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161 results about "Physics engine" patented technology

A physics engine is computer software that provides an approximate simulation of certain physical systems, such as rigid body dynamics (including collision detection), soft body dynamics, and fluid dynamics, of use in the domains of computer graphics, video games and film. Their main uses are in video games (typically as middleware), in which case the simulations are in real-time. The term is sometimes used more generally to describe any software system for simulating physical phenomena, such as high-performance scientific simulation.

Multithreaded physics engine with predictive load balancing

A circuit arrangement and method utilize predictive load balancing to allocate the workload among hardware threads in a multithreaded physics engine. The predictive load balancing is based at least in part upon the detection of predicted future collisions between objects in a scene, such that the reallocation of respective loads of a plurality of hardware threads may be initiated prior to detection of the actual collisions, thereby increasing the likelihood that hardware threads will be optimally allocated when the actual collisions occur.
Owner:IBM CORP

System, method and computer program product for intuitive interactive navigation control in virtual environments

InactiveUS7058896B2Navigation is therefore very complexQuick buildAnimationProgram controlPhysics basedPhysics engine
A system, method and computer program product is provided for interactive user navigation in a real-time 3D simulation. An assembly builder permits a user to build customized physics-based assemblies for user navigation in a variety of virtual environments. These assemblies are stored in a library and are then accessed by a navigation run-time module that runs in conjunction with, or as a part of, a visual run-time application. The navigation run-time module receives high-level user goal requests via a simple and intuitive user interface, converts them into a series of tasks, and then selects the appropriate assembly or assemblies to perform each task. As a result, complex navigation may be achieved. Once selected, an assembly provides a physics-based eye-point model for user navigation. Collisions between the assembly and objects in the simulation are resolved using a real-time physics engine, thus ensuring smooth, cinematic-style eye-point modeling in addition to real-time control.
Owner:MORGAN STANLEY +1

Distributed Physics Based Training System and Methods

A distributed simulation system is composed of simulator stations linked over a network that each renders real-time video imagery for its user from scene data stored in its data storage. The simulation stations are each connected with a physics farm that manages the virtual objects in the shared virtual environment based on their physical attribute data using physics engines, including an engine at each simulation station. The physics engines of the physics farm are assigned virtual objects so as to reduce the effects of latency, to ensure fair fight requirements of the system, and, where the simulation is of a vehicle, to accurately model the ownship of the user at the station. A synchronizer system is also provided that allows for action of simulated entities relying on localized closed loop controls to cause the entities to meet specific goal points at specified system time points.
Owner:CAE USA INC +1

Multithreaded physics engine with impulse propagation

A circuit arrangement and method implement impulse propagation in a multithreaded physics engine by assigning ownership of objects in a scene to individual threads and propagating impulses between objects that are in contact with one another by passing inter-thread impulse messages between the threads that own the contacting objects, while locally propagating impulses through objects using the threads to which such objects are assigned.
Owner:IBM CORP

Three-Dimensional Perceptions in Haptic Systems

An acoustic field may be produced from a transducer array having known relative positions and orientations In this acoustic field, one or more control points may be defined. An amplitude may be assigned to the control point. Mid-air haptic effect for a virtual object on a human body part may be generated by moving the control point in a single closed curve comprising a plurality of curve segments. The single closed curve traverses at least one location where the human body part intersects with the virtual object. Additionally, a user may interact with virtual three-dimensional content using the user's hands while a tracking system monitoring the user's hands, a physics engine updates the properties of the virtual three-dimensional content and a haptic feedback system provides haptic information to the user.
Owner:ULTRAHAPTICS IP LTD

Method and system for delivering biomechanical feedback to human and object motion

A method and system to deliver biomechanical feedback utilizes three major elements: (1) multiple hardware data capture devices, including optical motion capture, inertial measurement units, infrared scanning devices, and two-dimensional RGB consecutive image capture devices, (2) a cross-platform compatible physics engine compatible with optical motion capture, inertial measurement units, infrared scanning devices, and two-dimensional RGB consecutive image capture devices, and (3) interactive platforms and user-interfaces to deliver real-time feedback to motions of human subjects and any objects in their possession and proximity.
Owner:CORE SPORTS TECH GRP

