded frames to estimate motion in those frames. In certain embodiments, the systems and methods generate motion vectors at a server based on predetermined criteria and transmit the generated motion vectors and one or more invalidators to a client, which caches those motion vectors and invalidators. The server instructs the client to receive input from a user, and use that input to match to cached motion vectors or invalidators. Based on that comparison, the client then applies the matched motion vectors or invalidators to effect motion compensation in a graphic interface. In other embodiments, the systems and methods cache repetitive motion vectors at a server, which transmits a previously generated motion vector library to a client. The client stores the motion vector library, and monitors for user input data. The server instructs the client to calculate a motion estimate from the input data and instructs the client to update the stored motion vector library based on the input data, so that the client applies the stored motion vector library to initiate motion in a graphic interface prior to receiving actual motion vector data from the server. In this manner, latency in video data streams is reduced.
    • 5. 发明授权
    • Method and system for a computer-rendered three-dimensional mannequin
    • 计算机渲染三维人体模型的方法和系统
    • US08189000B2
    • 2012-05-29
    • US12343144
    • 2008-12-23
    • Christopher S. Weaver
    • Christopher S. Weaver
    • G06T17/00
    • A41H3/007G06Q10/00G06Q30/0643G06T13/40G06T15/00G06T17/00G06T19/00G06T2210/16
    • A computerized method and system for displaying garments on a computer-rendered three-dimensional rotatable model in an interactive virtual reality software product, comprising: storing information related to a computer-rendered three-dimensional model; storing information related to a plurality of computer-rendered three-dimensional garments; accepting a selection of a three-dimensional garment from the user; accessing the information related to a plurality of computer-rendered three-dimensional garments in order to transform information related to the selection of a three-dimensional garment into a display of the selection of the three-dimensional garment on the computer-rendered three-dimensional model; accepting a rotation command on a rotational control, the rotational control being in a vertical axis to simulate a person turning left and/or right; accepting a camera command allowing the display of the selection of the three-dimensional garment to be shown from a variety of camera distances.
    • 一种用于在交互式虚拟现实软件产品中的计算机呈现的三维可旋转模型上显示服装的计算机化方法和系统,包括:存储与计算机渲染的三维模型相关的信息; 存储与多个计算机呈现的三维服装有关的信息; 接受来自用户的三维服装的选择; 访问与多个计算机渲染的三维服装相关的信息,以便将与三维服装的选择有关的信息转换成计算机渲染的三维服装的三维服装的选择的显示 模型; 在旋转控制中接受旋转命令,所述旋转控制处于垂直轴线以模拟向左和/或右转的人; 接受允许从各种相机距离显示三维服装的选择的相机指令。