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202 results about "Computer animation" patented technology

Computer animation is the process used for digitally generating animated images. The more general term computer-generated imagery (CGI) encompasses both static scenes and dynamic images, while computer animation only refers to moving images. Modern computer animation usually uses 3D computer graphics, although 2D computer graphics are still used for stylistic, low bandwidth, and faster real-time renderings. Sometimes, the target of the animation is the computer itself, but sometimes film as well.

Method and apparatus for simulation of facial skin aging and de-aging

ActiveUS20080212894A1Simulating the aging and de-aging of facial features2D-image generationCharacter and pattern recognitionWrinkle skinPattern recognition
A novel method and system is disclosed to realistically simulate the progress or worsening of facial skin features that contribute to the overall look and condition of the skin. The method utilizes two close-up photographs of the face, one is captured with a digital camera in standard white light, and the other is captured with the same camera in UV light. Then, the method processes these images to simulate the progress or worsening of the major skin features: hyperpigmented spots, wrinkles and small texture features. The worsening of these features simulates facial skin aging due to prolonged exposures to sunlight, biological aging or degradation of the skin health. The progress of these features simulates the improvement of facial skin in terms of overall look and healthiness as though the patient has gone through a treatment. Therefore, the present invention discloses a series of methods that are useful in dermatology, cosmetics and computer animations.
Owner:THE PROCTER & GAMBLE COMPANY

Computer animation of simulated characters using combinations of motion-capture data and external force modelling or other physics models

Embodiments of the present invention provide methods and apparatus wherein physics models are integrated with motion capture animation to allow for variability in animations, dynamic response, such as animating events different from those for which motion capture data was obtained, including changes in character purpose and collisions. The physical model may include sets of internal forces and / or external forces. To facilitate the integration of mo-cap animation data with physics models, mo-cap animation data is played back using forces on physical models rather than directly setting joint angles or positions in a graphical skeleton, which allows the animation to be dynamically altered in real-time in a physically realistic manner by external forces and impulses.
Owner:ELECTRONICS ARTS INC

System and method for producing multi-angle views of an object-of-interest from images in an image dataset

Disclosed are a system and method for creating multi-angle views of an object-of-interest from images stored in a dataset. A user specifies the location of an object-of-interest. As the user virtually navigates through the locality represented by the image dataset, his current virtual position is determined. Using the user's virtual position and the location of the object-of-interest, images in the image dataset are selected and interpolated or stitched together, if necessary, to present to the user a view from his current virtual position looking toward the object-of-interest. The object-of-interest remains in the view no matter where the user virtually travels. From the same image dataset, another user can select a different object-of-interest and virtually navigate in a similar manner, with his own object-of-interest always in view. The object-of-interest also can be “virtual,” added by computer-animation techniques to the image dataset. For some image datasets, the user can virtually navigate through time as well as through space.
Owner:HERE GLOBAL BV

Multi-user animation coupled to bulletin board

A multi-user animation process receives input from multiple remote clients to manipulate avatars through a modeled 3-D environment. Each user is represented by an avatar. The 3-D environment and avatar position / location data is provided to client workstations, which display a simulated environment visible to all participants. A text or speech-based bulletin board application is coupled to the animation process. The bulletin board application receives text or speech input from the multiple remote users and publishes the input in a public forum. The bulletin board application maintains multiple forums organized by topic. Access or participation to particular forums is coordinated with the animation process, such that each user may be permitted access to a forum only when the user's avatar is located within a designated room or region of the modeled 3-D environment.
Owner:CLOUDROCK LLC

Hair generation and other natural phenomena with surface derived control volumes in computer graphics and animation

Methods for defining smooth and continuous coordinate systems in a volume comprised of a lattice structure of guide columns derived from arbitrarily modeled surface topologies involving polygons, nurbs, linear segments, and subdivision surfaces. Applications of these techniques in computer graphics and computer animation include: (1) the definition of pseudo-coordinate systems for use in creating geometry which must grow from said surface (2) the creation of a highly stable coordinate system involving guide columns in which Cartesian physical simulations may be carried out and rendered as well as deformed and rerendered if desired.
Owner:EPIC GAMES INC