Method and system for synchronizing a game system with a physics system

A system, apparatus, and method are directed to synchronizing a result from a physics engine with a result from a game logic. Synchronization of results may be achieved by employing an arbitration rule to determine which result may dictate an overall game action. The game logic is enabled to determine a result for a game logic entity. The physics engine determines a result for an associated physics proxy. Upon determination of the result for the game logic entity, the physics engine determines the result for the associated physics proxy. If it is determined from the physics result that an interaction between objects occurred, the physics result is employed to synchronize the game logic result; otherwise, the result for the game logic entity is employed to drive the result for the physics proxy.
Owner:VALVE

Collision detection and avoidance

A collision avoidance system for an unmanned aerial vehicle (UAV) receives physical space data for a flight area and creates a virtual world model to represent the flight area by mapping the physical space data with a physics engine. The automatic collision avoidance system creates a virtual UAV model to represent the UAV in the virtual world model. The automatic collision avoidance system receives flight data for the UAV and determines a current position of the virtual UAV model within the virtual world model. The automatic collision avoidance system determines a predicted trajectory of the virtual UAV model within the virtual world model, and determines whether the predicted trajectory will result in a collision of the virtual UAV model with the virtual world model. The automatic collision avoidance system performs evasive actions by the UAV, in response to determining that the predicted trajectory will result in a collision.
Owner:SONY COMPUTER ENTERTAINMENT INC

Realizing method of virtual fitting room and realizing system thereof

InactiveCN103530903ARealistic foldsRealistic swingCommerce3D modellingStreaming dataPhysics engine
The invention provides a realizing method of a virtual fitting room. The method comprises the following steps: a three-dimensional scene is built, and the position allocation of three-dimensional virtual clothes model in the three-dimensional scene is finished; when the situation that at least one person enters the three-dimensional scene is detected, bone streaming data information is acquired, a virtual person bone model is built in the three-dimensional scene, and a three-dimensional virtual person model is loaded in according to the virtual person bone model; the three-dimensional virtual clothes model is chosen to match with the loaded three-dimensional virtual person model; the clothes vertex of the chosen three-dimensional virtual clothes model is extracted, and the physical expression effect of the chosen three-dimensional virtual clothes model is simulated in the three-dimensional scene according to the stress of the clothes vertex. The invention further provides a realizing system of the virtual fitting room; the realizing system comprises a three-dimensional scene management subsystem, a Kinect management subsystem and a physical engine management subsystem. The method and the system enable the virtual clothes to perfectly match with the true human bodies so as to achieve the real fitting experience.
Owner:SMART CITIES SYST SERVICES PRC

Integrated Acceleration Data Structure for Physics and Ray Tracing Workload

According to embodiments of the invention, a data structure may be created which may be used by both an image processing system and by a physics engine. The data structure may have an initial or upper portion representing bounding volumes which partition a three dimensional scene and a second or lower portion representing objects within the three dimensional scene. The integrated acceleration data structure may be used by an image processing system to render a two dimensional image from a three dimensional scene, and by a physics engine to perform physics based calculations in order to simulate physical phenomena in the three dimensional scene. Furthermore, the physics engine may update the integrated acceleration data structure in response to changes in position or shape of objects due to physical phenomena.
Owner:IBM CORP

Production line digital twinning system

The invention discloses a production line digital twinning system, and the system builds a digital twinning production line through instantiation of an industrial information model module, and writesa communication and motion control program based on a Unity 3D physical engine to build a production line twinning system man-machine interaction module. The data acquisition module acquires and analyzes the actual state data of the production line in real time, compiles a communication program based on an MQTT protocol to realize data synchronization between the twin system and the physical production line, manages the state data of the production line and forwards the state data to the production line performance evaluation module; the production line performance evaluation module calculatesperformance indexes of the production line in real time by analyzing the production line operation data; and the production line control service module is used for controlling workshop production line equipment by issuing a numerical control instruction to the equipment in the system. According to the invention, the simulation process of the production line manufacturing execution process is simplified, the design efficiency of the production line simulation system is improved, and the workshop production integrated management level is improved.
Owner:SHANGHAI SPACE PRECISION MACHINERY RES INST

Virtual simulation system and method of antagonistic event with net based on three-dimensional multi-image display

