JP5782440B2 - 視覚表示の自動生成方法及びシステム - Google Patents
視覚表示の自動生成方法及びシステム Download PDFInfo
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- JP5782440B2 JP5782440B2 JP2012522942A JP2012522942A JP5782440B2 JP 5782440 B2 JP5782440 B2 JP 5782440B2 JP 2012522942 A JP2012522942 A JP 2012522942A JP 2012522942 A JP2012522942 A JP 2012522942A JP 5782440 B2 JP5782440 B2 JP 5782440B2
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- A—HUMAN NECESSITIES
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/533—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
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- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/213—Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
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- A—HUMAN NECESSITIES
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- A—HUMAN NECESSITIES
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- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
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- A—HUMAN NECESSITIES
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- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/428—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
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- A63F13/69—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 by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/017—Gesture based interaction, e.g. based on a set of recognized hand gestures
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06T—IMAGE DATA PROCESSING OR GENERATION, IN GENERAL
- G06T13/00—Animation
- G06T13/80—2D [Two Dimensional] animation, e.g. using sprites
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- A63F13/65—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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition
- A63F13/655—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 automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
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- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/833—Hand-to-hand fighting, e.g. martial arts competition
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- A—HUMAN NECESSITIES
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- A63F2300/10—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 input arrangements for converting player-generated signals into game device control signals
- A63F2300/1087—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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera
- A63F2300/1093—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 input arrangements for converting player-generated signals into game device control signals comprising photodetecting means, e.g. a camera using visible light
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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
- 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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- A—HUMAN NECESSITIES
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6009—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content