Method and apparatus for realistic simulation of wrinkle aging and de-aging

ActiveUS20090028380A1Accurate and realistic simulationRealistic predictionImage enhancementImage analysisComputer animationWrinkle skin
Methods and systems are disclosed to realistically simulate facial wrinkle aging of a person using a neutral state (natural look) image and one or more expression images (e.g., smile, frown, pout, wink) that induce wrinkles. The neutral and expression images are processed to simulate wrinkle aging by registering the wrinkles that are visible in the expression image onto the neutral image, thereby generating a wrinkle-aged simulated image. Advantageously, a person's own wrinkle histological data is utilized, hence providing an accurate and realistic wrinkle aging simulation. Similarly, the neutral image is processed to eliminate all visible wrinkles thereby generating a wrinkle de-aged simulation image. Additionally, blending of a neutral image with an aged or de-aged simulation image is disclosed, where the degree of blending is based on statistical modeling of skin condition with age and / or expected outcome of a particular type of treatment. The methods and systems disclosed have wide applicability, including, for example, areas such as dermatology, cosmetics and computer animation, among others.
Owner:THE PROCTER & GAMBLE COMPANY

Systems and Methods for Generating Computer Ready Animation Models of a Human Head from Captured Data Images

System and methods for computer animations of 3D models of heads generated from images of faces is disclosed. A 2D captured image that includes an image of a face can be received and used to generate a static 3D model of a head. A rig can be fit to the static 3D model to generate an animation-ready 3D generative model. Sets of rigs can be parameters that each map to particular sounds or particular facial movement observed in a video. These mappings can be used to generate a playlists of sets of rig parameters based upon received audio or video content. The playlist may be played in synchronization with an audio rendition of the audio content. Methods can receive a captured image, identify taxonomy attributes from the captured image, select a template model for the captured image, and perform a shape solve for the selected template model based on the identified taxonomy attributes.
Owner:LOOMAI INC

System, method and computer program product for creating two dimensional (2D) or three dimensional (3D) computer animation from video

In an exemplary embodiment of the present invention a system, method and computer program product for creating at least a two dimensional or three dimensional (3D) datastream from a video with moving objects is disclosed. In an exemplary embodiment of the present invention, a method of creating animated objects in 2D or 3D from video, may include: receiving video information which may include a plurality of frames of digital video; receiving and adding metadata to the video information, the metadata relating to at least one object in motion in the digital video; and interpreting the metadata and the video information and generating a datastream in at least 2D. In an exemplary embodiment, 2D, 3D or more dimensional data may be used to provide an animation of the event of which the video was made. In an exemplary embodiment, a 2D or 3D gametracker, or play reviewer may be provided allowing animation of motion events captured in the video.
Owner:DIGITAL STEAMWORKS

Systems and methods for generating computer ready animation models of a human head from captured data images

System and methods for computer animations of 3D models of heads generated from images of faces is disclosed. A 2D captured image that includes an image of a face can be received and used to generate a static 3D model of a head. A rig can be fit to the static 3D model to generate an animation-ready 3D generative model. Sets of rigs can be parameters that each map to particular sounds. These mappings can be used to generate a playlists of sets of rig parameters based upon received audio content. The playlist may be played in synchronization with an audio rendition of the audio content.
Owner:LOOMAI INC

Stochastic level of detail in computer animation

A method for smoothly transitioning between different object representations in computer animation using stochastic sampling. The method allows for level of detail transitions between object representations made up of different geometric primitives, of different types, with different rendering attributes, and even different topologies without “popping” or other visual artifacts.
Owner:PIXAR ANIMATION

Hybrid hardware-accelerated relighting system for computer cinematography

An interactive cinematic lighting system used in the production of computer-animated feature films containing environments of very high complexity, in which surface and light appearances are described using procedural RenderMan shaders. The system provides lighting artists with high-quality previews at interactive framerates with only small approximations compared to the final rendered images. This is accomplished by combining numerical estimation of surface response, image-space caching, deferred shading, and the computational power of modern graphics hardware.
Owner:PIXAR ANIMATION

System and method of improved calculation of diffusely reflected light

The present invention is related to rendering computer animated video and / or images generally, and to improving the calculation of diffusely reflected light. The present invention includes a system and method of computing diffusely reflected light at one or more positions on surfaces in an object scene from object scene data. The present invention typically includes the step of and / or instructions for selecting a non-regular order for processing a plurality of positions on a surface—the plurality of positions having been predetermined. The present invention also includes the step of and / or instruction for processing the plurality of positions in the non-regular order. This processing typically includes computing diffusely reflected light at a position in the plurality of positions by reference to diffusely reflected light incident on the position when deriving the diffusely reflected light at the position by reference to diffusely reflected light at other positions computed by reference to diffusely reflected light incident on the other positions is inaccurate. Alternatively, deriving the diffusely reflected light at the position by reference to the diffusely reflected light at the other positions computed by reference to diffusely reflected light incident on the other positions when deriving the diffusely reflected light at the position by reference to the diffusely reflected light at the other positions is accurate.
Owner:NVIDIA CORP

