JP2010532890A5 - - Google Patents
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- JP2010532890A5 JP2010532890A5 JP2010514129A JP2010514129A JP2010532890A5 JP 2010532890 A5 JP2010532890 A5 JP 2010532890A5 JP 2010514129 A JP2010514129 A JP 2010514129A JP 2010514129 A JP2010514129 A JP 2010514129A JP 2010532890 A5 JP2010532890 A5 JP 2010532890A5
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- skeleton
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- 210000002356 Skeleton Anatomy 0.000 claims 38
- 238000009877 rendering Methods 0.000 claims 10
- 230000004048 modification Effects 0.000 claims 7
- 238000006011 modification reaction Methods 0.000 claims 7
- 230000000875 corresponding Effects 0.000 claims 6
- 239000000203 mixture Substances 0.000 claims 4
- 230000005540 biological transmission Effects 0.000 claims 3
- 210000001331 Nose Anatomy 0.000 claims 2
- 238000004590 computer program Methods 0.000 claims 2
- 230000001815 facial Effects 0.000 claims 2
- 210000003746 Feathers Anatomy 0.000 claims 1
- 210000003284 Horns Anatomy 0.000 claims 1
- 210000001847 Jaw Anatomy 0.000 claims 1
- 210000003625 Skull Anatomy 0.000 claims 1
- 239000000969 carrier Substances 0.000 claims 1
- 238000005034 decoration Methods 0.000 claims 1
- 239000011521 glass Substances 0.000 claims 1
- 230000001131 transforming Effects 0.000 claims 1
Claims (27)
ユーザアバターの一部又はすべてを表現する三次元メッシュを、前記ユーザアバターの1つ又は複数の骨格構成要素の少なくとも第1の特性に基づいて構成するように動作可能である骨格モデリング手段と、
前記ユーザアバターの1つ又は複数の骨格構成要素の1つ又は複数の特性を、該ユーザアバターの1つ又は複数の骨格構成要素の非対称変更を可能にするユーザインターフェースを介して変更するように動作可能である骨格変更手段と、
前記変更されたユーザアバター骨格に応じて構成される前記三次元メッシュに従って前記ユーザアバターをレンダリングするように動作可能であるレンダリング手段と、
を備え、
前記ユーザアバターの1つ又は複数の骨格構成要素の非対称変更は、該ユーザアバターのレンダリングされる外観を非対称に変更する、エンタテインメント装置。 An entertainment device,
Skeleton modeling means operable to configure a three-dimensional mesh representing part or all of a user avatar based on at least a first characteristic of one or more skeleton components of the user avatar;
Operates as one or more characteristics of one or more skeletal components of the user avatar, be changed via the user interface that enables the asymmetric modification of one or more skeletal components of the user avatar Possible skeleton modification means;
Rendering means operable to render the user avatar according to the three-dimensional mesh configured in response to the modified user avatar skeleton;
Equipped with a,
An entertainment device , wherein an asymmetric change of one or more skeleton components of the user avatar changes the rendered appearance of the user avatar asymmetrically .
前記変更されたユーザアバター骨格を記述するデータを1つ又は複数の遠隔エンタテインメント装置に送信する送信手段と、
1つ又は複数のそれぞれの遠隔エンタテインメント装置に対応するそれぞれの変更されたアバター骨格を記述するデータを受信する受信手段と、
を備え、
前記レンダリング手段は、1つ又は複数のそれぞれの遠隔エンタテインメント装置に対応する複数のそれぞれのアバターをレンダリングするように動作可能であり、各該アバターの該レンダリングは、そのそれぞれの変更されたアバター骨格に応じる、請求項1に記載のエンタテインメント装置。 The entertainment device is:
Transmitting means for transmitting data describing the modified user avatar skeleton to one or more remote entertainment devices;
Receiving means for receiving data describing each modified avatar skeleton corresponding to one or more respective remote entertainment devices;
With
The rendering means is operable to render a plurality of respective avatars corresponding to one or more respective remote entertainment devices, wherein the rendering of each of the avatars is associated with its respective modified avatar skeleton. The entertainment device of claim 1, which responds.
i.眼の横方向位置、
ii.眼の垂直方向位置、
iii.耳の垂直方向位置、
iv.鼻の位置、
v.鼻の外形、
vi.上部頭蓋形状、
vii.上顔面形状、
viii.下顔面形状、及び
ix.顎輪郭、
のうちの1つ又は複数を含む顔の特徴に関連する、請求項1に記載のエンタテインメント装置。 The skeletal component that can be changed asymmetrically is
i. The lateral position of the eye,
ii. The vertical position of the eye,
iii. The vertical position of the ear,
iv. Nose position,
v. Nose outline,
vi. Upper skull shape,
vii. Upper face shape,
viii. Lower facial shape, and ix. Jaw contour,
The entertainment device of claim 1 , wherein the entertainment device relates to facial features including one or more of the following.