- A63F2300/6018—Methods for processing data by generating or executing the game program for importing or creating game content, e.g. authoring tools during game development, adapting content to different platforms, use of a scripting language to create content where the game content is authored by the player, e.g. level editor or by game device at runtime, e.g. level is created from music data on CD
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- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6045—Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
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- A—HUMAN NECESSITIES
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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
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/66—Methods for processing data by generating or executing the game program for rendering three dimensional images
- A63F2300/6607—Methods for processing data by generating or executing the game program for rendering three dimensional images for animating game characters, e.g. skeleton kinematics
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- A63F2300/69—Involving elements of the real world in the game world, e.g. measurement in live races, real video
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Description
[0149]深度バッファ内の情報は、未加工の深度のデータから識別された被写体から面を分離するために利用され得る。深度バッファによる最初のパスの歩みは、ポイントクラウドから抽出された面法線に基づいて、深度バッファに関する通常のマッピングを計算するために使用され得る。かくして、空間の個々のポイントというよりもむしろ、本システムは、面が指している方向を抽出し得る。本システムは、深度バッファから面法線を投影し得、面法線が関連付けられているクラウド内のポイントと一緒に面法線を格納し得る。面法線は、被写体の形及び輪郭を識別するために使用され得る。例えば、球は、面全域に渡って標準方向にゆるやかな一定の変化を有し得る。様々な被写体に関する面法線は、シーンにおいて検出される面法線と比較するために、様々なオブジェクトフィルターにおいて異なり得る。
12 計算環境
14 表示装置
16 視聴覚装置
18 ユーザー
20 キャプチャ装置
22 画像カメラコンポーネント
24 赤外線光コンポーネント
26 立体視(3−D)カメラ
28 RGBカメラ
30 マイクロフォン
32 プロセッサー
34 メモリーコンポーネント
36 通信リンク
100 マルチメディアコンソール
101 中央演算処理装置(CPU)
102 レベル1キャッシュ
104 レベル2キャッシュ
106 フラッシュROM
108 画像処理装置(GPU)
110 メモリーコントローラー
112 メモリー
114 ビデオエンコーダー/ビデオコーデック(符号化器/デコーダー)
118 モジュール
102 ボール
104 箱
106 ブラインド
110 壁#1
112 壁#2
115 床
120 I/Oコントローラー
122 システム管理コントローラー
123 音声処理装置
124 ネットワークインターフェースコントローラー
126 第1のUSBコントローラー
128 第2のUSBコントローラー
130 フロントパネルI/O部分組立体
132 音声コーデック
136 システム電力供給モジュール
138 ファン
140 伝送用A/V(音声/ビデオ)ポート
142(1)周辺機器コントローラー
142(2)周辺機器コントローラー
143 システムメモリー
144 媒体ドライブ
146 外部記憶装置
148 無線アダプター
150 電源スイッチ
152 イジェクトボタン
190 ジェスチャ認識エンジン
191 ジェスチャフィルター
192 ジェスチャライブラリー
194 表示装置
195 プロセッサー
196 特徴比較モジュール
197 特徴ライブラリー
198 プロファイル情報
220 計算環境
221 システムバス
222 システムメモリー
223 読み出し専用メモリー(ROM)
224 基本入出力システム(BIOS)
225 オペレーティングシステム
226 アプリケーションプログラム
227 その他のプログラムモジュール
228 プログラムデータ
229 画像処理装置(GPU)
230 ビデオメモリー
231 グラフィックインターフェース
232 ビデオインターフェース
233 周辺出力インターフェース
234 取り外し不可能不揮発性メモリーインターフェース
235 取り外し可能不揮発性メモリーインターフェース
236 ユーザー入力インターフェース
237 ネットワークインターフェース
238 ハードディスクドライブ
239 磁気ディスクドライブ
240 光学式ディスクドライブ
241 計算機
242 モニター
243 プリンター
244 スピーカー
245 ローカルエリアネットワーク(LAN)
246 リモートコンピューター
247 メモリー記憶装置
248 リモートアプリケーションプログラム
249 広域ネットワーク(WAN)
250 モデム
251 キーボード
252 ポインティングデバイス
253 取り外し可能不揮発性光学式ディスク
254 取り外し可能不揮発性磁気ディスク
255 プログラムデータ
256 その他のプログラムモジュール(複数)
257 アプリケーションプログラム(複数)
258 オペレーティングシステム
259 演算処理装置(単数又は複数)
260 ランダムアクセスメモリー(RAM)
502a 手
502b 手
504a 前腕
505b 前腕
506a 肘
506b 肘
508a 二頭筋
508b 二頭筋
510a 肩
510b 肩
512a 臀部
512b 臀部
514a 大腿部
514b 大腿部
516 膝
516a 膝
516b 膝
518a 前脚
518b 前脚
518n 前脚
520 足
520a 足
520b 足
522a 頭
522b 頭
522n 頭
524 胴
526 上部脊椎
526n 上部脊椎
528 下部脊椎
528n 下部脊椎
530 腰
600 本システム
601 物理的な空間
602 ユーザー
603 視覚表示
