Game Record Edit System for Video Sequence Compositing
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Solution Overview
Problem
Motion capture technologies face limitations such as the need for reshooting scenes due to live actors, constraints by physical laws, and data inconsistencies when animating digital models with different proportions, which restrict the flexibility in editing and modifying video game sequences.
Innovation Solution
An integrated system for recording and editing multi-dimensional video game world data allows for the capture and manipulation of game sequences as data used to compute images, enabling modifications like changing camera perspectives and adding content without re-recording, using a Game Record/Edit (GRE) system that intercepts and edits the data used to render images.
Engineering Contradictions & Design Principles
Engineering Contradiction Analysis
1Productivity
If motion capture is used to record live actors, then rapid or real time results are achieved, but the need for reshooting occurs when problems occur and movements that do not follow physical laws cannot be captured
Solution Approach 1:
The patent uses digital clones or virtual avatars that replicate the appearance and movements of real actors. These digital copies can be manipulated independently from the original performance, allowing movements to be modified, exaggerated, or combined with physics-defying actions while maintaining the original actor's performance data as a base layer.
Solution Approach 2:
The system allows dynamic adjustment of captured motion data by separating the cloning process into modular components. Movements can be dynamically modified by adjusting parameters such as speed, amplitude, and timing of individual motion segments, enabling real-time adaptation without requiring reshooting.
2Manufacturing precision
If motion capture data from live actors is used, then realistic human movement is achieved, but data inconsistencies and artifacts occur when the computer model has different proportions from the actor
Solution Approach 1:
The patent applies local quality by creating separate motion data sets for different body parts and proportions. Instead of using a single global scaling factor, the system allows independent adjustment of motion parameters for specific body segments (arms, legs, torso) to match the target character's proportions, eliminating artifacts caused by uniform scaling.
Solution Approach 2:
The system changes parameters by introducing proportion-matching algorithms that automatically adjust motion capture data based on the ratio between source actor and target character dimensions. This includes modifying joint rotation ranges, limb lengths, and center of gravity position to ensure accurate animation transfer across different character models.
3Reliability
If traditional video game sequence recording is used, then the original experience integrity is maintained, but flexibility in editing and modifying sequences is restricted
Solution Approach 1:
The patent segments video game sequences into discrete, editable clips that can be independently manipulated. Each clip represents a complete action or scene that can be extracted, modified, and recombined without affecting the integrity of the original game experience. This segmentation allows editors to work with manageable units while preserving the source material.
Solution Approach 2:
The system introduces an intermediary layer between the original game data and the final edited output. This intermediary consists of virtual clones that serve as mediators, allowing modifications to be applied to the cloned versions rather than the original game data, thus preserving the source integrity while enabling flexible editing of the derivative content.
Data Source
AI summary
Embodiments are directed to compositing multi-dimensional video game world data obtained from execution of a video game world sequence. An animation editor records the video game world data within a plurality of data logs after execution of an animation component of the video game world and prior to providing the data to a material system and/or graphics device for rendering. The user may edit the recorded data to make modifications in the recorded game sequence, by compositing sequences with content such as other sequences, multiple composited recordings, and/or a modified camera perspective during the editing process. The composited modifications may then be fed back for re-recording the animation component.