The invention discloses a virtual simulation system and method of an antagonistic event with a net based on three-dimensional multi-image display. The system comprises a network connection module, a game logic module, an interaction control module, a physical engine module, a three-dimensional rendering module and a dual-image projection display module, wherein the network connection module comprises a server sub-module and a client sub-module and is used for network communication and data transmission; the game logic module is used for storing game rules, controlling the play of character animation and performing mapping by position; the interaction control module is used for controlling corresponding game characters in a virtual tennis game scene to move and shooting three-dimensional images of different sight points; the physical engine module is used for efficiently and vividly simulating the physical effects of a tennis ball, such as rebound and collision through a physical engine and enabling the game scene to be relatively real and vivid. According to the system, the three-dimensional multi-image display operation can be performed on a same display screen, and the same game scene can be rendered in real time based on different sight angles.
Owner:SHANDONG UNIV

Real-time grabbing method of virtual hand based on data glove and physical engine

InactiveCN103955295APrecise Grabbing OperationImprove the efficiency of collision detectionSoftware simulation/interpretation/emulationInput/output processes for data processingPhysics engineLocation tracking
The invention discloses a real-time grabbing method of a virtual hand based on a data glove and a physical engine. The real-time grabbing method comprises five steps: first, starting a computer, the data glove and a position tracker; second, wearing the data glove, and operating the computer to acquire the data transmitted by the data glove and the position tracker; third, wearing the data glove to bend fingers and translate and rotate a palm, transmitting the positions and the change data of the fingers and the palm to a program by using the data glove and the position tracker, and driving the fingers and the palm to move by the program according to the received data; fourth, simulating a gabbing action to control the virtual hand in the computer to grab an object in reality by using the hand using the data glove, judging whether the virtual object is in a grabbed state by the program, if the object is not grabbed, returning to the third step and continuing performing the third step and the fourth step until the program exits, and if the object is grabbed, performing a fifth step; fifth, controlling the position and the posture change of the virtual object by calculating the position and the posture change of the virtual hand so as to control the movement and the rotation of the virtual object.
Owner:BEIHANG UNIV

Physics-based simulation of warhead and directed energy weapons

A network connects stations in a distributed physics based simulation system. When the simulation detects that a weapon, especially a missile or directed energy beam, is engaging a target vehicle, one physics station determines damage status of the target vehicle. The detonation or strike of the weapon is applied to a model of the vehicle composed of pieces each made up of a number of parts. Where the damage to a piece of the vehicle exceeds a predetermined threshold, the piece is removed from the vehicle, and where a predetermined maximum damage is reached for the vehicle, the vehicle is considered destroyed. The damage assessment from the weapon is made using raytracing in a physics engine that is also used to control movement of virtual objects in the simulation according to rules of physics of the physics engine.
Owner:L 3 COMM CORP

Method for detecting continuous collision based on ellipsoid scanning

The invention relates to a method for detecting continuous collision based on ellipsoid scanning. In order to avoid a penetrating phenomenon in the process of collision detection and ensure completion of a collision response, the method optimizes algorithm steps on the basis of the conventional ellipsoid scanning method and provides a quick indexing system based on regional marks aiming at a physical engine task allocation mode based on regional division. Additionally, a forecasting mechanism is adopted in the process of the collision detection to effectively reduce the call frequency of the collision detection in a simulation cycle. The optimization of a processing procedure is suitable to be applied to the continuous collision detection in a large-scale virtual environment.
Owner:BEIHANG UNIV

Three-Dimensional Perceptions in Haptic Systems

An acoustic field may be produced from a transducer array having known relative positions and orientations in this acoustic field, one or more control points may be defined. An amplitude may be assigned to the control point. Mid-air haptic effect for a virtual object on a human body part may be generated by moving the control point in a single closed curve comprising a plurality of curve segments. The single closed curve traverses at least one location where the human body part intersects with the virtual object. Additionally, a user may interact with virtual three-dimensional content using the user's hands while a tracking system monitoring the user's hands, a physics engine updates the properties of the virtual three-dimensional content and a haptic feedback system provides haptic information to the user.
Owner:ULTRAHAPTICS IP LTD

Virtual teaching training system for puncture

The invention relates to the field of medical teaching, in particular to a virtual teaching training system for puncture. The system comprises a hardware part and a software part, wherein the hardware part comprises an operating platform, wherein a support structure is arranged at an upward extending part of the hole-towel operating platform, a detachable operating screen is arranged on the hole-towel support structure, the hole-towel support structure extends towards the side surface to be provided with a control screen, and an instrument tray is arranged on the hole-towel operating platform and connected with the hole-towel operating platform through a cylindrical support; the hole-towel software part comprises a database, an interface interaction part, a 3D rendering part, a physical engine, a GPU (graphics processing unit) parallel computing and collision detection part, a soft tissue simulation part and scripting languages. The system has the advantages of high simulation degree, no risk, low cost, repeatability, assignability and the like.
Owner:苏州敏行医学信息技术有限公司

