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    • 4. 发明申请
    • SYSTEM AND METHOD FOR PRODUCING LOCOMOTION ANIMATION
    • 用于生产机动车动画的系统和方法
    • US20080136824A1
    • 2008-06-12
    • US11781106
    • 2007-07-20
    • Sung June ChangSe Hoon ParkIn Ho Lee
    • Sung June ChangSe Hoon ParkIn Ho Lee
    • G06T15/70
    • G06T13/40Y10S345/952Y10S345/953Y10S345/957
    • Provided are a system and a method that automatically produce natural locomotion animation without an applicable discontinuity portion with respect to various moving distance and timing by using motion capture data. The system includes a motion capture data storage, a simulation calculator, and an animation calculator. The method includes defining a speed calculated in the moving motion capture data as a maximum moving speed of a simulation in order to calculate an entire moving distance, a stopped time when starting and arriving, and a stopped time before starting and after arriving regarding to respective characters; extracting a portion of the arriving motion capture data to be appropriate for the entire moving distance in order to produce the locomotion animation when the entire moving distance is less than a moving distance of the arriving motion capture data; and satisfying an entire time corresponding to an entire motion of animation.
    • 提供了一种系统和方法,通过使用运动捕捉数据,相对于各种移动距离和定时,自动产生没有适用的不连续部分的自然运动动画。 该系统包括运动捕捉数据存储器,模拟计算器和动画计算器。 该方法包括将运动运动捕捉数据中计算的速度定义为模拟的最大移动速度,以便计算整个移动距离,开始和到达时的停止时间,以及在相应的开始和到达之后的停止时间 人物 提取一部分到达的运动捕捉数据以适合于整个移动距离,以便当整个移动距离小于到达的运动捕捉数据的移动距离时产生运动动画; 并满足与整个动画动画对应的整个时间。
    • 5. 发明授权
    • System and method for capturing facial and body motion
    • 用于捕获面部和身体运动的系统和方法
    • US07358972B2
    • 2008-04-15
    • US11557081
    • 2006-11-06
    • Demian GordonJerome ChenAlbert Robert HastingsJody Echegaray
    • Demian GordonJerome ChenAlbert Robert HastingsJody Echegaray
    • G06T15/70
    • G06T7/246G06K2009/3225Y10S345/952Y10S345/957
    • A system and method for capturing motion comprises a motion capture volume adapted to contain at least one actor having body markers defining plural body points and facial markers defining plural facial points. A plurality of body motion cameras and a plurality of facial motion cameras are arranged around a periphery of the motion capture volume. The facial motion cameras each have a respective field of view narrower than a corresponding field of view of the body motion cameras. The facial motion cameras are arranged such that all laterally exposed surfaces of the actor while in motion within the motion capture volume are within the field of view of at least one of the plurality of facial motion cameras at substantially all times. A motion capture processor is coupled to the plurality of facial motion cameras and the plurality of body motion cameras to produce a digital model reflecting combined body and facial motion of the actor. At least one microphone may be oriented to pick up audio from the motion capture volume.
    • 用于捕获运动的系统和方法包括适于包含至少一个具有限定多个身体点的身体标记和定义多个面部点的面部标记的运动员的运动捕捉体积。 多个体动摄像机和多个面部运动摄像机布置在运动捕捉体的周边周围。 面部运动摄像机各自具有比体动摄像机的相应视场窄的相应视场。 所述面部运动摄像机布置成使得所述运动捕捉体内的运动中的所述横向暴露的表面在所述多个面部运动相机中的至少一个的视野范围内。 运动捕捉处理器耦合到多个面部运动相机和多个身体运动相机,以产生反映演员的组合的身体和面部运动的数字模型。 至少一个麦克风可以被定向为从运动捕捉音量拾取音频。
    • 7. 发明授权
    • Systems and methods for simulating frames of complex virtual environments
    • 用于模拟复杂虚拟环境框架的系统和方法
    • US06791549B2
    • 2004-09-14
    • US10023999
    • 2001-12-21
    • Alain Yves Nestor HubrechtTom Nuydens
    • Alain Yves Nestor HubrechtTom Nuydens
    • G06T1570
    • G06T17/00G06T2210/12Y10S345/952Y10S345/958
    • Systems and methods are disclosed for providing interactive displays of complex virtual environments. Systems and methods consistent with embodiments of the invention may be implemented to generate virtual reality (VR) file(s) from a 3D model of the complex environment. The VR file(s) may include octree and collision detection information that is used to simulate and render frames of the complex environment. During simulation, moving objects may be evaluated to detect for collisions with other objects. Further, during rendering, objects or elements may be dynamically tessellated during run-time operations to actively control their appearance when displayed to a user. Memory management operations for facilitating the display of complex virtual environments are also disclosed, consistent with embodiments of the invention.