i.眼鏡、
ii.毛髪、
iii.帽子、
iv.ヘッドフォン、
v.角、
vi.羽飾り、及び
vii.男性用下着、
のうちの1つ又は複数を含む、請求項5に記載のエンタテインメント装置。 The additional skeletal component is
i. glasses,
ii. hair,
iii. hat,
iv. Headphones,
v. Horn,
vi. Feather decoration, and vii. Men's underwear,
6. The entertainment device of claim 5 , comprising one or more of the following.
前記メッシュ変形手段は、前記ユーザアバターの一部又はすべてを表現する前記三次元メッシュに対してそれぞれ規定される複数の所定の三次元メッシュのうちの少なくとも1つのそれぞれの頂点位置に応じて、前記三次元メッシュの前記頂点の位置を変更するように動作可能であり、
前記三次元メッシュが所定の三次元メッシュによって変更される範囲は、該所定の三次元メッシュに関連付けられるブレンド重みに依存し、前記ユーザインターフェースを介して調整可能であり、
前記レンダリング手段は、前記メッシュ変更手段によって変更されている、前記変更された三次元メッシュに従って前記ユーザアバターをレンダリングするように動作可能である、請求項1〜9のいずれか一項に記載のエンタテインメント装置。 The entertainment device includes mesh deformation means operable to change the position of the vertex of the three-dimensional mesh via the user interface,
The mesh deforming means is configured according to each vertex position of at least one of a plurality of predetermined three-dimensional meshes respectively defined for the three-dimensional mesh that represents part or all of the user avatar. Operable to change the position of the vertex of the three-dimensional mesh;
The extent to which the 3D mesh is changed by a given 3D mesh depends on the blend weight associated with the given 3D mesh and can be adjusted via the user interface;
The entertainment according to any one of claims 1 to 9 , wherein the rendering means is operable to render the user avatar according to the changed three-dimensional mesh that has been changed by the mesh changing means. apparatus.
前記メッシュ変形手段は、それぞれのブレンド重みを乗算した前記複数の所定の三次元メッシュの各前記頂点に対する前記位置的オフセットの合計に、前記変形されていない三次元メッシュの前記頂点位置を加算した値に応じて、前記三次元メッシュの前記頂点の位置を変更するように動作可能である、請求項10に記載のエンタテインメント装置。 Each vertex of the plurality of predetermined three-dimensional meshes is defined as a positional offset relative to the position of the corresponding vertex of the three-dimensional mesh that has not been deformed;
The mesh deformation means is a value obtained by adding the vertex position of the undeformed three-dimensional mesh to the sum of the positional offsets for the vertices of the plurality of predetermined three-dimensional meshes multiplied by the respective blend weights. The entertainment device according to claim 10 , wherein the entertainment device is operable to change a position of the vertex of the three-dimensional mesh in response to.
複数の遠隔エンタテインメント装置からそれぞれの変更されたアバター骨格を記述するデータを受信する受信手段と、
それぞれの変更されたアバター骨格を記述するデータを複数の遠隔エンタテインメント装置に送信する送信手段と、
を備え、少なくとも第1の変更されたアバター骨格は、1つ又は複数の骨格構成要素の非対称変更を含む、サーバ。 A server operable to operate a multi-participation online virtual environment,
Receiving means for receiving data describing each modified avatar skeleton from a plurality of remote entertainment devices;
Transmitting means for transmitting data describing each modified avatar skeleton to a plurality of remote entertainment devices;
And at least the first modified avatar skeleton includes an asymmetrical modification of one or more skeleton components .