Simulation method and system for crowd evacuation in public place

InactiveCN105468801ASolve the problem of lack of effective dynamic path planningSpecial data processing applications3D modellingShort path algorithmPublic place
The present invention relates to a simulation method for crowd evacuation in a public place. The method comprises: creating a three-dimensional virtual environment according a to-be-simulated scene, importing a building and to-be-evacuated crowd in the three-dimensional virtual environment, and setting an evacuation destination; adding physical engine support to the created three-dimensional virtual environment; performing discretization on information of the three dimensional virtual environment into which the physical engine support is added, and forming a topology diagram based on a road network; according to current positions of individuals and the evacuation destination in the three-dimensional virtual environment, obtaining a shortest path of each individual in the topology diagram by using a fast shortest path algorithm; and evacuating the individuals to the evacuation destination in accordance with the shortest paths. The present invention also relates to a simulation system for crowd evacuation in a public place. The present invention can simulate a scene of crowd evacuation more realistically, and provides an effective planning scheme for safety escape in public places.
Owner:SHENZHEN INST OF ADVANCED TECH CHINESE ACAD OF SCI

Virtual object motion control method and apparatus

The disclosure provides a virtual object motion control method and apparatus. A virtual object comprises a plurality of associated virtual articles. The control method comprises steps of: analogically calculating the motion parameters of the virtual articles in the virtual object by a physical engine when predetermined actions are performed; creating a skeleton structure comprising a plurality of skeletal structures, each of the skeletal structures wrapping the virtual articles; assigning, to the corresponding skeletal structures, the analogically calculated motion parameters of the virtual articles to be used as motion parameters of the skeletal structures performing the predetermined actions. The virtual object motion control method and apparatus enable the skeletal animation to have a more realistic physical effect and improve the production efficiency of skeletal animation.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Three-dimensional gesture recognition method based on depth image and interaction system

The invention discloses a three-dimensional gesture recognition method based on a depth image and an interaction system. The method comprises steps: a depth information map is obtained by using a depth sensor; an AOI is recognized for the obtained depth information map by using a CNN, and a to-be-recognized hand depth information map is cut; the hand depth information map acquired from the CNN isinputted to a gesture recognition network for recognition, and three-dimensional coordinates of a recognized hand key node are acquired; the hand key node coordinates are subjected to coordinate transformation, which is adapted to world coordinates in the interaction system; by using Socket communication, a hand key node coordinate sequence after coordinate transformation is transmitted to the interaction system; and the interaction system acquires the hand key node information, a semantic judgment condition set by a user is combined, and a physical engine is used to display an interaction result. The three-dimensional coordinates of a hand joint point can be recognized excellently, a gesture semantic action can also be judged, and the application prospect is wide.
Owner:SOUTH CHINA UNIV OF TECH

Three-dimensional scene generation method based on OSG three-dimensional rendering engine preprocessing and device thereof

The invention provides a three-dimensional scene generation method based on OSG three-dimensional rendering engine preprocessing and a device thereof. A three-dimensional scene rendering model list and state parameters are customized; a three-dimensional engine basic object is initialized; multiple models requiring rendering are loaded, preprocessing post-processing rendering states of different models are set according to the predefined parameters, and the association relation between a physical engine and the models is established; and a series of preprocessing flows of displaying a three-dimensional scene are updated so that the problems of complex rendering hierarchy, realistic rendering and real and rapid physical collision loading of the three-dimensional scene can be solved, time of association with the physical engine can be shortened, the rendering effect and rendering efficiency of the scene and the models can be enhanced and the means of artificial control of the rendering flows can be enriched.
Owner:BEIJING AEROSPACE MEASUREMENT & CONTROL TECH

Method for providing user interface based on physical engine and an electronic device thereof