Stop motion capture tool using image cutouts

A computer software method for creating a computer animation using static and animated images is disclosed. The computer software method provides a user interface that has a first window portion and a second window portion. In the first window portion, images can be manipulated to create a frame, the frame being one of a plurality of frames which make up a computer animation. The second window portion displays the plurality of frames thus allowing previewing the computer animation. The computer software method permits a user to load at least one image into the first window portion. The at least one image in the first window portion can be edited and manipulated so as to build a scene. The user can then create a frame by capturing the contents of the first window. The computer software adds the newly created frame to the plurality of frames displayed in the second window portion. The plurality of frames is then displayed in the second window portion as an animation.
Owner:XOW

Point-based guided importance sampling

A computer-animated scene illuminated by indirect light is shaded. The scene is comprised of sample locations on a surface element of an object in the scene. A point cloud representation of the scene is generated. Optionally, an importance map of the scene, based on the point cloud representation, is generated. The importance map is generated by rasterizing one or more points in the point cloud and designating areas of interest based on the energy value of the one or more points in the point cloud. A ray tracing engine is biased, based on the importance map. The biased ray tracing engine calculates the path of the ray to the sample locations in the scene to an area of interest. The scene is shaded using the output from the biased ray tracing engine.
Owner:DREAMWORKS ANIMATION LLC

Coherent out-of-core point-based global illumination

ActiveUS20120313944A1Lessening main memory requirementImage memory managementImage generationComputational scienceComputer animation
A computer-animated scene is shaded by a computing system having an in-core memory and coupled to one or more out-of-core storage devices. The scene is comprised of shading locations on a surface element of an object in the scene. A point cloud representation of the scene is generated. An octree data structure based on the point cloud representation of the scene is generated. To generate the octree data structure, the Morton code for each point in the point cloud representation of the scene is computed. The points are then sorted based on the Morton code, recursively subdivided to find at most a threshold number of nodes, and written to the one or more out-of-core storage devices. The shading locations are then shaded based on the nodes written to the out-of-core storage devices.
Owner:PACIFIC DATA IMAGES

Systems and Methods for Generating Computer Ready Animation Models of a Human Head from Captured Data Images

System and methods for computer animations of 3D models of heads generated from images of faces is disclosed. A 2D captured image that includes an image of a face can be received and used to generate a static 3D model of a head. A rig can be fit to the static 3D model to generate an animation-ready 3D generative model. Sets of rigs can be parameters that each map to particular sounds. These mappings can be used to generate a playlists of sets of rig parameters based upon received audio content. The playlist may be played in synchronization with an audio rendition of the audio content.
Owner:LOOMAI INC

System and method of simulating motion blur efficiently

The present invention is related to rendering computer animated video and / or images generally, and to simulating motion blur efficiently in computer graphics. The present invention includes selecting a plurality of sample locations from which to sample an object scene. If a given sample location overlaps a moving object, existing sample data computed or initialized for the sample location is replicated. This data is then separately updated by sampling the moving object at a plurality of times during the object scene. The replicated data is updated further by subsequently sampling moving and non-moving objects at some or all of the plurality of times. After all of the objects that overlap the sample location have been processed, the replicated data, which may be updated, is combined.
Owner:NVIDIA CORP

Exercise simulator and method for encouraging exercise

An exercise simulator and a method of encouraging exercise are disclosed. The exercise simulator has a steering component including a user-movable element and a steering sensor. The sensor outputs a sensor signal indicative of the amount of movement of the user-movable element to provide steering input to a computer. The computer has a program and data for providing a visually displayable simulated environment. The visually displayable simulated environment is navigable by user input comprising movement of the user-movable element. The visually displayable simulated environment can be part of a computer animated game.
Owner:KEYSER INTERACTIVE

Coherent out-of-core point-based global illumination

ActiveUS8780112B2Lessening main memory requirementImage memory managementImage generationComputer animationPoint cloud
A computer-animated scene is shaded by a computing system having an in-core memory and coupled to one or more out-of-core storage devices. The scene is comprised of shading locations on a surface element of an object in the scene. A point cloud representation of the scene is generated. An octree data structure based on the point cloud representation of the scene is generated. To generate the octree data structure, the Morton code for each point in the point cloud representation of the scene is computed. The points are then sorted based on the Morton code, recursively subdivided to find at most a threshold number of nodes, and written to the one or more out-of-core storage devices. The shading locations are then shaded based on the nodes written to the out-of-core storage devices.
Owner:PACIFIC DATA IMAGES