第1のエンタテインメント装置及び第2のエンタテインメント装置と、
複数参加型オンライン仮想環境を運営するように動作可能なオンラインサーバと、
を備え、
前記第1のエンタテインメント装置は、
ユーザアバターの一部又はすべてを表現する三次元メッシュを、前記ユーザアバターの1つ又は複数の骨格構成要素の少なくとも第1の特性に基づいて構成するように動作可能な骨格モデリング手段と、
前記ユーザアバターの1つ又は複数の骨格構成要素の1つ又は複数の特性を、該ユーザアバターの1つ又は複数の骨格構成要素の非対称変更を可能にするユーザインターフェースを介して変更する骨格変更手段と、
前記変更されたユーザアバター骨格に応じて構成される前記三次元メッシュに従って前記ユーザアバターをレンダリングするように動作可能であるレンダリング手段と、
なお、前記ユーザアバターの1つ又は複数の骨格構成要素の非対称変更は、該ユーザアバターのレンダリングされる外観を非対称に変更し、
前記変更されたユーザアバター骨格を記述するデータを前記第2のエンタテインメント装置に送信する送信手段と、
を備え、
前記第2のエンタテインメント装置は、
前記第1のエンタテインメント装置から変更されたユーザアバター骨格を記述するデータを受信する受信手段と、
前記変更されたアバター骨格に基づいて構成される前記三次元メッシュに従って、前記第1のエンタテインメント装置の前記変更されたアバターをレンダリングするように動作可能であるレンダリング手段と、
を備え、
前記ユーザアバターの1つ又は複数の骨格構成要素の非対称変更は、該ユーザアバターのレンダリングされる外観を非対称に変更し、
前記オンラインサーバは、
前記第1のエンタテインメント装置から前記変更されたユーザアバター骨格を記述するデータを受信する受信手段と、
前記変更されたユーザアバター骨格を記述するデータを前記第2のエンタテインメント装置に送信する送信手段と、
を備える、オンラインシステム。 An online system,
A first entertainment device and a second entertainment device;
An online server operable to operate a multi-participation online virtual environment;
With
The first entertainment device is:
Skeleton modeling means operable to configure a three-dimensional mesh representing part or all of a user avatar based on at least a first characteristic of one or more skeleton components of the user avatar;
Skeletal modification means for modifying one or more characteristics of one or more skeleton components of the user avatar via a user interface that allows asymmetric modification of the one or more skeleton components of the user avatar When,
Rendering means operable to render the user avatar according to the three-dimensional mesh configured in response to the modified user avatar skeleton;
The asymmetric change of one or more skeleton components of the user avatar changes the rendered appearance of the user avatar asymmetrically,
Transmission means for transmitting data describing the changed user avatar skeleton to the second entertainment device;
With
The second entertainment device is:
Receiving means for receiving data describing the first entertainment device or we changed by user avatar skeleton,
Rendering means operable to render the modified avatar of the first entertainment device according to the three-dimensional mesh configured based on the modified avatar skeleton;
With
An asymmetrical change of one or more skeleton components of the user avatar changes the rendered appearance of the user avatar asymmetrically;
The online server is
Receiving means for receiving data describing the modified user avatar skeleton from the first entertainment device;
Transmission means for transmitting data describing the changed user avatar skeleton to the second entertainment device;
An online system comprising.
前記オンライン仮想環境において使用するユーザアバターを選択するステップと、
前記ユーザアバターの1つ又は複数の骨格構成要素の1つ又は複数の特性を、該ユーザアバターの1つ又は複数の骨格構成要素の非対称変更を可能にするユーザインターフェースを介して変更するステップと、
前記ユーザアバターの1つ又は複数の骨格構成要素の少なくとも第1の特性に基づいて、前記ユーザアバターの一部又はすべてを表現する三次元メッシュを構成するステップと、
前記変更されたユーザアバター骨格に応じて構成される前記三次元メッシュに従って前記ユーザアバターをレンダリングするステップと、
を含み、
前記ユーザアバターの1つ又は複数の骨格構成要素の非対称変更は、該ユーザアバターのレンダリングされる外観を非対称に変更する、方法。 Avatar customization method for online virtual environment,
Selecting a user avatar for use in the online virtual environment;
Changing one or more characteristics of one or more skeletal components of the user avatar via a user interface that allows asymmetric changes of the one or more skeleton components of the user avatar ;
A step of based on said at least first characteristic of one or more skeletal components of user avatars, to configure a three-dimensional mesh representing some or all of the user avatar,
Rendering the user avatar according to the three-dimensional mesh configured according to the changed user avatar skeleton;
Only including,
The method wherein asymmetric modification of one or more skeleton components of the user avatar changes the rendered appearance of the user avatar asymmetrically .