608 立体視カメラ
610 計算装置
612 表示装置
702 髪に関する特徴のオプション
Claims (15)
- 目標の視覚表示を生成するための方法が、
シーンデータを受信するステップであって、前記データが、物理的な空間内の前記目標を代表するデータを含むものと、
前記目標を代表するデータから少なくとも1つの目標の特徴を検出するステップと、
前記検出された少なくとも1つの目標の特徴を視覚表示の特徴のオプションと比較するステップであって、前記視覚表示の特徴のオプションが、前記目標の前記視覚表示に適用されるように構成された選択可能なオプションを含むものと、
前記視覚表示の特徴のオプションから視覚表示の特徴を選択するステップと、
前記視覚表示の特徴を前記目標の前記視覚表示に適用するステップと、
前記視覚表示をレンダリングするステップと、
前記目標を代表するデータからユーザーのジェスチャを検出するステップと、
前記検出されたジェスチャから修正モードに入るジェスチャを認識するステップと、
前記修正モードに入るジェスチャの認識に従って、前記視覚表示のユーザーによる修正を実行するステップと、を含む方法。 - 前記視覚表示が、前記検出された少なくとも1つの目標の特徴と前記視覚表示の特徴のオプションとの比較から自動的に生成され、前記視覚表示の特徴の前記選択が、ユーザーによる手動の選択を必要とせずに実行されることを特徴とする請求項1記載の方法。
- 前記視覚表示の特徴を選択するステップが、前記検出された少なくとも1つの目標の特徴と類似した前記視覚表示の特徴を選択するステップを含む請求項1記載の方法。
- 前記視覚表示の特徴が、顔の容貌、体の一部、色、大きさ、身長、幅、形、装身具、又は衣類のうち少なくとも1つであることを特徴とする請求項1記載の方法。
- 更に、前記視覚表示の特徴のオプションから前記視覚表示の特徴に関する視覚表示の特徴のオプションのサブセットを生成するステップと、
前記生成された特徴のオプションのサブセットを、前記視覚表示に適用するための前記視覚表示の特徴のユーザーの選択のために提供するステップと、を含む請求項1記載の方法。 - 前記生成された視覚表示の特徴のオプションのサブセットが、前記検出された少なくとも1つの目標の特徴と類似した前記複数の視覚表示の特徴のオプションを含む請求項5記載の方法。
- 更に、前記生成された特徴のオプションのサブセットからの前記視覚表示の特徴の前記ユーザーの選択を受信するステップを含んでいて、前記視覚表示の特徴のオプションから前記視覚表示の特徴を選択するステップが、前記ユーザーの選択に対応する前記視覚表示の特徴を選択するステップを含むことを特徴とする請求項5記載の方法。
- 前記視覚表示の特徴を有する前記視覚表示が、リアルタイムにレンダリングされることを特徴とする請求項1記載の方法。
- 更に、前記目標を監視して、前記検出された少なくとも1つの目標の特徴における変化を検出するステップと、
前記検出された少なくとも1つの目標の特徴における前記変化に基づいて、前記視覚表示に適用される前記視覚表示の特徴をリアルタイムに更新することによって前記目標の前記視覚表示を更新するステップと、を含む請求項1記載の方法。 - 更に、前記目標がヒューマンターゲットであって、ユーザーの目、口、鼻、又は眉のうち少なくとも1つの位置を検出し、前記位置を使用して対応する視覚表示の特徴を前記視覚表示に配列するステップを含む請求項1記載の方法。
- 更に、所望の修正を提供する設定に基づいて、前記選択された視覚表示の特徴を修正するステップを含む請求項1記載の方法。
- 前記修正が、前記視覚表示の特徴に関する様々な修正レベルを提供可能なスライドする尺度に基づくことを特徴とする請求項11記載の方法。
- シーンのデータを受信するためのキャプチャ装置であって、前記データが、物理的な空間内の目標を代表するデータを含むものと、
計算機実行可能命令を実行するためのプロセッサーを含んでいて、前記計算機実行可能命令が、
前記目標を代表するデータから少なくとも1つの目標の特徴を検出するステップと、
前記検出された少なくとも1つの目標の特徴を視覚表示の特徴のオプションと比較するステップであって、前記視覚表示の特徴のオプションが、視覚表示に適用するために構成された選択可能なオプションを含むものと、
前記視覚表示の特徴のオプションから視覚表示の特徴を選択するステップと、
前記視覚表示の特徴を前記目標の前記視覚表示に適用するステップと、
前記目標を代表するデータからユーザーのジェスチャを検出するステップと、
前記検出されたジェスチャから修正モードに入るジェスチャを認識するステップと、
前記修正モードに入るジェスチャの認識に従って、前記視覚表示のユーザーによる修正を実行するステップと、に関する命令を含むことを特徴とする装置。 - 更に、前記視覚表示をリアルタイムにレンダリングするための表示装置を含んでいて、前記プロセッサーが、前記検出された少なくとも1つの目標の特徴と前記視覚表示の特徴のオプションとの比較から前記視覚表示を自動的に生成して、前記視覚表示の特徴の前記選択が、ユーザーによる手動の選択を必要とせずに実行されることを特徴とする請求項13記載の装置。
- 前記計算機実行可能命令が更に、
前記視覚表示の特徴に関して、前記視覚表示の特徴のオプションから視覚表示の特徴のオプションのサブセットを生成するステップと、
表示装置上に、前記生成された特徴のオプションのサブセットを、前記視覚表示に適用するための前記視覚表示の特徴のユーザーの選択のために提供するステップと、に関する命令を含むことを特徴とする請求項13記載の装置。
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Cited By (1)
Publication number | Priority date | Publication date | Assignee | Title |
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TWI808787B (zh) * | 2022-06-15 | 2023-07-11 | 英業達股份有限公司 | 自動分類過渡動作的方法 |
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RU2560340C2 (ru) | 2015-08-20 |
WO2011014467A2 (en) | 2011-02-03 |
BR112012002068A8 (pt) | 2017-10-10 |
JP2013500771A (ja) | 2013-01-10 |
CN102470274B (zh) | 2014-10-29 |
US20110025689A1 (en) | 2011-02-03 |
EP2459289A4 (en) | 2013-11-13 |
CA2766511A1 (en) | 2011-02-03 |
KR20120051659A (ko) | 2012-05-22 |
RU2012102918A (ru) | 2013-08-10 |
BR112012002068A2 (pt) | 2016-05-31 |
EP2459289A2 (en) | 2012-06-06 |
WO2011014467A3 (en) | 2011-07-07 |
CN102470274A (zh) | 2012-05-23 |
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