    • 公开了用于提供复杂虚拟环境的交互式显示的系统和方法。 可以实现与本发明的实施例一致的系统和方法以从复杂环境的3D模型生成虚拟现实(VR)文件。 VR文件可以包括用于模拟和渲染复杂环境的帧的八叉树和碰撞检测信息。 在模拟期间,可以评估移动对象以检测与其他对象的碰撞。 此外,在渲染期间,对象或元素可以在运行时操作期间被动态镶嵌,以在显示给用户时主动地控制其外观。 根据本发明的实施例,还公开了用于促进复杂虚拟环境显示的存储器管理操作。
    • 9. 发明授权
    • Video signal processing and apparatus therefor
    • 视频信号处理及其设备
    • US6141035A
    • 2000-10-31
    • US082612
    • 1998-05-20
    • Kazuyo KurabayashiNobuhito Matsushiro
    • Kazuyo KurabayashiNobuhito Matsushiro
    • G01C11/30G01C3/06G06T1/00G06T7/00H04N13/00
    • G06T7/0026G06T7/0075Y10S345/952
    • When the corresponding position of each pixel in stereo video pair is searched, a fixed pixel is set in one side video and the corresponding pixel is set in the other side video. Then, a window is set around the fixed pixel in one side video and a same size window is set around the corresponding pixel in the other side video. Selectable and plural kinds of window size are prepared at that moment.Pixel values are compared with each other respectively. The MDL standard value is adopted as for an evaluation standard. In the comparison, the smaller the MDL standard value of the window size, the more suitable the window size. All pixel values in the window are used for parameters to calculate the MDL standard value. The MDL standard value contains the value which is equivalent to error quantity in case of comparing each pixel in the window, it also indicates resemblance of the video picture in the windows. The corresponding pixel having the minimum MDL standard value is supposed to be the corresponding position of the fixed pixel. In this way, searching the corresponding point can be performed based on the comparison results in the most suitable model.
    • 当搜索立体视频对中的每个像素的对应位置时,在一侧视频中设置固定像素,并将相应的像素设置在另一侧视频中。 然后,在一侧视频中围绕固定像素设置窗口,并且在另一侧视频中的相应像素周围设置相同大小的窗口。 那时刻可以选择和多种窗口大小。 像素值分别进行比较。 采用MDL标准值作为评价标准。 在比较中,窗口尺寸的MDL标准值越小,窗口大小越合适。 窗口中的所有像素值用于计算MDL标准值的参数。 在比较窗口中的每个像素的情况下,MDL标准值包含相当于错误量的值,它还表示窗口中的视频图像的相似性。 假设具有最小MDL标准值的对应像素是固定像素的对应位置。 以这种方式,可以基于最合适的模型中的比较结果来执行对应点的搜索。
    • 10. 发明授权
    • Method and engine for automating the creation of simulations for
demonstrating use of software
    • 用于自动创建用于演示使用软件的模拟的方法和引擎
    • US5745738A
    • 1998-04-28
    • US654924
    • 1996-05-29
    • Douglas Alan Ricard
    • Douglas Alan Ricard
    • G06F9/44G09B19/00G06F9/455
    • G06F9/45512G09B19/0053Y10S345/952
    • A simulation demonstrating or teaching a procedure used in a software program based on a script of commands that are executed by a script engine. The script engine interprets the commands using libraries of functions that interact with the software program and the operating system of the computer on which the script engine is executed. The commands are control actions implemented within the software to emulate the actions of an expert carrying out the procedure being simulated. For example, the commands cause a mouse cursor to select a specified item from a drop down menu list as if the cursor were being controlled by the expert in an appropriate display screen of the software program. A plurality of images are thus created showing the cursor in different positions as it moves on the display screen. Text is entered in response to the commands, causing images showing each letter (or phrase) being entered, as if by the expert. The images are converted into an animation that can be run from within the software program or as a stand alone demo. Author selected text and numeric tokens within the commands are added to a translation table and associated with text in a different language or other numeric values to create simulations in other languages. Modification of a simulation in response to changes in the software program or to correct errors is readily accomplished by editing the commands in the script and rerunning the creation of the images and animation file.
    • 基于由脚本引擎执行的命令脚本演示或教导软件程序中使用的过程的仿真。 脚本引擎使用与软件程序和执行脚本引擎的计算机的操作系统交互的函数库来解释命令。 这些命令是在软件中实现的控制动作,以模拟执行正在仿真的程序的专家的动作。 例如,命令使鼠标光标从下拉菜单列表中选择一个指定的项目,就好像光标在软件程序的适当显示屏幕中由专家控制。 因此,在显示屏幕上移动时,将光标显示在不同位置,从而创建多个图像。 输入文本以响应命令,导致输入每个字母(或短语)的图像,如同专家一样。 图像被转换成可以在软件程序中运行的动画,或作为独立演示。 命令中作者选择的文本和数字标记将添加到翻译表中,并以不同语言或其他数值的文本相关联,以创建其他语言的模拟。 通过编辑脚本中的命令并重新运行图像和动画文件的创建,可以轻松实现对软件程序更改或修正错误的模拟修改。