1つ又は複数のそれぞれの遠隔エンタテインメント装置に対応するそれぞれの変更されたアバター骨格を記述するデータを受信するステップと、
1つ又は複数のそれぞれの遠隔エンタテインメント装置に対応する複数のそれぞれのアバターをレンダリングするステップであって、各該アバターの該レンダリングは、そのそれぞれの変更されたアバター骨格に応じる、レンダリングするステップと、
を含む、請求項16に記載のアバターカスタマイズの方法。 Transmitting data describing the modified user avatar skeleton to one or more remote entertainment devices;
Receiving data describing each modified avatar skeleton corresponding to one or more respective remote entertainment devices;
Rendering a plurality of respective avatars corresponding to one or more respective remote entertainment devices, the rendering of each of the avatars depending on its respective modified avatar skeleton;
The avatar customization method according to claim 16 , comprising:
なお、前記三次元メッシュが所定の三次元メッシュによって変更される範囲は、該所定の三次元メッシュに関連付けられるブレンド重みに依存し、前記ユーザインターフェースを介して調整可能であり、
前記三次元メッシュの頂点の位置を変形させるステップによって変形されている、前記変形された三次元メッシュに従って前記ユーザアバターをレンダリングするステップと、
を含む、請求項16〜21のいずれか一項に記載のアバターカスタマイズの方法。 Depending on the respective vertex positions of at least one of a plurality of predetermined three-dimensional meshes respectively defined for the three-dimensional mesh representing part or all of the user avatar, Transforming the position of the vertex of the three-dimensional mesh;
The range in which the three-dimensional mesh is changed by the predetermined three-dimensional mesh depends on the blend weight associated with the predetermined three-dimensional mesh and can be adjusted via the user interface.
Rendering the user avatar according to the deformed three-dimensional mesh being deformed by deforming a position of a vertex of the three-dimensional mesh;
The method of avatar customization according to any one of claims 16 to 21 , comprising:
前記三次元メッシュの前記頂点の位置を変形させるステップは、それぞれのブレンド重みを乗算した前記複数の所定の三次元メッシュの各前記頂点に対する前記位置的オフセットの合計に、前記変形されていない三次元メッシュの前記頂点位置を加算した値に応じて、前記三次元メッシュの前記頂点の位置を変形させる、請求項22に記載のアバターカスタマイズの方法。 Each vertex of the plurality of predetermined three-dimensional meshes is defined as the positional offset relative to the position of the corresponding vertex of the three-dimensional mesh that is not deformed;
The step of deforming the position of the vertex of the three-dimensional mesh comprises adding the positional offset for each vertex of the plurality of predetermined three-dimensional meshes multiplied by the respective blend weights to the untransformed three-dimensional mesh. The avatar customization method according to claim 22 , wherein the position of the vertex of the three-dimensional mesh is deformed according to a value obtained by adding the vertex positions of the mesh.
複数の遠隔エンタテインメント装置からそれぞれの変更されたアバター骨格を記述するデータを受信するステップと、
それぞれの変更されたユーザアバター骨格を記述するデータを複数の遠隔エンタテインメント装置に送信するステップと、
を含み、
少なくとも第1の変更されたアバター骨格は、1つ又は複数の骨格構成要素の非対称変更を含む、方法。 A method for operating a multi-participation online virtual environment,
Receiving data describing each modified avatar skeleton from a plurality of remote entertainment devices;
Transmitting data describing each modified user avatar skeleton to a plurality of remote entertainment devices;
Only including,
The method wherein at least the first modified avatar skeleton comprises an asymmetrical modification of one or more skeleton components .
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GB0713186A GB2450757A (en) | 2007-07-06 | 2007-07-06 | Avatar customisation, transmission and reception |
PCT/GB2008/002321 WO2009007701A1 (en) | 2007-07-06 | 2008-07-04 | Apparatus and method of avatar customisation |
Publications (2)
Publication Number | Publication Date |
---|---|
JP2010532890A JP2010532890A (en) | 2010-10-14 |
JP2010532890A5 true JP2010532890A5 (en) | 2011-07-21 |
Family
ID=38440552
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
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JP2010514129A Pending JP2010532890A (en) | 2007-07-06 | 2008-07-04 | Avatar customization apparatus and method |
Country Status (5)
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US (1) | US20100203968A1 (en) |
EP (1) | EP2175950A1 (en) |
JP (1) | JP2010532890A (en) |
GB (1) | GB2450757A (en) |
WO (1) | WO2009007701A1 (en) |
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US20070268293A1 (en) * | 2006-05-19 | 2007-11-22 | Erick Miller | Musculo-skeletal shape skinning |
-
2007
- 2007-07-06 GB GB0713186A patent/GB2450757A/en not_active Withdrawn
-
2008
- 2008-07-04 US US12/667,775 patent/US20100203968A1/en not_active Abandoned
- 2008-07-04 EP EP08762523A patent/EP2175950A1/en not_active Ceased
- 2008-07-04 WO PCT/GB2008/002321 patent/WO2009007701A1/en active Application Filing
- 2008-07-04 JP JP2010514129A patent/JP2010532890A/en active Pending
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