A method for operating an electronic device is provided. The method includes setting a virtual physical field in at least one region in a screen, mapping a UI object to be displayed in the at least one region to at least one virtual physical object in the physical field, assigning a physical attribute to the at least one virtual physical object, determining a state of the at least one physical object on the basis of the physical field and the physical attribute of the UI object by using a physical engine, the state including at least one of a location, a form, a shape, and a color, and displaying the UI object according to the state of the at least one virtual physical object.
Owner:SAMSUNG ELECTRONICS CO LTD

Position service and augmented reality technology-based role positioning capturing method

The invention discloses a position service and augmented reality technology-based role positioning capturing method. The position service and augmented reality technology-based role positioning capturing method comprises the following steps: firstly, acquiring coordinates and map data by a client, and transmitting the coordinates to a server; secondly, generating role information in a set range by the server through the acquired coordinates, and transmitting the coordinate information of the generated role to the client; thirdly, detecting whether the current coordinates are in a role coordinate range returned by the server by the client, if so, entering the next step, and otherwise, returning to the first next; fourthly, establishing a virtual scene, starting a camera of mobile equipment, acquiring gyroscope data of the camera of the mobile equipment, and synchronizing the gyroscope data to the camera of the virtual scene; fifthly, simulating collision in the virtual scene by utilizing a physical engine to capture a role, and transmitting a result to the server. When the position service and augmented reality technology-based role positioning capturing method is applied to a game, the intuition and the interestingness of the game can be improved, so that the popularization and application of an online game on the mobile equipment are facilitated.
Owner:成都动鱼数码科技有限公司

Three-dimensional driving test simulation system based on immersive VR and implementation method of three-dimensional driving test simulation system

The invention relates to a three-dimensional driving test simulation system based on immersive VR and an implementation method of the three-dimensional driving test simulation system. The system comprises an automobile simulation input device, a processor and a three-dimensional display device, wherein the automobile simulation input device and the three-dimensional display device are connected with the processor; the automobile simulation input device comprises a starting key, a steering wheel, a clutch pedal, a brake pedal, an accelerator pedal, a manual shift gear transmission and a hand brake key; the processor comprises a physical engine system, feeds back the input formation of the automobile simulation input device, and carries out three-dimensional scene processing on the three-dimensional display device; and the three-dimensional display device is used for providing three-dimensional experience for a user and changing the real three-dimensional scene content according to the viewing angle of the user. With the adoption of the three-dimensional driving test simulation system based on the immersive VR, the immersive experience feeling of the student can be enhanced, and the learning efficiency of the student can be improved.
Owner:FUZHOU UNIV

Method and system for realizing local real-time movement of role model

ActiveCN105551072ARealistic animation performance effectReduce workloadAnimationThird partyPhysics engine
The invention relates to a method and a system for realizing local real-time movement of a role model. The method comprises steps: an end point where a dummy skeleton is connected with other skeletons serves as a first particle and the other end point serves as a second particle, wherein the dummy skeleton is added to a local part in need of movement and is provided with a skeleton skin; during a role movement process, the position of the second particle is calculated; and according to the position of the second particle, the dummy skeleton performs corresponding rotation. According to the method and the system for realizing local real-time movement of the role model, certain local parts of the role model can move naturally along with movement of the role model, the role model can present a more vivid animation performance effect, the role model does not rely on a physical engine of the third party and can be conveniently integrated in the existing skeletal animation making development process, and the workload of an art production person is greatly reduced.
Owner:NETEASE (HANGZHOU) NETWORK CO LTD

Network game implementation method with artificial intelligence and physical simulation computations being performed on basis of cloud server

The invention relates to a network game implementation method, in particular to a network game implementation method with artificial intelligence and physical simulation computations being performed on the basis of a cloud server. The method comprises the following steps that: s1, a connection is established between a game client and a game cloud server side, and the server side allocates resources required for computations to the client and configures an initial state; s2, the cloud server side enables artificial intelligence engine and physical engine computation processes in order to enter a computation cycle, and transmits computation results to the client in real time; and s3, a client logical layer calculates an input instruction of a player on the client, and transmits the calculated input instruction to the server through a network, wherein the artificial intelligence engine and physical engine computations are performed on the server side. Through adoption of the network game implementation method, the sizes of game installation packages can be reduced greatly; the performance requirements on game equipment are lowered; the electric energy consumption of the client is saved; and game manufacturers can publish games more rapidly and more conveniently.
Owner:SHENZHEN LIMBOWORKS TECH CO LTD
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