JP2010113719A - サーバサイドアバタープリレンダリングのシステム及び方法 - Google Patents
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/35—Details of game servers
- A63F13/355—Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an encoded video stream for transmitting to a mobile phone or a thin client
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- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/535—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for monitoring, e.g. of user parameters, terminal parameters, application parameters, network parameters
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/53—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing
- A63F2300/538—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers details of basic data processing for performing operations on behalf of the game client, e.g. rendering
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- A—HUMAN NECESSITIES
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- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
- A63F2300/5553—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history user representation in the game field, e.g. avatar
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Abstract
【解決手段】サーバサイドでアバタープリレンダリングするためのシステム及び方法が提供される。プリレンダリングされたアバターを供給するためのサーバが提供され、このサーバは、メモリ及びプロセッサを有する。プロセッサは、クライアントから、固有識別子により識別される、プリレンダリングされるべきアバターのリクエストを受け取り、固有識別子を使ってアバターレンダデータを読み出し、アバターレンダデータをアバタープリレンダリングアプリケーションによって処理し、定義された表示形式にプリレンダリングされたアバターを創成し、プリレンダリングされたアバターをメモリに書き込み、リクエストに応えてプリレンダリングされたアバターをメモリからクライアントへと送るように構成される。
【選択図】図1
Description
110 シンクライアント
111 ファットクライアント
112 アバターレンダリングアプリケーション
114 商取引アプリケーションクライアント
115 商取引アプリケーションサーバ
116 受注処理
120 アバター画像サーバ
125 アバタープリレンダリングアプリケーション
130 アバターデータベース
200 フローチャート
240 レンダデータ
241 動的画像
242 ビットマップデータ
300 ネットワーク
310 シンクライアント
314 商取引アプリケーションクライアント
315 商取引アプリケーションサーバ
316 受注処理
317 シャツ印刷機
318 マグカップ印刷機
319 カスタマイズドTシャツ
320 アバター画像サーバ
342 ビットマップデータ
400 フローチャート
410 ステップ
420 ステップ
430 ステップ
440 ステップ
450 ステップ
Claims (20)
- メモリと、
クライアントから、プリレンダリングされるべきアバターへのリクエストであって、前記アバターの固有識別子を含む該リクエストを受け取り、前記固有識別子を使ってアバターレンダデータを読み出し、前記アバターレンダデータをアバタープリレンダリングアプリケーションによって処理し、定義された表示形式にプリレンダリングされたアバターを創成し、前記プリレンダリングされたアバターを前記メモリに書き込み、前記リクエストに応えて、前記プリレンダリングされたアバターを前記メモリから前記クライアントへと送るように構成されたプロセッサと、
を有する、プリレンダリングされたアバターを提供するためのサーバ。 - 請求項1記載のサーバにおいて、前記アバターレンダデータはアバターデータベースから読み出され、前記固有識別子は前記アバターデータベースのキーであるサーバ。
- 請求項1記載のサーバにおいて、前記アバターレンダデータには、前記アバターを視覚的に記述するXMLデータが含まれるサーバ。
- 請求項1記載のサーバにおいて、前記アバターレンダデータには、複数の二次元ベクトルを記述するデータが含まれるサーバ。
- 請求項1記載のサーバにおいて、前記アバターレンダデータには、複数の三次元ポリゴンを記述するデータが含まれるサーバ。
- 請求項1記載のサーバにおいて、前記アバタープリレンダリングアプリケーションケーションは、Flashプレイヤランタイム環境によって実行されるFlashアプリケーションを有するものであるサーバ。
- 請求項1記載のサーバにおいて、前記定義された表示形式には、静止ビットマップ画像が含まれるサーバ。
- 請求項1記載のサーバにおいて、前記定義された表示形式には、アニメ動画セグメントが含まれるサーバ。
- 請求項1記載のサーバにおいて、前記クライアントが前記定義された表示形式を特定するサーバ。
- 請求項1記載のサーバにおいて、前記プリレンダリングされたアバターは、さらに、次に前記プリレンダリングされたアバターをリクエストされた際にキャッシュされた応答を提供するために、不揮発性記憶装置に書き込まれるものであるサーバ。
- プリレンダリングされたアバターを提供するためにメモリを有するサーバによって使用される方法であって、
クライアントから、プリレンダリングされるべきアバターへのリクエストであって、前記アバターの固有識別子を含む該リクエストを受け取るステップ、
前記固有識別子を使ってアバターレンダデータを読み出すステップ、
前記アバターレンダデータをアバタープリレンダリングアプリケーションによって処理し、定義された表示形式にプリレンダリングされたアバターを創成するステップ;
前記プリレンダリングされたアバターを前記メモリに書き込むステップ、および
前記リクエストに応えて、前記プリレンダリングされたアバターを前記メモリから前記クライアントへと送るステップ、
を有する方法。 - 請求項11記載の方法において、前記アバターレンダデータには、前記アバターを視覚的に記述するXMLデータが含まれる方法。
- 請求項11記載の方法において、前記アバターレンダデータには、複数の二次元ベクトルを記述するデータが含まれる方法。
- 請求項11記載の方法において、前記アバターレンダデータには、複数の三次元ポリゴンを記述するデータが含まれる方法。
- 請求項11記載の方法において、前記アバタープリレンダリングアプリケーションは、Flashプレイヤランタイム環境によって実行されるFlashアプリケーションを有するものである方法。
- 請求項11記載の方法において、前記定義された表示形式には、静止ビットマップ画像が含まれる方法。
- 請求項11記載の方法において、前記定義された表示形式には、アニメ動画セグメントが含まれる方法。
- 請求項11記載の方法において、前記クライアントが前記定義された表示形式を特定する方法。
- 請求項11記載の方法であって、さらに、
前記プリレンダリングされたアバターを、次に前記プリレンダリングされたアバターをリクエストされた際にキャッシュされた応答を提供するために、不揮発性記憶装置に書き込むステップを有する方法。 - プリレンダリングされたアバターを提供するためにメモリを有するサーバによって使用される方法であって、
クライアントから、プリレンダリングされるべきアバターへのリクエストであって、前記アバターの固有識別子を含む該リクエストを受け取るステップ、
前記固有識別子を使ってアバターレンダデータであって、前記アバターを視覚的に記述するXMLデータを含む該アバターレンダデータを読み出すステップ、
前記アバターレンダデータをFlashプレイヤランタイム環境によって実行されるFlashアプリケーションによって処理し、静止ビットマップ画像としてプリレンダリングされたアバターを創成するステップ、
前記プリレンダリングされたアバターを前記メモリに書き込むステップ、および、
前記リクエストに応えて、前記プリレンダリングされたアバターを前記メモリから前記クライアントへと送るステップ、
を有する方法。
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US12/291,224 | 2008-11-06 | ||
US12/291,224 US8745152B2 (en) | 2008-11-06 | 2008-11-06 | System and method for server-side avatar pre-rendering |
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JP2010113719A true JP2010113719A (ja) | 2010-05-20 |
JP5040030B2 JP5040030B2 (ja) | 2012-10-03 |
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US20100115022A1 (en) | 2010-05-06 |
US8745152B2 (en) | 2014-06-03 |
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