Systems and methods for generating computer ready animation models of a human head from captured data images

System and methods for computer animations of 3D models of heads generated from images of faces is disclosed. A 2D captured image that includes an image of a face can be received and used to generate a static 3D model of a head. A rig can be fit to the static 3D model to generate an animation-ready 3D generative model. Sets of rigs can be parameters that each map to particular sounds or particular facial movement observed in a video. These mappings can be used to generate a playlists of sets of rig parameters based upon received audio or video content. The playlist may be played in synchronization with an audio rendition of the audio content. Methods can receive a captured image, identify taxonomy attributes from the captured image, select a template model for the captured image, and perform a shape solve for the selected template model based on the identified taxonomy attributes.
Owner:LOOMAI INC

Multi-user animation coupled to bulletin board

A multi-user animation process receives input from multiple remote clients to manipulate avatars through a modeled 3-D environment. Each user is represented by an avatar. The 3-D environment and avatar position / location data is provided to client workstations, which display a simulated environment visible to all participants. A text or speech-based bulletin board application is coupled to the animation process. The bulletin board application receives text or speech input from the multiple remote users and publishes the input in a public forum. The bulletin board application maintains multiple forums organized by topic. Access or participation to particular forums is coordinated with the animation process, such that each user may be permitted access to a forum only when the user's avatar is located within a designated room or region of the modeled 3-D environment.
Owner:CLOUDROCK LLC

Method of teaching through exposure to relevant perspective

A method of teaching a skill, such as, for example, hunting, tracking, law enforcement, terrorist response, self-defense, or game-playing technique, whereby the student is exposed to the perspective of a relevant person, animal, or object, such as, for example, a game player, victim, criminal, terrorist, animal, or ball, whose identity is determined by the nature of the skill, and wherein a mechanism, such as, for example, video, computer animation, virtual reality, or role-playing, is used to impart the perspective. The method broadly comprises the steps of identifying a behavior of the thing, wherein the behavior is related to the skill; modeling a perspective of the thing related to the behavior in terms understandable by the student; implementing the model using a suitable mechanism; and introducing the student to the mechanism such that, through the mechanism, the student is able to experience the perspective of the thing and to thereby better understand the behavior and the skill.
Owner:MAPLE RANCH PROPERTIES LLC

Convex hull and OBB (Oriented Bounding Box)-based three-dimensional grid model framework extracting method

The invention discloses a convex hull and OBB (Oriented Bounding Box)-based three-dimensional grid model framework extracting method, which comprises the steps of: partitioning a three-dimensional grid model to generate a plurality of sub grid models; solving a minimal convex hull for a point set of each sub grid, constructing convex hull approximation for the sub grids by using convex hull apexes and calculating a centroid of each convex hull point set to construct original framework points; then solving intersected point sets and generating joint framework points by using OBB for repeated calculation; and finally forming a complete framework by connecting the original framework points and the joint framework points. The convex hull and OBB-based three-dimensional grid model framework extracting method has the advantages of accurate data, convenience for operating, high calculating efficiency and the like. The invention also has an important application value in fields, such as computer animation, object identifying and matching, model reconstruction, virtual navigation and the like.
Owner:ZHEJIANG SCI-TECH UNIV

Global intersection analysis for determining intesections of objects in computer animation

A method of globally analyzing intersections between objects in computer animation includes providing objects represented by meshes, with each of the meshes being formed by a set of vertices, where a set of pairs of vertices defines a set of edges of the mesh. All edges of the meshes are checked to determine if the edges intersect with any of the meshes. An intersection path, formed by the intersection of the meshes, is traced and which vertices that are contained within the intersection path are determined. A polarity of each of the contained vertices is set to indicate that those vertices are contained within the intersection path. The analysis forms the backbone of a collision-response algorithm for unoriented objects such as cloth that is better than previous existing algorithms. The analysis also allows objects to be simulated even when hand-animated elements of the simulation have extreme amounts of interpenetration. Finally, simply displaying the nature and extent of the data found from the analysis provides extremely useful feedback to an end-user.
Owner:PIXAR ANIMATION
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